Abstract
In mid-2009, the learning design team at Tandem Learning was approached by a major automotive company who presented their current organizational challenges and knowledge and performance gaps in several areas, including a need for change management training. This case study will outline the solution that was developed to meet the learning need through the use of a serious game, highlighting design strategies and considerations that went into the final product.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsPreview
Unable to display preview. Download preview PDF.
References
Bandura, A. (1977). Social learning theory. New York: General Learning Press.
Bloom. B. S. (Ed.). (1956). Taxonomy of educational objectives, the classification of educational goals: Handbook I: Cognitive domain. New York: David McKay Co., Inc.
Csikszentmihaly, M. (1991). Flow: The psychology of optimal experience. New York: Harper Collins. http://www.amazon.com/exec/obidos/ASIN/0060920432/teacherscolleger
Hoopes, L., & Kelly, M. (2003). Managing change with personal resilience. Mark Kelly Books.
Krathwohl, D. R., Bloom, B. S., & Masia, B. B. (1973). Taxonomy of educational objectives, the classification of educational goals: Handbook II: Affective domain. New York: David McKay Co., Inc.
Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research & Development, 44 (2), 43-58.
Rieber, L. P., Smith, L., & Noah, D. (1998). The value of serious play. Educational Technology, 38(6), 29-37.
Rieber, L. P. (2001, December). Designing learning environments that excite serious play. Paper presented at the annual meeting of the Australasian Society for Computers in Learning in Tertiary Education, Melbourne, Australia.
Vygotsky, L. S. (1978). Mind and society: The development of higher psychological processes. Cambridge, MA: Harvard University Press.
Kristen Cromer
Tandem Learning, Inc.
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2011 Sense Publishers
About this chapter
Cite this chapter
Cromer, K. (2011). Change is Constant; The Game is Serious. In: Annetta, L., Bronack, S.C. (eds) Serious Educational Game Assessment. SensePublishers. https://doi.org/10.1007/978-94-6091-329-7_9
Download citation
DOI: https://doi.org/10.1007/978-94-6091-329-7_9
Publisher Name: SensePublishers
Online ISBN: 978-94-6091-329-7
eBook Packages: Humanities, Social Sciences and LawEducation (R0)