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<!--Generated by Squarespace Site Server v5.8.4 (http://www.squarespace.com/) on Sat, 05 Dec 2009 22:29:31 GMT--><?xml-stylesheet type="text/css" href="/universal/styles/feed.css"?><rss version="2.0"><channel><title>Occasional rants - Comments</title><link>http://patrickdunn.squarespace.com/occasional-rants/</link><description></description><copyright></copyright><language>en-GB</language><generator>Squarespace Site Server v5.8.4 (http://www.squarespace.com/)</generator><item><title>Simon Bostock comments on Formal, informal...the importance of intention</title><author>Simon Bostock</author><pubDate>Thu, 03 Dec 2009 14:29:58 +0000</pubDate><link>http://patrickdunn.squarespace.com/occasional-rants/2009/12/3/formal-informalthe-importance-of-intention.html#comments</link><guid isPermaLink="false">37576:337911:comment/6508821</guid><description><![CDATA[Another good post.<br/><br/>I'm interested in the tension between elearning content providers and informal learning. Classroom-based training is pretty much toast. But I don't get why we would move from one classroom to another bounded arena.<br/><br/>I realise I'm probably saying nothing new by saying it here. But some people evidently do believe that eLearning (provided by an eLearning provider) is where things are headed.<br/><br/>What I'm trying to grasp is, why? Some of the eLearning advocates are undoubtedly biased and have their own self-interest at heart. But not all of them.<br/><br/>eLearning 'courses', like textbooks, are a necessary evil. Are there outstanding examples of eLearning which are engaging, open-ended and focused on non-process-oriented facts?]]></description></item><item><title>Patrick Dunn comments on What's the cost of a (cheap), immersive, 3D learning game?</title><author>Patrick Dunn</author><pubDate>Thu, 26 Nov 2009 09:29:35 +0000</pubDate><link>http://patrickdunn.squarespace.com/occasional-rants/2009/11/23/whats-the-cost-of-a-cheap-immersive-3d-learning-game.html#comments</link><guid isPermaLink="false">37576:337911:comment/6430331</guid><description><![CDATA[Happy to accept any criticisms of the game itself. Games often raise strong opinions (unlike most e-learning which generally sends people to sleep).<br/><br/>But your comment on the budget is, in your own words &quot;wrong&quot;. I myself offer high level consulting around design and innovation and would include this in the calculations provided. Indeed, this kind of tool, as it enables a single person to consult, advise, design and build, lends itself to a more consultative approach. Further, my experience is that when e-learning agencies mention &quot;design consultancy&quot;, and its associated high costs, it often involves barely qualified people taking too long understanding what's really going on.  <br/><br/>My cost comparison is with the average of 4 &quot;rapid&quot; jobs I've been involved in, through e-learning agencies in the last year. In each case, wasteful resourcing and bureaucratic complexities within agencies added costs that provided no value to the client. The role I played in these was similar to that I typically play using my &quot;Boutique Production&quot; method - other than that I had to work with slower, less responsive build, design, admin and PM staff who effectively got in the way.<br/><br/>A quick point about DIY. Certainly, in the past, DIY approaches have been associated with amateurism and poor quality. No doubt about it. But a broadly skilled individual, working alone or with a tiny support team, and using the right tools, is now perfectly capable of producing outputs that are in every way comparable to the best outputs of a larger organisation. Indeed, the evidence I'm getting is that the quality is better, the costs are lower and the delivery is quicker. The core problem with DIY is about capacity.]]></description></item><item><title>Ian comments on What's the cost of a (cheap), immersive, 3D learning game?</title><author>Ian</author><pubDate>Thu, 26 Nov 2009 08:54:19 +0000</pubDate><link>http://patrickdunn.squarespace.com/occasional-rants/2009/11/23/whats-the-cost-of-a-cheap-immersive-3d-learning-game.html#comments</link><guid isPermaLink="false">37576:337911:comment/6430280</guid><description><![CDATA[Unfortunately i found the whole thing frustrating - a three minute scene with two weak jokes, followed by a diffficult to navigate office where it wasn't really clear what was going on.<br/>This, I'm afraid, is an example of e-learning for the sake of it. I could have learnt the information in the same time by reading a nicely laid out document, maybe including some video clip (or 3D animated) examples with questions after.<br/>Instead I failed the task and had no desire to career around the office like a drunk at the office Christmas party!<br/>Plus your budget analysis is wrong. You should compare the price to a DIY rapid elearning, not a consultancy one.]]></description></item><item><title>lachim comments on Don't assume our business leaders are e-learning luddites</title><author>lachim</author><pubDate>Thu, 29 Oct 2009 12:17:12 +0000</pubDate><link>http://patrickdunn.squarespace.com/occasional-rants/2009/10/12/dont-assume-our-business-leaders-are-e-learning-luddites.html#comments</link><guid isPermaLink="false">37576:337911:comment/6058480</guid><description><![CDATA[Hi, I  think u have a right that &quot;it can only be a matter of time before they are putting pressure on us to be more innovative&quot; but some companies are already more innovative as the other. So I think we should comapre our ideas with such company as Content Value (www.contentvalue.pl) and then more innovative things could be much more simple for us.]]></description></item><item><title>eLearning Tools comments on Rapid tools will stimulate more creative e-learning</title><author>eLearning Tools</author><pubDate>Thu, 15 Oct 2009 06:21:35 +0000</pubDate><link>http://patrickdunn.squarespace.com/occasional-rants/2009/9/1/rapid-tools-will-stimulate-more-creative-e-learning.html#comments</link><guid isPermaLink="false">37576:337911:comment/5882594</guid><description><![CDATA[Rapid tools, or their near offspring, will catch up proprietary and specialist tools at some point soon.- I do think of that too. It turns out that I have wrong in my belief that elearning tools are no good as a learning management system, as I have been thinking since I heard of the concept.]]></description></item><item><title>Chris Brannigan comments on Creating engaging e-learning</title><author>Chris Brannigan</author><pubDate>Wed, 30 Sep 2009 07:00:49 +0000</pubDate><link>http://patrickdunn.squarespace.com/occasional-rants/2009/7/30/creating-engaging-e-learning.html#comments</link><guid isPermaLink="false">37576:337911:comment/5669947</guid><description><![CDATA[Wow Patrick, a deeply meant thank you for sharing this work. It’s a great synthesis for all of us.<br/><br/>Your thoughts on design process resonate highly with me. In designing Immersive Sims we have moved from the linear based approach to an agile iterative process that uses many of the principles you describe. The linear approach gave clients a great document and gave us credibility in getting projects, but in practice was completely unsuited to producing an effective experience. The agile methodology, the use of prototypes, continual playtesting has turned this on its head. Instead of a monstrous design document, the client gets prototypes that are then continually added to, refined and tested through a specific cycle of iterations that deliver the agreed outcomes.<br/>The process delivers much better solutions, its faster and clients prefer it as it involves them much more in a creative process, its much more flexible and they see progress much sooner. We needed tools to make this really work, but once we had them then the dyke burst and a move to the agile process was inevitable.]]></description></item><item><title>Chris Brannigan comments on Who designs Serious Games (continued...)?</title><author>Chris Brannigan</author><pubDate>Sun, 27 Sep 2009 20:14:56 +0000</pubDate><link>http://patrickdunn.squarespace.com/occasional-rants/2009/9/24/who-designs-serious-games-continued.html#comments</link><guid isPermaLink="false">37576:337911:comment/5636133</guid><description><![CDATA[Interesting thoughts about creative and ad agencies and their total focus on behaviour change and persuasion. Its ultimately how they will be paid, and paid again.<br/><br/>One of the best serious games I have seen this year was actually developed by a creative agency - the Start Thinking Soldier campaign had an SG as its center peice.<br/><a rel="nofollow" href="http://www.army.mod.uk/news/13695.aspx">http://www.army.mod.uk/news/13695.aspx</a><br/><br/>It was produced by Skive <a rel="nofollow" href="http://skive.co.uk/#/featured/start-thinking-soldier">http://skive.co.uk/#/featured/start-thinking-soldier</a>]]></description></item><item><title>Brian Bishop comments on Who designs Serious Games (continued...)?</title><author>Brian Bishop</author><pubDate>Sat, 26 Sep 2009 18:52:35 +0000</pubDate><link>http://patrickdunn.squarespace.com/occasional-rants/2009/9/24/who-designs-serious-games-continued.html#comments</link><guid isPermaLink="false">37576:337911:comment/5630579</guid><description><![CDATA[Patrick - interesting post. I've heard similar arguments from Kurt Squire (2008) and Katrin Becker (2006). The trouble is that the argument doesn't make a connection between its primary tenets. Although most IDs don't know much about learning, that fact doesn't negate the need for Instructional Design in serious games. In fact, serious games will likely separate the talented elearning IDs from the poseurs. <br/><br/>As the Head of Instructional Design for a serious games company, I've let game designers build serious games. Empirical evidence proves that they always miss the point: improving performance and changing the behavior of the learner. While they can build scoring, create interesting narratives, and anticipate game patterns, game designers rarely, if ever, achieve the learning objectives of the business client. <br/><br/>One of the most important things to realize right now is that the serious games industry must offer transition; transition between current comfortable e-learning that learners (remember, most of the workforce is still older than 38) know and top-end, high-fidelity 3D serious games. They cannot simply jump from the former to the latter. Right now, learners and businesses have to experience some features in serious games that they experience in traditional e-learning. Consequently, e-learning IDs are very useful in serious games. Without these IDs, serious games will fall into the same “trough of disillusionment” that virtual reality fell into in the mid 1990s (Stone 2008, p.6).<br/><br/>Becker, K. (2006). Design paradox: Instructional games. Future play, the International Conference on the Future of Game Design and Technology, The University of Western Ontario, London, Ontario, Canada, October 10-12, 2006). Retrieved July 13, 2009 from <a rel="nofollow" href="http://dspace.ucalgary.ca/handle/1880/46728?mode=full.">http://dspace.ucalgary.ca/handle/1880/46728?mode=full.</a><br/><br/>Squire, K.D. (2008). Video game–based learning: An emerging paradigm for instruction. Performance Improvement Quarterly, 21(2), p.7-36.<br/><br/>Stone, R.J. (August, 2008). Human factors guidelines for interactive 3D and games-based training systems design. Retrieved June 6, 2009 from <a rel="nofollow" href="http://www.caspianlearning.co.uk/MoD_Defence_Academy_Serious_games_Report_04.11.08.pdf">http://www.caspianlearning.co.uk/MoD_Defence_Academy_Serious_games_Report_04.11.08.pdf</a>]]></description></item><item><title>Mark White comments on Don't just use IDs - get some creatives...</title><author>Mark White</author><pubDate>Fri, 25 Sep 2009 00:07:48 +0000</pubDate><link>http://patrickdunn.squarespace.com/occasional-rants/2009/9/23/dont-just-use-ids-get-some-creatives.html#comments</link><guid isPermaLink="false">37576:337911:comment/5609291</guid><description><![CDATA[There is way too much cookie cutter elearning out there because of a misguided attempt to stuff as much questionable 'content'  - often compliance and cost driven - into people as possible as cheaply as possible. Games cost multiples of n as much effort and money to develop even if more effective]]></description></item><item><title>erudyte comments on Who designs Serious Games (continued...)?</title><author>erudyte</author><pubDate>Thu, 24 Sep 2009 23:47:37 +0000</pubDate><link>http://patrickdunn.squarespace.com/occasional-rants/2009/9/24/who-designs-serious-games-continued.html#comments</link><guid isPermaLink="false">37576:337911:comment/5609212</guid><description><![CDATA[Patrick:<br/><br/>Ok, and all, I assume, based on a rigorous framework of evolutionary psychology.  Yes?]]></description></item></channel></rss>