Abstract
If created along the principles of engagement, relevance and measurability, learning games offer appealing benefits both for managers (project sponsors) and employees (end-users). Yet widespread use of such serious games at for-profit organisations may be set back by financial barriers. The article focuses on how to create simulations cost-effectively and at a good quality level at the same time. The key is to advance in small, consecutive steps, creating short, self-contained stories with a limited number of characters in a relatively simple, unchanged environment. On a simple and steady platform of a few strong-featured heroes, together with their business and human relations, a complex world of intricate narratives may be built up as new topics are treated. As developers we do not need to make big promises about the numbers of learning goals and skills to improve. We just start by stating that we can set up a modular system of simulations in a relatively inexpensive way. If we do it right, there will always be enough interest (and money) to expand the horizon. Nevertheless, it is still true that we need a considerable investment of trust and financial resources at the beginning, just to be able to introduce the characters and setting to the audience just as well as to create the appropriate software background.
Highlights
The Homo Ludens gamifies, and so do an increasing number of organisations that strive to gain and retain top quality workforce
An impressive-looking and eye-catchingly functioning curriculum requires lots of development hours. When it comes to meeting deadlines, resolving the time pressure will blow up the budget. This sounds like sad news about complex simulations, or to be more precise, to situational contents which, based on decisions between confronting interests, help gain and synthetize new information, develop skills and aim to measure the change. [2] (In this regard, simple software mock-ups are not real simulations because they lack compound tasks, weighing alternatives and information from several different sources – software mock-ups at a basic level are drills, and not challenges.)
By looking around for “cool” current simulation contents, we find products targeting wide audiences without any limitations on language, industry or professional experience
Summary
The Homo Ludens gamifies, and so do an increasing number of organisations that strive to gain and retain top quality workforce. We rewrite our onboarding materials as well as our standard and individual courses. This does not mean we will have infinite resources to refine our curricula. In the very moment gamification comes to sight, the need for measuring outcomes emerges too. The more breath-taking a learning content is, the harder it is to retain its relevance and measurability. In the case of a gamified product, the triangle of engagement, relevance and measurability is quite twisted, and it is not at all simple to reconcile these conflicting factors. Aron Solecki: Developing Skills and Measuring Competences Through Simulations in Corporate Environment. Relevance: a) The content should target to reach definite learning goals. B) It must be aligned with corporate strategic goals to prove that it is worth the investment
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