Overview | Instructional Objective | Learners | Context | Scope | Object of Game | Design Details Competing Products | Motivational Issues | Design Process | References
OverviewIn the recently published book, Job Aids and Performance Support: Moving from Knowledge in the Classroom to Knowledge Everywhere, Rossett and Schafer (2006) explain, “Efforts associated with performance support span the white space in organizations. The effort often involves coping with what Gloria Gery called ‘the law of diminishing astonishment,’ as people who originally thought performance support was a nifty idea lose their enthusiasm for it” (p. 16*). Contextual learning and just-in-time resources are changing the face of training and requiring practitioners to acquire a new set of skills. Interactive fiction (IF) is an ideal platform for simulating an instructional design case that enables practitioners to experience the ramifications of implementing performance support tools in a business context. The real-world scenario allows players to make decisions based on anticipating and communicating benefits, and mitigating threats, like the law of diminishing astonishment, by utilizing the implementation principles described in Rossett & Schafer’s book.
Instructional ObjectiveThis interactive case study enables players to experience real-world implications of implementing performance support tools in organizations. Players will navigate through a large computer support company and need to make decisions regarding the implementation of a performance support tool, a sidekick, for technical support associates. The case study will proceed based on the player’s decisions. This interactive fiction game will enable players to:
LearnersThis interactive fiction game is designed for anyone thinking about building and receiving benefits from performance support. Specifically, this game focuses on two target audiences:
Moreover, learners will be eighteen years of age or older, have at least a high school education and familiarity with educational technology practice. Context of UseSetting. The interactive case study can be used in several contexts, including an instructor-led class, a professional development workshop, or an individual assignment to be completed in a distance-learning classroom. Players will need either a Mac or a PC computer and access to a website that will be setup to provide the e-game file, an interpreter, a game aid, and directions for using all components. Accommodations. In order to work on all platforms, the computer needs to have the game file and an interpreter, such as: Zoom or TADS. The game will work on both Macs and PCs and any operating system can be used. Internet connection is not needed to play the IF game; however, the game’s support will be located on a website. If Internet connection is an issue, instructors can download the game file and the interpreter on all computers prior to the class. The game cannot be used in an Internet browser; however, all components needed for game play will be included on a website so that eager players can quickly get their hands on the game. Game Play. The game can be played in small groups with no more than 3 to 4 people, or individually. The benefit of playing in a group is the collaborative effort that enables players the opportunity to share multiple perspectives and experience levels. A job aid, also called game aid, will be provided to allow players a reference of commands to use throughout the game. This will ensure attention directed toward case problems rather than technical, game play problems. Pre-play. Players will be asked to read the book by Allison Rossett and Lisa Schafer, Job Aids and Performance Support: Moving from Knowledge in the Classroom to Knowledge Everywhere, before playing the game. This will ensure that they are familiar with the research and concepts surrounding performance support and contextual learning. In addition, a self-assessment will be provided for those interested in understanding their current level of knowledge in areas addressed in the game. Finally, the player will need to read the pithy directions on how to play the IF game and become familiar with the game aid described above. Post-play. At the conclusion of the game, a series of debriefing questions will be posed to allow players to reflect on their learning experience. The debrief will include two parts: 1) questions for self or group reflection on what was done right and wrong and what could be done differently in the future and 2) compare and contrast exercise to assess decisions in comparison to Allison Rossett’s and Lisa Schafer’s expert decisions. Finally, players are expected to apply skills and knowledge gained from the game on-the-job. ScopeThe whole game activity will last twelve to twenty minutes including game play (eight to ten minutes) and debriefing (five to ten minutes). The content provided within the game includes the situation, the detailed plan and design for a sidekick performance support tool, the audience and stakeholders, and the challenge. The game assumes the player has already planned and is ready for the implementation of the performance support tool. Based on this premise, excluded content includes the performance analysis and needs assessment that lead to the decision to use a performance support tool as a solution. The game begins with a single screen that introduces the scenario and then branches into various directions based on a player’s actions. These actions will help identify threats and drivers to the initial and continuous success of a performance support tool, and could include: assuring executive sponsorship, conducting focus groups for evaluation, administering usability tests, running technical tests, communicating and promoting the tools, working with the vendor, training employees to use the tools as part of a blended solution, and introducing change management in relation to the use of the tools in the organization. In some cases actions will lead to a quick and painless rollout that improves performance, maintains constant usage by technical support employees, and is continuously supported and updated by the organization. However, other actions might lead down a road that would require a player to compensate for bad decisions, or to the implementation of a performance support tool in which employees and the organization quickly lose interest. Preliminarily, the game will include approximately twenty screens and four branches; however, as the game is built, screens and branches are subject to change and sub-branches may be added. Object of the GameThe goal of the game is to earn the most points in a given amount of time. The time limit can be anywhere from five to ten minutes, depending on the parameters of the given learning environment. Points are earned based on the effectiveness of the player’s decisions. Making the right strategic decisions on the first try will result in the highest point allotment and making the wrong decisions will result in the lowest point allotment. Ideally, the player’s decisions should parallel those of an expert, such as Allison Rossett. Design DetailsUniversal Elements
Specific Elements Introduction Reviewing Information After reviewing this information, players are assured that Tech Fleet, Inc. is a perfect candidate to implement a performance support tool and must now make choices to determine the ideal implementation strategies. Implementation Strategies
For each strategy, players examine two different scenarios and must determine which scenario best matches the needs of Tech Fleet, Inc. Players earn points by taking the correct scenario and adding it to their implementation inventory. If players make the wrong choice, they will lose points and are guided to the correct answer. Each scenario is accompanied with a rationale for why it matches or does not match the needs of Tech Fleet, Inc. Examine Blended Option 1 Examine Blended Option 2 >examine blended option 1 >examine blended option 2 >take blended option 2 [Your score has just gone down by ten points.] >take blended option 1 >South The Winner! Post -Play
Game Aid Technical Elements Competing ProductsSpecifically, there are no case study interactive fiction games available on the market. There are also no games that concentrate on performance support tool implementation strategies. This creates a unique opportunity for this game to explore and thrive in uncharted territory; however, it should be noted that other platforms use scenarios and case studies as part of their games. Simulation and strategy-based games are also used to create real-life scenarios with which players must interact in order to win the game. SimCity is an example of a simulation and strategy game where the object is to build a successful city when provided with real-life situations. Railroad Tycoon is a strategy game that incorporates laying track, building stations, buying trains, scheduling trains, and adds the economic components of supply & demand and the stock market. Players use all of these tools to create a successful railroad. Finally, Microsoft Flight Simulator X is a simulation game in which players learn how to take-off, fly, and land a plane, and integrates real-life possibilities inflicted by weather, terrain, and other effects. Motivational IssuesIF for PS enables users to sit in the shoes of a performance improvement consultant and make decisions based on real-life scenarios that might arise when implementing a performance support tool in a company. Learners will be inclined to play the game based on its relevance to the real world, which according to Keller’s ARCS model is a motivating factor. Several motivation principles were applied to the design of IF for PS, including: relate instruction to learner's existing knowledge and skills, use simulations to allow learners to apply new knowledge to real life scenarios, implement scoring systems within a game to elicit extrinsic motivation, and use a readable writing style to maintain learner attention and increase conficence (Keller & Burkman, 1994). Players use prior knowledge of the instructional design or performance technology best practices to make decisions throughout the IF for PS game. Moreover, the knowledge gained from playing the game is relevant to the real world and can be applied on-the-job, if the opportunity exists for implementing a performance support tool. The scoring system used in the game enables the teams or individuals to compete for the highest score, encouraging them to choose the right scenarios and motivating them to apply newly-acquired concepts. The scoring system is also designed so that the learner is punished for "taking" the wrong object; therefore, the learner cannot simply "take" all of the objects throughout the game and still gain the maximum number of points. The text-based nature of interactive fiction games requires clear, concise and readable writing. The narrative used throughout IF for PS is also conversational, which increases motivation to learn (Clark & Mayer, 2003). Additionally, the game relies on pithy scenarios with only appropriate information included for the learner to make an accurate decision and the verbage reflects the knowledge level of the learners, which holds their attention so they are not distracted by words they do not understand. Design ProcessIn the first meeting, our team decided to use Inform 7 as a platform for creating a scenario-based game focused on either performance support or performance analysis. Then we discussed our ideas with Allison Rossett, an expert in the performance technology field, to address the direction of the game. At the conclusion of this meeting, the team and Allison decided the focus of the game would incorporate implementation of performance support tools to supplement her newly published book, Job aids and performance support: Moving from knowledge in the classroom to knowledge everywhere. The team read the book and chapters eight, nine and ten provided the information necessary for writing a performance support case study. As a result of usability testing with classmates and Allison Rossett, we made some important changes. The first was to include an extension which would automatically correct a player's type-o. This helps eliminate confusion when the interpreter does not understand the misspelled command. Secondly, it was determined that the names of objects were too long. For example, when a player typed in "examine blended option 1," there was frequent complaining about typing the whole length of the name. If they tried to abbreviate in any way, the interpreter would not understand and it would cause confusion. The design process exposed several game design and development best practices, including: establishing a clear goal for the content, writing the content using a word processor before adding it to Inform 7, establishing a lucid site map before programming, eliciting the help of many players for feedback and revision suggestions, and revising and editing the content within Inform 7 to prevent grammatical errors and inconsistencies that might negatively impact game play. The game was improved by continuously meeting with Allison for expert opinion and feedback, utilizing online help guides, and eliciting Alex Dodge's help in programming and developing the game in Inform 7. ReferencesClark, R.C. & Mayer, R.E. (2003). E-learning and the science of instruction. San Francisco, CA: Pfeiffer. Keller, J. & Burkman, E. (1994). Motivation principles. In M. Fleming & W.H. Levie, *Rossett, A. & Schafer, L. (2006). Job aids and performance support: The convergence of Rossett, A. & Schafer, L. (2006). Job aids and performance support: Moving from knowledge
© 2006 Marci Paino, Chrissy Chamberlain & Kristina Killian |
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