Saturday, April 18, 2015

Simulations



Simulations

Thus far we have discussed the capabilities of games to improve education.  As an Instructional Designer in industry, gaming is not particularly found as a method of instructional delivery and activity.  However, simulations are a prime element that can aid a manufacturing professional in the understanding of a concept or process. There are several benefits of using simulations in manufacturing.  One is that a process can be slowed down or stopped for assessment, where doing so on the shop floor could impact production, something that is highly discouraged in real life.  Another is the safety factor.  Watching a process in 3d can allow an individual to gain an awareness of safety related issues before an accident or injury could occur from learning on the actual machine or tools.
The first of my resources is a company called Convergence.  This company provides media based tools for learning in the manufacturing industry.  


From the video example, you can see how 3d simulation is used to show a safety product that is featured on a specific machine.  As this video simulation is used to demonstrate a product, it also offers safety training as part of presentation.

The next resource is Visual Components

Similar to Convergence, Visual Components offers simulation solutions for manufacturing process.  The video includes a 3d fly around of an automated system.  From a training perspective, this video could be used in the classroom to introduce the process to the associates prior to stepping foot on the floor.  The use of simulation can offer the pre-requisite knowledge before the actual on the job training is started (OJT).  Furthermore, the simulation could be created to demonstrate a malfunction of the system.  This particular situation could train maintenance personnel on hypothetical scenarios and better prepare them for the situation verses waiting until it happens and wasting valuable time, thus slowing production.

Looking ahead, my company, Tooling-U SME which offers learning and development solutions to manufacturing companies, is entertaining the idea of taking on simulation based work for custom content.  In particular, I have been asked to start preparing for a possible 3d simulation of a die cutting press for the manufacturing of food production cartons for Malnove Incorporated.  I recently have been conducting job analysis for several roles within this company, including the die cutting pressman.  As I have developed the job qualifications for the new training program, I am now being tasked with developing the 3d simulation of the die cutting process. Having a teaching background in 3d, I have been excited to combine all of my skills to do such a job. With that, it is a perfect blend of my manufacturing experience, 3d animation skills, and support from instructional design that will provide me with the ability to create such a simulation.

Benefits

The die cutting process is very fast.  The die cuts the board so fast that it is hard to see with the naked eye.  Creating a simulation will allow the process to be slowed down in order for the new associates to see how the components work to cut so accurately.  This will also be a benefit because it will not slow down production on the floor.  Furthermore, it is my intention to create an exploded version, where all of the components will be singled out and shown so that new associates can identify their function in the assembly.  The use of a simulation for training will offer a safe, clear, and efficient way to learn a process in manufacturing




Saturday, April 11, 2015

Virtual Worlds

Dalgarno & Lee (2010) quote in Kim, Lee and Thomas (2012) that "in educational settings, virtual worlds have been regarded as a tool for providing the possibility of rich learner engagement, the ability to explore, construct and manipulate virtual objects, and situate representations of complex ideas"   As we have spent the past few weeks learning how games can be of great benefit to our world, we have also considered how these activities can engage learners in topics relevant to their education.  Like games, virtual worlds have a time and place.  First and foremost, the use of a virtual world must be relevant to the coursework and support the learning outcomes.  As virtual worlds can be engaging, they can also provide a bit of a distraction if not supporting the such objectives. 

The reason I say this is because becoming familiar with a virtual world is very similar to that of learning a new campus.  For some, the concept can be intimidating, while others can become engaged on a level they have not found in the traditional classroom. 

I have previously been asked to use Second Life as a tool in education.  Some time ago, I was taking an online Introduction to Art class at BGSU.  Since this was a six week summer course online, the instructor required us to sign up and use SL twice a week to meet in synchronous class discussions. My first experience with SL was a bit disturbing.  New to the world, I somehow was transported to an area that I believe was designated for German folks.  As the chat window blew up with conversation, I over heard people speaking through t the microphone in what I believe was a very angry German tone.  Frustrated, I left quickly.  Later that semester, I was required to venture out again.  This time, I was approached by an entirely naked avatar that insisted on following me everywhere I went.  Needless to say, these experiences did not contribute to my understanding of art. 

As I later found out, SL was a great tool for online collaboration and discussion when properly set up by an instructor.  I suppose I was a little weirded out when I arranged a virtual meeting with my instructor.  I logged in, went to his office in SL and his avatar was just sitting there. 

Overall, the point of the class was to use SL to become introduced to art.  One day in SL we took a virtual tour to the Sistine Chapel replica and explored.  For the first time, SL had been the best tool to learn about something related to art.  We then had our final assignment to create a pice of art that was inspired by one of the greats.  As this did not involve SL, the instructor set up a virtual gallery in SL and we were each to post our art in the gallery.  That evening, not only did we meet as a class to do critique, but the instructor invited several artists in SL to join.  Overall, the choice to use SL was engaging and relevant with the learning objectives of this particular class.

To answer the questions for the week, I believe that SL must have relevance to the topic of the assignment or  course.  As it can be a powerful tool for synchronous activity, it is easy to become lost in the endless world, exploring areas and losing site of why you are there.  If you are one like me and do not enjoy meeting strangers online, SL can be a bit of a shock.  I believe that if SL is to be used in the classroom, the class should have another means to communicate at first while everyone gets comfortable with the environment.  In addition, you should also consider the download of special software and the annoying e-mails you get daily from the SL group. 


Saturday, April 4, 2015

Fix #14



After several weeks of interacting in the world of the Settlers, I never truly put the thought in to having “god like powers”. The truth is, as powerful you may be in the game, there are still limitations that any god would not need to worry about.  However, since one aspect of gaming is the challenge, having true god like powers would not be as engaging.  If everything was free and built immediately, we would have finished along time ago, and would have not obtained the satisfaction (or frustration) that came with the long journey. 
Now exploring the god like powers of development, the Settlers is engaging through the concept of producing goods and strategy of war.

My personal growth through Settlers has fluctuated due to various miles stones.  There were times in the game where I accelerated due to a series of tasks that were accomplished closely together.  Perhaps I was near the end of a level, and completed an adventure that not only provided me with experience to jump to the next level, but offered me resources I needed to complete other tasks.  Furthermore, the obtaining of blue gems would aid in collecting additional resources, and the availability of more buildings would spike my interest to keep going.  However, there were weeks where I starred at that level gauge wondering if it would ever move.

Taking a Long View
At first starting the game, I had no intentions on every trying to reach the 50th level.  As I completed the first few levels, my mind had changed due to how quickly I was able to level up at times.  Then the advanced levels hit and I began to second guess my long quest.  From the first time I placed a storage building, I did not consider the long term goals and how significant one building could be in the efficiency of resource collecting.  Perhaps part of this comes from the challenge of not being able to re-locate a storage building.  As you can relocate resource buildings, you cannot move mines and storage.  Therefor, strategy plays a huge part in minimizing the time it takes for the people to get the resources into inventory.  The opposite end of this is knowing that the resources get to storage faster means you may be spending more time sending the explorer out to find new mines again.  If you log on several times a day, it is much easier to keep this in check.  If you visit once a day, your minds may be gone and have sat this way for some time.  The point is that to play god, you must be there all the time, something that very few of us can realistically do.

Ecosystems Thinking
Many aspects of Settlers come to mind for this concept.  The “complex web” of resources needed to build buildings to get more resources to get more building is an endless cycle.  Furthermore, the resources to make buffs to increase resources quickly, just to reapply them to the original resources can seem counter intuitive at times.  You need to think, you need to strategize, you need to prioritize.  I found myself actually doing calculations on values of resources in order to get the better deal while trading, and ensure I was not losing out on my end.  The web extends far past the island and the interconnection and series of production components.  The working together in adventures connects the islands in some ways, making many colonies rely on reaching the same goal and obtaining the needed resources.

Pilot Experimentation
As strategy guides are available to follow, the challenge of experimentation has proven to be beneficial over the step by step instructions provided by other players.  In some cases, these guides were very helpful in learning how the various components of the game are played, but true strategy comes from evaluation and determination, much like playing chess.  With that said, trial and error was one part of my experience that took some time to figure out.  Next was testing out the various attack strategies such as blocking that sometime proved to be efficient.  I also considered the pay-off for upgrading mines that would eventually be destroyed unless I continued to fill them back up.  One example was the use of gems to refill an iron mine.  Is it worth upgrading and filling these mines, knowing you lose your gems, or do we remain patient and let nature takes its course?


Naturally, learning how actions can lead to long term success or failure is a true lesson learned from a game such as Settlers.  The ripple effect of one small pebble in a pond can also make one wonder how each decision in a game, or life may impact the outcome.
Looking into education, I consider this idea to be most relevant.  Take for instance the first day of class.  Often, decisions are made the first day by a student that will carry out into the duration of the course.  It is because of this, that course introductions and learning outcomes are clear from the start, otherwise, the student may not be searching for the right answers that lead them to success throughout the course.

Concepts that McGonigal touched on that are most memorable include Fix #14 and the idea that games help us to shape the future.  It is fun to think ahead when you know that it is only a game, but in reality, the pain of failure may be more evident. The discussion of “Superstruct” also reminds me of a sort of Strategic Planning Committee that I have served on in several roles of my career.  Planning ahead with realistic goals that are achievable is part of any organizations success.  Why not apply it to the planet? Unique strengths are the key to success.  As discussed before, collaboration can empower us to accomplish more.  In addition, each part of the team can contribute their own superpower to the whole, thus adding value.  I like to think of it as the movie Avengers.  The characters don’t always get along, but together they are able to make a difference.

Saturday, March 28, 2015

Fix #13



This week in our reading of McGonigal, several valid points are made on behalf of the gaming world and how it can fix the real world.  The author discusses the idea of “collaboration superpowers” as a way for gaming experience to contribute to a level above mastery.  As stated by Gladwell and cited in McConigal, “ten thousand hours of practice and preparation appears to be the crucial threshold, marking the difference between simply being good at something and becoming extraordinary at it” (McGonigal, 2011, p.267).  As many young gamers have already met this benchmark, the idea that gamers will be above mastery suggests they may be able to use these skills to better the world – extending beyond cyber reality.

As I have reflected upon the concept of competition in previous blogs, this week begins to recognize how competition not only keeps us engaged, but can be viewed as a collaborative exercise. One may not relate competition with collaboration, but the understanding of guild lines and rules is something to consider when looking at the bigger picture.  Furthermore, a gamer such as myself can prefer playing solo, knowing that it still contributes to a collaborative effort.  

Reviewing the examples given this week, I have been familiar with games such as Left 4 Dead, Call of Duty, and Halo, but have no realized how Spore and the Last Ring also fall into the collaborative realm of gaming.  I have played a little bit of Little Big Planet, and can see how the contribution to gaming environments can not only be a collaborative effort, but a creative and inspiring way for people to escape reality.  Possibility an example of this in my personal experience is the game Roller Coaster Tycoon, where you can build coasters and upload them to the web, allowing others to download and use them in their park to generate revenue and meet thrill goals. 

Looking into the Settler’s game, I suppose the first collaborative exercise is the ability to visit other lands and provide assistance through buffs.  As you cannot directly interact with the buildings, you can provide a level of assistance that is engaging. Furthermore, the introduction of expeditions now adds the competitive aspect that many seek.  As I do not show an interest in that phase of the game, it is nice that it is more of an optional series of tasks and doesn’t prevent you from leveling up.

Of course the collaboration with other members to complete adventures is most likely the epitome of teamwork in the Settlers game.  As each adventure offers a new challenge, it mocks that of a real battle in which communication is key, but reaching out to others when in need can make a difference in your game.  Sharing tips, buffs, resources, it all plays a role in maximizing game outcomes and moving quickly to level up.  Perhaps the only downfall I have found is that sharing an adventure shares the experience points.  In some cases, taking on an island solo has proven to be more beneficial to my game.

McGonigal, J. (2011), Reality is broken, Broadview Press.