Simulations, Case Studies and Games – Strictly Take 2

Last month’s blog looked at the difficult balancing act that has to be struck between knowledge and skills. It concluded that skills learned in one domain are not always transferable to another, making it important to have as realistic an environment in which to learn as possible.

The UK government believe, as set out in their skills for jobs white paper that by giving employers a central role in the design of technical courses it will ensure the education and training is directly linked to the skills needed in the world of work. Although this should result in a curriculum valued by employers, these skills won’t be learned unless they can be applied in a real-world environment. This is the reason the government promote apprenticeships and have built work experience into the new T levels.

But perhaps there is more that could be done, what if the transition between what is learned in the “classroom” and the real world was somehow smoother, almost as if it was the obvious next step.

Simulations, a type of rehearsal
One answer might be to use a simulation, an instructional scenario where the learner is placed in a world similar in some aspects to the real one. It is a representation of reality within which the student has to engage and interact. It’s controlled by the teacher who uses it to achieve a desired learning outcome.

Simulations are most effective when there is a need to explore relatively complex topics with many dimensions and factors. And because the student is placed in a situation of uncertainty, they are forced to navigate confusion, consider different possibilities, problem solve, think critically and in so doing develop those all-important higher-level skills so valued in the workplace. Despite there being good evidence, (Bogo et al, 2014, Cooper et al, 2012) as to the efficacy of simulations, in practice PowerPoints and chalk and talk are still all too common.

In terms of timing, simulations work best at the later stages of learning, after students have been taught theoretical concepts and the fundamental underpinning knowledge, effectively prior knowledge matters. The reason for this is our old friend “cognitive load” and the need not to overwhelm learners with too much information at any one time. (Kirschner et al., 2006).

Technology of course has a role to play, in particular Virtual Reality (VR) which although expensive has much to offer in areas where mistakes can be costly. This is perhaps most evident in the medical profession where VR can place students in realistic life and death situations but in an environment that is safe, controlled and allows for mistakes.

Case studies and games
Both case studies and games provide opportunities for a similar learning experience to simulations.

Case studies – are effectively real-world stories in which the student applies what they have been taught with the objective of solving a problem or offering alternative solutions. In the business world these are not new, for example Harvard Business School are celebrating their 100 years of teaching using the case study method this year.

Although it’s possible to study on your own using case studies, because of the absence of a single right answer it is beneficial to engage with other students, exchanging ideas, discussing different theoretical topics and listening to alternative answers.  After which if you require a group consensus there is a need to prioritise and persuade others within the group, all of which are valuable skills.

Games – Wikipedia defines a game as a structured form of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Most games have the same components, rules, an objective, challenge and competition. As with case studies if used for teaching they can allow the student to explore and test themselves with different problems, many of which have alternative courses of action. Having a competitor adds another dimension, perhaps sometime they are rational which might make them predictable but on other occasions they are irrational and illogical.

“We do not stop playing because we grow old, we grow old because we stop playing!”

Benjamin Franklin

Just to give some idea as to the scale of gaming and its popularity, in 2020 the video gaming Industry was estimated to be worth $160 Billion and by 2025 this figure is set to increase to $270 Billion. Now of course these aren’t educational games but it does show how valuable they could become if educators could somehow tap into their magic. And if you’re not familiar with how these games might be used, take a look at this short video that showcases the new and upcoming management games of 2021.

Realistic environments are not enough
Simulations, case studies and games all provide the opportunity to place the learner in a realistic environment to help them develop valuable work-based skills, but there is a caveat. Research has shown that simply putting the learner into a realistic environment is not enough (Clark, 2019), unless the very same evidence-based learning theories that are used in the classroom are also applied, that is deliberate practice, spaced practice, interleaving etc.

Like any form of teaching, these training environments need to be carefully constructed with the desired learning outcomes clearly identified and placed up front when designing the simulation or game. Yes, they can be fun, yes, they can be engaging but they won’t help you develop the required skills unless the evidence-based practices are used.

Strictly take 2 – How are contestants on strictly prepared for their real-world task, they have a rehearsal (simulation) on the Friday and two dress rehearsals (simulations) on the Saturday morning just before the show goes out live on the evening.

A few skills you can learn from a simulation

The 5 top EdTech trends – summer of 2017

Glastonbury a marginally more interesting gathering….but only just.

We are in the season when many learning and technology leaders gather to discuss what’s new and what’s trending in the world of education. And at two recent conferences, Learning Technologies and EdTechXEurope there was plenty to see. Generally, the role of technology in learning seems to have found its place with many acknowledging it should support learning not drive it. However it’s still very easy to look at the latest shiny new offerings and think, this is great how can I use it, rather than, what learning problem does it solve.

Here are a few of the most notable developments.

1. Video is getting even better – fuelled by the YouTube generation of learners, those who would rather watch a video than read a book as a means to consume knowledge, we have some new developments.

Firstly, using video to deliver micro learning.  Not just small chunks of video but untethered, JIT, 3 minute courses that offer the learner digestible easy to remember information. Think of micro learning as a series of very short courses that could be linked to each other or not, and can even include assessment.

Secondly, interactive video. TV is no longer the all commanding medium it once was, it like other technologies has had to evolve. In recent years the shift has been towards better engagement, offering spin off programmes where there is a live audience, web sites that showcase the backstory to the characters and programmes that require the audience to vote and so influence events. Now we have interactive video, where the individual can choose what they would do and so change the future. Check out this amazing example, used by Deloitte to attract new talent.

2. Gamification is becoming better understood. For the uninitiated gamification is the use of game based principles to improve motivation, concentration and more effective learning. Gamification uses Points (P) as a measure of reward, Badges (B) as a visual record of success, and leader boards (L) to create competition.

We now believe Dopamine, the pleasure induced neurotransmitter (chemical) is not created as a result of a reward e.g. by being given a badge, it is the challenge and subsequent achievement that releases the dopamine which in turn leads to pleasure. This might seem obvious, with hindsight, no one gets pleasure from being top of a leader board, if they did nothing to get there.  In addition, dopamine is released when you have a new experience, so think about changing pathways, setting different questions and tasks, it’s certainly not very motivational to go over the same content again.

3. Information overload is leading to a need for Knowledge Curation – we are living in an age where  information is abundant. You can learn anything from the internet. But there lies the problem, we have too much information, we suffer from information overload. Curation is the collecting and sorting of meaningful content around a theme, and it is now in some instances being thought of as more valuable than the content itself.

Arguably curation is not so much about what you curate and share but what you don’t share. In addition to the organisation of content the curators need to have an expertise in the subject and an understanding of their audience and what they want.

Steven Rosenbaum in his book Curation Nation, offers up a good summary. “Curation replaces noise with clarity. And it’s the clarity of your choosing; it’s the things that people you trust help you find.”

4. The market is becoming more accepting of user generated content (UGC) – organisations are beginning to see the benefits of UGC for a whole host of reasons. It’s a very fast way of generating content, there is a lot of expertise that can be uncovered by allowing individuals to share what they know, it’s often user friendly, and importantly its cheap. It is of course not perfect, and there are concerns about quality, but by allowing the users to rate the content, the quality might just look after itself.

5. Virtual reality (VR), Augmented Reality (AR) and Artificial intelligence (AI) – not that these are all related, but just a simple way of me summarising three areas to keep an eye on in the not too distant future. All of these technologies are becoming cheaper, largely because of the investment made and experience being gained in the gaming industry.

By way of a footnote Google have released an open source software called Tensorflow which can help with machine learning, something that they believe will help drive new initiatives in AI.

And the badge goes to …….

la-la-land

And the winner is ……La La land……..you have to feel a little sorry for Warren Beatty and Faye Dunaway at this year’s Oscars, after all they only read out what was on the card, which is kind of what actors do. And I have to share some of the responsibility, it does seem as if my own profession played no small part in the mistake.

But what is it that makes 3,500 of the most well paid, successful people in their industry give up an evening to watch, on the whole other people receive an award. And why does anyone want an Oscar or the Academy Award of Merit to give its correct name, after all it’s only a 13.5-inch badge, and it’s not even gold.

Why do people want badges?

Perhaps we can answer this question by taking a closer look at gamification, the use of game based incentives in education of which I have written before. PBL (Points, badges and leader boards) is the term most often used to describe some of the elements within games that make them so compelling and worthy of further investigation.

Points and leader boards are perhaps self-explanatory but what is it about the badge, why do people like/want them? They are of course not new, teachers have awarded good students with a star for an excellent piece of work for years, the Scouts offer a whole range of badges when certain skills have been demonstrated, and those with qualifications will proudly display letters after their name as if in some way it mattered. The point is of course, it does.

Social psychologist and research scientist Judd Antin together with Elizabeth Churchill, collaborated on a paper called “Badges in Social Media: A Social Psychological Perspective” antin-churchill. There work helps shed some light on the value of badges.

The 5 Primary Functions of badges

Antin and Churchill suggested that badges could serve several individual and social functions depending on the nature of the activities that the badge rewarded and the application of the badge in a particular context.

  1. Goal setting – desire is the first part, you have to want or need something. But then the best way of satisfying that desire is to make it into a goal, planning the smaller steps that will help you get there.  Wanting the badge is motivational.
  2. Instruction – badges are instructive, showing the individual what is available and most valued. This may help direct learning and move students out of their silos as they see what else they might work towards. E.g. giving a badge for the student who attempts more questions might encourage others to do the same.
  3. Reputation – badges are a physical means of storing experience, expertise and interest. In fact, some argue that badges will replace CV’s in the future as they are a more dynamic and current record of what an individual has achieved and a means of measuring their reputation.
  4. Status/affirmation – badges advertise past achievements, and communicate accomplishments without you having to say anything. They are also a form of personal affirmation, confirming to yourself that you are successful. When studying becomes more challenging its possible self-doubt might creep in, maybe when you get to this point you might want to look at your past achievements, and a badge is a great way of storing past success.
  5. Group identification – badges are clear indications that you belong to a certain group or club, you are the same as someone else and so will be accepted by them. Are you a qualified accountant, if so you must be the same as me. A classic example of social ranking.

Antin and Churchill go on to suggest that badges don’t work for everyone and more research should be undertaken in different contexts to explore the circumstances in which badges are the most effective. But on the whole badges offer an incredibly simple and motivational way of changing behaviors, and getting people to take action rather than not.

A unique badge

La La land will of course never get the ultimate badge, the Oscar, but in years to come it may achieve something far more important, a unique badge that is unlikely to be given to anyone else. The badge that everyone will remember who didn’t win the Oscar for best picture in 2017.

You have to be joking – learning fun!

A famous scientist was on his way to a lecture in yet another university when his chauffeur offered an idea. “Hey, boss, I’ve heard your speech so many times I bet I could deliver it and give you the night off.” “Sounds great,” the scientist said. When they got to the auditorium, the scientist put on the chauffeur’s hat and settled into the back row. The chauffeur walked to the lectern and delivered the speech. Afterward he asked if there were any questions. “Yes,” said one professor. Then he launched into a highly technical question. The chauffeur was panic stricken for a moment but quickly recovered. “That’s an easy one,” he replied. “In fact, it’s so easy, I’m going to let my chauffeur answer it!”

Okay it might have made you smile rather than laugh out loud and it may not be the best joke you have ever heard, but it will have changed your mood and as a result made you more receptive to learning.

The facts

But how does this work? Dopamine is the chemical neurotransmitter most associated with attention, memory storage, comprehension, and executive function. Research indicates that the brain releases more dopamine when you play, laugh, exercise and listen to stories. (Depue and Collins 1999).

Interestingly making learning fun also reduces stress which can impede the learning process.

During periods of high stress or anxiety, functional MRI studies show increased blood flow to the “emotional” portion of the limbic system. When the amygdala (part of the limbic system) is in this state, neural activity in the rest of the brain is profoundly reduced (Xiao and Barbas 2002; Pawlak et al. 2003).

But learning is not fun!

Of course something that is fun to one person may not be fun to someone else. And what do people do to have fun? One answer to this is they play games, in fact there is a whole industry built around playing games to learn, unsurprisingly and somewhat disappointingly its called game based learning (GBL)

A game is said to have several key elements.

1. Competition – The score keeping element and/or winning conditions motivate the players and provide an assessment of their performance. Note that players are not necessarily competing against each other. In fact, a lot of games have players working as a team to overcome some obstacle or opponent.

2. Engagement – Once the learner starts, he or she does not want to stop before the game is over. This engagement is thought to come from four sources: challenge, curiosity, control, and fantasy.

3. Immediate Rewards – Players receive victory or points, sometimes even descriptive feedback, as soon as goals are accomplished

Can learning be fun, yes of course and making it into a game is a great way of doing it. It might be as simple as writing the questions for a quiz based on a subject to be examined and testing a group of friends. Setting the quiz from a learning perspective is probably better than answering the question. Keep to the rules above though, so make sure you offer a reward.

Also it might be American football, which I have to admit I don’t understand, but if you do you will love Financial Football click here to play, its a free online game with cool graphics that aims to teach money management skills.

Have a revision party

Okay the idea might sound a little of the wall but watch this short video, it looks like fun to me…

Ps the loud one is my daughter.

And the outtakes 

Want to find out more then read this article by Dr. Judy Willis who is an authority in brain research and learning.

And just for fun Dawn French and the accounting joke.