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Proceedings of the 12th European Conference on Knowledge ...

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Albena Ant<strong>on</strong>ova and Anandasivakumar Ekambaram<br />

C<strong>on</strong>cerning <str<strong>on</strong>g>the</str<strong>on</strong>g>ir development: mainstream, or commercial entertainment games, commercial<br />

educati<strong>on</strong>al games, and research based educati<strong>on</strong>al games<br />

Leyland (1996) categorizes SG based <strong>on</strong> <str<strong>on</strong>g>the</str<strong>on</strong>g>ir primary market - military games, government games,<br />

educati<strong>on</strong>al games, corporate games, healthcare games, and political, religious and art games.<br />

There are several advantages <str<strong>on</strong>g>of</str<strong>on</strong>g> using SG. Some <str<strong>on</strong>g>of</str<strong>on</strong>g> <str<strong>on</strong>g>the</str<strong>on</strong>g>m are (Frederik et al., 2010): fun and<br />

challenge, immersive, stimulate learning, interactive, pers<strong>on</strong>alized, c<strong>on</strong>textualized, ability to provide<br />

feedback. There have been a number <str<strong>on</strong>g>of</str<strong>on</strong>g> studies which have dem<strong>on</strong>strated that games accelerate<br />

learning, increase motivati<strong>on</strong> and support <str<strong>on</strong>g>the</str<strong>on</strong>g> development <str<strong>on</strong>g>of</str<strong>on</strong>g> higher level cognitive skills (deFreitas &<br />

Jarvis, 2006).This makes SG suitable for learning purposes and especially for active learning (focused<br />

<strong>on</strong> end-learner), testing competences and skills, developing critical thinking, testing scenarios and<br />

strategy <str<strong>on</strong>g>of</str<strong>on</strong>g> acti<strong>on</strong>s, pr<str<strong>on</strong>g>of</str<strong>on</strong>g>iling, and self-learning. Moreover, games are very good at using drama,<br />

storyline, humor and characters to create a compelling experience which, from a training point <str<strong>on</strong>g>of</str<strong>on</strong>g> view,<br />

develops memory hooks and means that learners not <strong>on</strong>ly remember what happened but also why it<br />

happened. Weaknesses <str<strong>on</strong>g>of</str<strong>on</strong>g> SG are, am<strong>on</strong>g o<str<strong>on</strong>g>the</str<strong>on</strong>g>r things, technical limitati<strong>on</strong>s, balance between game<br />

and learning, and syn<str<strong>on</strong>g>the</str<strong>on</strong>g>tic envir<strong>on</strong>ment (Frederik et al., 2010). Ano<str<strong>on</strong>g>the</str<strong>on</strong>g>r weakness is that SG cannot<br />

easily integrate <str<strong>on</strong>g>the</str<strong>on</strong>g>oretical knowledge. Thus, <strong>on</strong> many occasi<strong>on</strong>s, SG are accompanied by standard<br />

e-learning tools and knowledge bases (for example, <str<strong>on</strong>g>the</str<strong>on</strong>g> games <str<strong>on</strong>g>of</str<strong>on</strong>g> Yentles@ and InTeLS@).<br />

As we have seen, learning is c<strong>on</strong>nected to SG. However, many popular entertainment games (for<br />

example, simulati<strong>on</strong>s, strategy games, and role playing) allow players to extend <str<strong>on</strong>g>the</str<strong>on</strong>g>ir skills and<br />

knowledge base. Some examples <str<strong>on</strong>g>of</str<strong>on</strong>g> simulati<strong>on</strong> games include city-building games (as Sim City@),<br />

business simulati<strong>on</strong> games, and life-simulati<strong>on</strong> games, where players need to design and achieve<br />

balance in complex ecosystems, and meeting some pre-defined goals. When it comes to more<br />

intensive game experiences, <str<strong>on</strong>g>the</str<strong>on</strong>g>re are "exergames" or active games simulati<strong>on</strong>s as flight simulati<strong>on</strong>,<br />

racing games and space flight simulati<strong>on</strong>, and o<str<strong>on</strong>g>the</str<strong>on</strong>g>r applicati<strong>on</strong>s such as music and sport games. In<br />

<str<strong>on</strong>g>the</str<strong>on</strong>g>se games, players actively perform acti<strong>on</strong>s and develop motor skills in c<strong>on</strong>texts that tend to reflect<br />

<str<strong>on</strong>g>the</str<strong>on</strong>g> reality. Therefore, it is not always easy to distinguish between SG and entertainment games with<br />

respect to learning.<br />

3. Serious games and <strong>Knowledge</strong> management<br />

As described by Lohmann & Niesenhous (2008), a vast range <str<strong>on</strong>g>of</str<strong>on</strong>g> knowledge can be transmitted<br />

through a serious game. <strong>Knowledge</strong> is integrated into <str<strong>on</strong>g>the</str<strong>on</strong>g> game in a number <str<strong>on</strong>g>of</str<strong>on</strong>g> different ways; ei<str<strong>on</strong>g>the</str<strong>on</strong>g>r<br />

directly integrated into <str<strong>on</strong>g>the</str<strong>on</strong>g> game play (game mechanics) and scenarios, or made available as an<br />

external resource. However, <str<strong>on</strong>g>the</str<strong>on</strong>g> knowledge in SG is not represented in explicit form. Players need to<br />

obtain it through a number <str<strong>on</strong>g>of</str<strong>on</strong>g> trial and error methods. This makes <str<strong>on</strong>g>the</str<strong>on</strong>g>m to go through a number <str<strong>on</strong>g>of</str<strong>on</strong>g><br />

first-hand experiences, improve <str<strong>on</strong>g>the</str<strong>on</strong>g>ir competence, enable <str<strong>on</strong>g>the</str<strong>on</strong>g>m to build complex cognitive models<br />

and become active learners. Moreover, <str<strong>on</strong>g>the</str<strong>on</strong>g> SG provide c<strong>on</strong>text <str<strong>on</strong>g>of</str<strong>on</strong>g> interacti<strong>on</strong>, and create opportunities<br />

for players to improve <str<strong>on</strong>g>the</str<strong>on</strong>g>ir social and cognitive skills and <str<strong>on</strong>g>the</str<strong>on</strong>g>ir ability to deal effectively with<br />

complexity.<br />

The following secti<strong>on</strong>s will describes how serious games can facilitate and improve knowledge<br />

management in companies. This descripti<strong>on</strong> is divided into two main parts. They are: SG for<br />

individual-centered KM and SG for organizati<strong>on</strong>al-centered KM.<br />

3.1 SG for Individual-centered KM<br />

SG allow individuals to build expertise easily and quickly by adopting <str<strong>on</strong>g>the</str<strong>on</strong>g> c<strong>on</strong>cept <str<strong>on</strong>g>of</str<strong>on</strong>g> rapid<br />

competence development. Based <strong>on</strong> literature studies, Wouters et al. (2008) present a classificati<strong>on</strong><br />

<str<strong>on</strong>g>of</str<strong>on</strong>g> learning outcomes <str<strong>on</strong>g>of</str<strong>on</strong>g> SG and address 4 main classes <str<strong>on</strong>g>of</str<strong>on</strong>g> skills. They are: cognitive skills<br />

(knowledge and skills as problem solving, decisi<strong>on</strong> making, and situati<strong>on</strong>al awareness), motor skills<br />

(acquisiti<strong>on</strong> and compilati<strong>on</strong> <str<strong>on</strong>g>of</str<strong>on</strong>g> knowledge), affective skills (attitude and motivati<strong>on</strong>) and<br />

communicative skills (communicate, cooperate, and negotiate). SG can successfully integrate<br />

immersive scenarios, transfer <str<strong>on</strong>g>the</str<strong>on</strong>g> knowledge <str<strong>on</strong>g>of</str<strong>on</strong>g> c<strong>on</strong>texts and address particular knowledge domain.<br />

SG are designed around c<strong>on</strong>text realistic scenarios that teach and facilitate individuals / employees to<br />

take decisi<strong>on</strong>s, make forecasts and develop business-specific skills, when <str<strong>on</strong>g>the</str<strong>on</strong>g>y execute various<br />

business tasks. Moreover, SG can enhance employees to develop specific competences in finance,<br />

marketing, business planning, sales, forecast methods and o<str<strong>on</strong>g>the</str<strong>on</strong>g>r business issues and test <str<strong>on</strong>g>the</str<strong>on</strong>g>m in<br />

close-to-real c<strong>on</strong>texts. SG can fur<str<strong>on</strong>g>the</str<strong>on</strong>g>r train individuals to develop more complex s<str<strong>on</strong>g>of</str<strong>on</strong>g>t skills (for<br />

example, communicati<strong>on</strong> and negotiati<strong>on</strong>, decisi<strong>on</strong>-making and planning).<br />

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