Archive for November, 2006

The Thinking Person’s Sim: ExperiencePoint

ExperiencePoint.com, a developer of simulations and serious games for business and education, offers a role-playing experience that puts less emphasis on graphics and effects and more on theory and educational support. For example, Sockeyes, a game in which the player assumes the role of the general manager of a Canadian hockey team, forces the player to make decisions, as it also forces the player to live with ambiguity and multiple outcomes, where the unstated but very real behind-the-scenes goal is to develop a survival strategy for whatever decision or outcome one might experience. As maddening as “there are no right or wrong answers” sounds, such lack of closure or certainty models the way things tend to be in the real world.

Sockeyes does not offer “extreme” animation, but uses an effective level of flash animation which is hosted on ExperiencePoint’s servers, which makes it possible for the player to avoid bulky downloads.

There is a very modest amount of voiceover (in a cute Canadian accent), which contributes to the sim’s quirky appeal. Further, the possible outcomes are sketched out, but the are largely left to the player’s imagination. Sockeyes presents a set of scenarios, asks the player to make a decision, and, instead of seeing the sim unfold graphically before one’s eyes, one is presented with text. The focus is not on the outcome, but on the factors that will influence and shape the decision-making process.

With an emphasis on process, rather than outcome, ExperiencePoint simulations challenge the players to become aware of their own thoughts, and the reasons or rationales for the decisions. In this sense, the process seems to have more in common with cognitive therapy and/or meta-cognitive analysis than Sim City. ExperiencePoint offers simulations in change management, health care management, corporate responsibility, and case studies.

One can check out Sockeyes here: http://www.experiencepoint.com

Other simulations by ExperiencePoint are very robust, and have more sophisticated graphics and animations. http://www.experiencepoint.com

Nevertheless, the core philosophy is intact: Provide the tools for decision-making; enhance the ability of the learner to become self-aware, and able to step back and look at one’s own logic (whether workable or flawed). ExperiencePoint offers two additional free simulations:

Negotiation at the North Pole: Welcome to the North Pole! It’s after the holidays and Santa, Paul the Elf, and Blitzen are thinking about trading gifts they received. See if you can broker a gift exchange that maximizes overall good cheer! http://www.experiencepoint.com/holiday/2004/

Santa’s Little Helper: Santa, fueled by the octane of Reality TV, has created a competition to find a new protégé. You are a finalist and must manage a rag-tag team of previous cast offs in one last task. It won’t be easy, but if you succeed you will earn a plum salary, sweet benefits, and the title of “Santa’s Little Helper”!http://www.experiencepoint.com/holiday/2005/

If you’ve tried out the ExperiencePoint simulations, you probably enjoy them. One of the things that is most attractive is that you do not have to download a file that is a half a gigabyte in size! The fact that it written in Flash and will work well on most browsers is very important.

With that in mind, Xplana Learning has created Xplana Sim. This means that for individuals and institutions who want a customized learning experience and game design, a new gaming/simulation environment will be available in higher education.

XplanaSim has a unique sim-authoring tool that allows clients to easily create their own, customized games. The basic structure is provided, but users can add and delete nodes, thereby constructing their own decision tree. Each node can be customized by adding various media, titles, and decision options. (from the product flyer).

Simulations and serious games that are flexible enough to support hybrid as well as 100% online delivery have the advantage of appealing to multiple learning styles, facilitating collaboration, motivating the participants, and providing a repository of documents, articles, and objects that can be utilized in future situations or scenarios.

XplanaSim episodes are created using a Flash-based role-playing simulation engine: there is no proprietary downloading necessary. XplanaSim can integrate with LMS platforms. All major types of meda are supported.

Using a flash-based simulation approach is very effective. The simulation is self-contained, and so does not require multiple players. The fact that simulations are built in flash, which can be easily integrated with instant messaging, bulletin boards or blogs, makes them perfect in conjunction with e-books and/or webinars. It also works well where access is not completely reliable, and a high-speed internet connection is not a given.

To be most effective, a simulation or serious game really does need some sort of collaboration, whether virtually (through the discussion board, e-mail, skype, etc.) or face-to-face.

XplanaSim will be available through Xplana Learning.

War Games, Serious Games: “Learning How to Learn” in a Net-Centric World

Podcast / mp3 file

The military has teamed with video game designers such as Zombie to develop dynamic, interactive games that are used to train, instruct, and even recruit. What is often overlooked is that they are extremely powerful tools for understanding learning and knowledge in the new network-centric world. The games focus on “learning how to learn” in the civilian world as well as the military / wargame world.

Future Force Company Commander, developed by zombie.com for SAIC and the U.S. Army, is a gorgeously designed game. It is clear, well-organized, and has fantastic graphics and it has a high authenticity quotient. It gives you a sense that you’re doing something in the way that it’s really done. You’re learning how to learn in the new network-centric environment. You’re teaching yourself meta-cognitive survival skills. You’re evolving into a “digital native” - made not born. It is an incredible thing to find a way to stay on the always-moving cutting edge of technology and perception.

Let’s step back a moment. I can definitely see why Future Force Company Commander could be considered a good recruiting tool for the Army, as well as a way to get the message across that “Future Combat Systems (FCS) will transform the U.S. Army’s Current Force to a more lethal, agile Future force to achieve battlespace dominance.” http://www.army.mil/fcs/f2c2/

Star Wars, anyone?

Okay, it’s not 1983, it’s almost 2007, and we really are using a lot of technology in the battlefield. But, here’s a question: Will people use the technology in the way it’s intended? If you play the game, you have to use the technology in the way the game allows you to use it.

What happens when technology is used in ways it is not intended to be used? You certainly won’t find out in a typical sim game.

But, in many ways, Future Force Company Commander goes far beyond that.

Basically, Future Force Company Commander is a simulation game, combined with elements of first-person shooter, as well as an interactive educational game. It was originally designed for officers, but it has become very popular with younger players. The settings are comprised of various battle situations. However, what the game simulates is the concept of a “wireless network-centric operating system.”

“Future Combat Systems (FCS) will transform the U.S. Army’s Current Force to a more lethal, agile Future Force to achieve battlespace dominance. The F2C2 video game demonstrates the FCS wireless network-centric operating system that seamlessly links advanced communications and networking systems with soldiers, platforms, weapons, and sensors.”
http://www.army.mil/fcs/f2c2/overview.html

The network-centric approach suggests that each node in the net is of equal strategic importance and that one can input data that matters and have a positive outcome. All nodes, all players are equally important.

Mainly, though, only the “players” on the ground die. The game conveniently glosses over that. It’s much better to be “God” in the command post. If this assessment seems a bit harsh, one has to keep in mind that there are many family members and moms of young Marines and other military professionals who are proud of their military family members and want to honor their service. At the same time, viewing war simulations elicits an emotional response. It can’t be helped, particularly when one contemplates the very real sacrifices that our military professionals make every day.

As an educational tool, I think it has enormous merit, particularly in the strategic planning and analysis phase. It does the following:

1. increases literacy by encouraging players to read the encyclopedia
2. develops land-navigation skills (map-reading, calculating distances, etc) are developed
3. initiates learners in the basic use of computers to do “command” functions (move equipment, fire weapons)
4. enhances one’s ability to read and interpret multiple sources of information and intelligence
5. provides an after-action review which allows individuals to develop meta-cognitive skills and develop “lessons learned” abilities.

Seeing is believing. The satellites are always correctly calibrated in F2C2’s sim battlespace.

The game helps explain the “every soldier a sensor” concept and it allows individuals to become “smart” in terms of sensing, encoding, and interpreting data in order to make decisions. Like all sim games, one gets to see the outcomes of one’s actions right away.

“You’ll experience an exciting range of real-time missions while equipped with the full spectrum of FCS capabilities. F2C2 shows the sophisticated sensors linked among the 18 different FCS systems, and how the FCS network quickly disperses tactical intelligence enabling soldiers to pre-empt enemy attacks and mount offensive assaults.” http://www.army.mil/fcs/f2c2/overview.html

Sim Situation: Sabalan and Dalilar. The missions emanate from this. I am reminded of Jorge Luis Borges’ poem, “Ajedrez” (A Game of Chess)

Dios mueve al jugador, y éste, la pieza.
¿Qué Dios detrás de Dios la trama empieza
de polvo y tiempo y sueño y agonías?

God moves the player, and this, the piece,
But, what God behind God initiates the action:
of dust and time and dreams and death throes?
– Jorge Luis Borges, from “Ajedrez”

As a motivational tool, Future Force Company Commander is very effective:
1. engages the emotions — is very entertaining
2. allows role-playing & one can develop sense of self-efficacy
3. gives a sense of mastery of the technology and mastery (even though the mastery is an illusion) over one’s environment

Glaring ethical problems remain, though –

1. This game could exacerbate social divides because it privileges certain learners who have had education that includes maps, outdoors, expensive computers, familiarity with certain types of equipment — excludes people who may have difficulty because English is not their native language and who have not grown up with expensive computer systems and games.

2. Players learn an approach that may or may not be the model that is the most effective for their situation; while it might be good for sequencing and staging equipment, troops, supplies, and it might be good for learning how to pace equipment, etc., it’s still a very “inside the box” experience — the players are constrained by the game itself. They are not able to use technology in “off-label” sorts of ways — the sort of ways that our enemies tend to use technology.

3. Does not include enough skill-building that most users will need. The game represents an opportunity to really help players gain the real-life skills they need (reading, spelling, algebra, geometry, etc.)

4. Exacerbates social isolation — military units consist of people who interact; the game consists of a human who interacts with avatars. The game needs more collaboration — emulate team-building, negotiating, problem-solving, conflict resolution — there is not enough interaction with “real” people.

5. Obviously, the biggest problem is FANTASY. Future Force Company Commander suggests that fighting in a war will be as stimulating, romantic, and attractive as playing a game. There is no sickness, no pain, no jealousy, no negative emotions, no sadness or homesickness, or raw, gut-wrenching fear.

Equipment you carry on your back, or, shoulder-mounted weapon. The weapon always works. No dust here, no shortages of water or food, no flu, no sand fleas, no parasites. Furthermore, the gun and ammunition do not weigh anything. It is like fighting in heaven.

Sensors do not accurately reflect human factors. Automated planning tools, real-time situational awareness, ISR and fire support planning tools are nice, but they are inadequate.

Where the game needs the most help is in emulating “situational awareness” that incorporates human factors (sickness, duplicity, false signals - false flag operations, etc.). This game makes people suckers for false flag operations, and, further, it suggests that false flag operations are by and large the only ways (besides sabotage and flooding the network with viruses) to overcome the new multi-sensor network-centric warfare. The implications are grave.

I think that Future Force Company Commander could be an outstanding educational supplement. Obviously, it would still carry the ethical baggage of romanticizing war. It also encourages people to be duped by appearances. Ground truthing is always necessary in any kind of remote sensing-based analysis.

But, F2C2 does have a great deal of merit for supplemental use in a number of disciplines and academic areas. Further, as a metacognitive tool, I think that the type of learning the F2C2 represents absolutely cannot be surpassed. The ability to take multiple data points, sift through simultaneous feeds of information, assess and position data spatially as well as temporally is, in a word, remarkable. Future Force Company Commander teaches people how to learn. Players are learning about learning in the network-centric world.

First published in e-learning queen — http://www.elearningqueen.org