DIGITAL LIBRARY
INTERACTIVE CABLE INSTALLATION: DESIGNING A GAME-BASED LEARNING TOOL FOR CABLE TECHNICIANS
Drexel University (UNITED STATES)
About this paper:
Appears in: ICERI2013 Proceedings
Publication year: 2013
Pages: 2836-2845
ISBN: 978-84-616-3847-5
ISSN: 2340-1095
Conference name: 6th International Conference of Education, Research and Innovation
Dates: 18-20 November, 2013
Location: Seville, Spain
Abstract:
With the advancement of easily accessible game engines, the landscape of “serious” or educational games is expanding. Despite these advancements, we have yet to see a wide-scale adoption of game-based learning within corporate training environments. Instead, most companies rely on e-Learning modules: outdated, 2D training tools that consist of text and video- based learning. We argue that with proper implementation and examination, as well as consideration of the needs of the learners and their involvement in the design process, gaming principles can be implemented into existing training methods to deliver contextualized, meaningful and engaging learning tools. Interactive Cable Installation (ICI) is an interactive, 3D learning tool that will allow users to simulate a standard cable service call. The main goal of ICI is not to replace existing e-Learning, but rather to supplement and strengthen its educational outcomes by using game design principles and environments.

This paper examines existing research into game-based learning, describes the design process for ICI, evaluates user testing with Comcast Cable technicians, and details further development for a wide-scale adoption of this type of learning tool.

While it is evident that corporations are attempting to “gamify” their learning tools, specifically e-Learning, by encouraging participation and collaboration among employees, these solutions typically lack the attributes that games offer to strengthen educational outcomes: the ability to experiment, fail, and experience content in real-time, or learning by doing. Without opportunities for inquiry, communication, construction and expression, and the synthesis of technology, pedagogy and content, current e-Learning solutions will never reach their full potential.

We believe that ICI represents the next step in integrating gaming environments into corporate training. The first iteration of ICI, while well received, raised several areas of concern in terms of design. The technological limitations of the environment in which these tools will be utilized must be taken into consideration before development. Secondly, the ability for users to customize their play experience in terms of the matter in which they interact with the tool is paramount to their success. Lastly, it is important for the user to understand their objectives while playing through the tool, and to provide them with constant feedback that relates to their performance and decisions. Taking all of these concerns into consideration before, during and after the development (evaluation) of these types of learning tools will open up the potential for engaging, immersive, and most importantly, fun new methods of hands-on learning.
Keywords:
Game Based Learning, Serious Games, Corporate Training.