ATD, association for talent development

TD Magazine Article

Member Benefit

Try Short Sims

Content

The synergy between meaningful interactivity and cost effectiveness lies in short sims.

The synergy between meaningful interactivity and cost effectiveness lies in short sims.

By

Wed Jan 02 2019

Loading...

Content

Sid Meier, legendary creator of the Civilization video game series, says that "a game is a series of interesting choices." This may be even more true of online education. There is a growing realization that significant interactivity is necessary to a successful learning program in more ways than we can count.

Sid Meier, legendary creator of the Civilization video game series, says that "a game is a series of interesting choices." This may be even more true of online education. There is a growing realization that significant interactivity is necessary to a successful learning program in more ways than we can count.

Content

From a pedagogical perspective, the more interactivity the better. However, interactivity can be expensive to build, time consuming, and can require special programming skill sets. Also, implementation is hard to fix midstream. All that means significant interactivity is beyond the scope of most corporate and university programs. For those programs that do receive the budget and attention for special, game-like content, they tend to get dated and bloated designs. Enter short sims.

From a pedagogical perspective, the more interactivity the better. However, interactivity can be expensive to build, time consuming, and can require special programming skill sets. Also, implementation is hard to fix midstream. All that means significant interactivity is beyond the scope of most corporate and university programs. For those programs that do receive the budget and attention for special, game-like content, they tend to get dated and bloated designs. Enter short sims.

Content

Short sims are an emerging type of interactive educational media that are typically five to 12 minutes long, with few words and many decisions. They tend to focus around a single subject area and can be embedded in traditional course material. They are simple to engage by design, typically with a multiple-choice interface.

Short sims are an emerging type of interactive educational media that are typically five to 12 minutes long, with few words and many decisions. They tend to focus around a single subject area and can be embedded in traditional course material. They are simple to engage by design, typically with a multiple-choice interface.

Content

The underlying approach of short sims may be best described as a simulation of a simulation. They comprise a complete set of static, nonlinear storyboards that are connected together through links to create the sensation—and meet the pedagogical goals—of dynamic interactivity at a fraction of the time, cost, and requisite skill set.

The underlying approach of short sims may be best described as a simulation of a simulation. They comprise a complete set of static, nonlinear storyboards that are connected together through links to create the sensation—and meet the pedagogical goals—of dynamic interactivity at a fraction of the time, cost, and requisite skill set.

The need for interactivity

Content

Interactivity can test a learner, to be sure. But an educational experience also should provide custom feedback to show why any wrong decision was wrong.

Interactivity can test a learner, to be sure. But an educational experience also should provide custom feedback to show why any wrong decision was wrong.

Content

Interactivity can enable learners to customize their experience, from engaging optional levels to asking for more information only when needed to choosing their avatar or business industry. Interactive experiences allow online role plays and give participants the opportunity to deftly apply skills.

Interactivity can enable learners to customize their experience, from engaging optional levels to asking for more information only when needed to choosing their avatar or business industry. Interactive experiences allow online role plays and give participants the opportunity to deftly apply skills.

Content

Interactive media are more engaging (and less numbing) than linear media. They help learners process and begin to internalize and own new information, not just cache it. And creating interactive media even changes the culture of content producers, from focusing on experts and top-down leadership to concentrating on collaborating with learners and considering their application of the knowledge.

Interactive media are more engaging (and less numbing) than linear media. They help learners process and begin to internalize and own new information, not just cache it. And creating interactive media even changes the culture of content producers, from focusing on experts and top-down leadership to concentrating on collaborating with learners and considering their application of the knowledge.

An example of a decision in a short sim

Content

To help you picture what short sims can achieve, imagine a simple short sim to train passport agents on aspects of accepting applications (see Figure 1). The on-screen coach guides the player through the process. The experience can go like this:

To help you picture what short sims can achieve, imagine a simple short sim to train passport agents on aspects of accepting applications (see Figure 1). The on-screen coach guides the player through the process. The experience can go like this:

  1. Content

    The coach presents the player with part of the passport application and asks whether there is a problem. The player can either accept the scenario or ask a question (slide A).

    The coach presents the player with part of the passport application and asks whether there is a problem. The player can either accept the scenario or ask a question (slide A).

  2. Content

    After choosing to ask the applicant a question and getting a response, the player either chooses to move forward or indicates there's a problem (slide B).

    After choosing to ask the applicant a question and getting a response, the player either chooses to move forward or indicates there's a problem (slide B).

  3. Content

    After indicating there is a problem, the player must identify it using a multiple-choice interface that enables the player to toggle the red selection box (slide C).

    After indicating there is a problem, the player must identify it using a multiple-choice interface that enables the player to toggle the red selection box (slide C).

  4. Content

    The coach gives the player acknowledgements and a brief explanation (slide D). If the player selected the wrong part of the application, he would be able to try again. This mechanism discourages players from, at other points, flagging a step as a problem if they cannot first identify a problem.

    The coach gives the player acknowledgements and a brief explanation (slide D). If the player selected the wrong part of the application, he would be able to try again. This mechanism discourages players from, at other points, flagging a step as a problem if they cannot first identify a problem.

Try Short Sims-TD_Jan19_Aldrich_Figure1.jpg

Content

One advantage over simply reading about this example in a linear text is that there is a decent chance the player did not initially catch the mistake and is less likely to brush off the example.

One advantage over simply reading about this example in a linear text is that there is a decent chance the player did not initially catch the mistake and is less likely to brush off the example.

Designing sims

Content

Short sims are technology independent. They are not defined by a specific interactive media authoring tool and don't require special hardware configuration. You can produce them with Articulate Storyline, BranchTrack, or other widely available tools. They should be accessible anywhere browser-based content can run.

Short sims are technology independent. They are not defined by a specific interactive media authoring tool and don't require special hardware configuration. You can produce them with Articulate Storyline, BranchTrack, or other widely available tools. They should be accessible anywhere browser-based content can run.

Content

The most effective short sims tend to follow seven specific design goals.

The most effective short sims tend to follow seven specific design goals.

Content

Build competence and conviction through player actions. The role of short sims is to develop competence and conviction. Competence is how to do something, and conviction is the deeply held belief that something is important. That means allowing players to make mistakes and helping them experience why they are making mistakes.

Build competence and conviction through player actions. The role of short sims is to develop competence and conviction. Competence is how to do something, and conviction is the deeply held belief that something is important. That means allowing players to make mistakes and helping them experience why they are making mistakes.

Content

Short sims should show, not tell. The learning model should be discovery based, with players proving ideas to themselves. Text should be short, with a much greater role given to visuals and interactions.

Short sims should show, not tell. The learning model should be discovery based, with players proving ideas to themselves. Text should be short, with a much greater role given to visuals and interactions.

Content

Quick and easy to engage and replayable. Short sims should be easy to start playing, without a set of directions or training levels needed or even a separate download. They also should be short (five to 12 minutes) and often rewarding enough to play through four or five times, both to win and to simply explore. Short sims can be 508 compliant.

Quick and easy to engage and replayable. Short sims should be easy to start playing, without a set of directions or training levels needed or even a separate download. They also should be short (five to 12 minutes) and often rewarding enough to play through four or five times, both to win and to simply explore. Short sims can be 508 compliant.

Content

Quick to build, easy to update. In terms of production timeframes, short sims match other educational content. Unlike traditional serious games, instructional designers can build a few short sims relatively quickly (see table below). Instructional designers can assemble graphics in PowerPoint from clip art and basic drawing tools. Tip: New Yorker -style graphics can be the most timeless.

Quick to build, easy to update. In terms of production timeframes, short sims match other educational content. Unlike traditional serious games, instructional designers can build a few short sims relatively quickly (see table below). Instructional designers can assemble graphics in PowerPoint from clip art and basic drawing tools. Tip: New Yorker-style graphics can be the most timeless.

Try Short Sims-TD_Jan19_Aldrich_Figure3.jpg

Content

Also, short sims are easy to come back to and make changes to based on user feedback or as the world evolves, not just abandoned when done and the design team has dispersed.

Also, short sims are easy to come back to and make changes to based on user feedback or as the world evolves, not just abandoned when done and the design team has dispersed.

Content

For planning, assume each level has 20 screens; add 10 more screens for the introduction and conclusion. Each level may have three significant decisions, plus optional definitions.

For planning, assume each level has 20 screens; add 10 more screens for the introduction and conclusion. Each level may have three significant decisions, plus optional definitions.

Content

When determining content, the best single question to ask any subject matter expert is "What are common mistakes in this area?" From this question and follow-ups, break down the SME's responses into six categories of (virtual) note cards: starting points, successful outcomes, unsuccessful outcomes, moments of truth and interesting decisions, story beats or process steps, and interesting facts and phrases. Most of these note cards become the nodes that are organized into short sim levels and structures.

When determining content, the best single question to ask any subject matter expert is "What are common mistakes in this area?" From this question and follow-ups, break down the SME's responses into six categories of (virtual) note cards: starting points, successful outcomes, unsuccessful outcomes, moments of truth and interesting decisions, story beats or process steps, and interesting facts and phrases. Most of these note cards become the nodes that are organized into short sim levels and structures.

Content

Rigorous underlying model. No matter how short, the only worthwhile sims are the result of a deep and profound knowledge of the subject matter. Even though a branching structure allows shortcuts when it comes to rigor, the interactivity and visualizations in a short sim should have the underlying mathematical model of a working computer game.

Rigorous underlying model. No matter how short, the only worthwhile sims are the result of a deep and profound knowledge of the subject matter. Even though a branching structure allows shortcuts when it comes to rigor, the interactivity and visualizations in a short sim should have the underlying mathematical model of a working computer game.

Content

Coexist with other educational content. Short sims should be able to stand alone as a self-contained piece of content that a player engages. But they also can coexist seamlessly with other educational content, including text, illustrations, and video snippets.

Coexist with other educational content. Short sims should be able to stand alone as a self-contained piece of content that a player engages. But they also can coexist seamlessly with other educational content, including text, illustrations, and video snippets.

Content

Collaborative not directive leadership. Directive leadership is giving people orders and expecting them to obey—the curse of linear media. Collaborative leadership is working together to solve a problem. Think of sim as an assistant. As much as possible, the dominant on-screen character should be there to help and support the player, not judge.

Collaborative not directive leadership. Directive leadership is giving people orders and expecting them to obey—the curse of linear media. Collaborative leadership is working together to solve a problem. Think of sim as an assistant. As much as possible, the dominant on-screen character should be there to help and support the player, not judge.

Content

Simple mechanics and open-ended creativity. The power of short sims is to leverage simple technology to enable people to imagine whatever they want and then be able to present a gently abstracted version of it.

Simple mechanics and open-ended creativity. The power of short sims is to leverage simple technology to enable people to imagine whatever they want and then be able to present a gently abstracted version of it.

Teach predictable processes

Content

A straightforward type of short sim teaches users how to follow predictable processes, such as a bank teller cashing a check or making a deposit or a pilot conducting a preflight checklist. These are effective and greatly speed time to comfort.

A straightforward type of short sim teaches users how to follow predictable processes, such as a bank teller cashing a check or making a deposit or a pilot conducting a preflight checklist. These are effective and greatly speed time to comfort.

Content

These sims take the user through the various steps of the process and typically present two or three challenges per step. For example, the sim on accepting a passport application also used this interaction to raise awareness of math issues in an audience often not comfortable with numbers (see Figure 2):

These sims take the user through the various steps of the process and typically present two or three challenges per step. For example, the sim on accepting a passport application also used this interaction to raise awareness of math issues in an audience often not comfortable with numbers (see Figure 2):

  1. Content

    The coach sets up the situation with a message that says, "A family arrives wanting passports."

    The coach sets up the situation with a message that says, "A family arrives wanting passports."

  2. Content

    The coach presents the details (slide E).

    The coach presents the details (slide E).

  3. Content

    Rather than being thrown into a sea of numbers, the coach eases the player in. This level design—with the first few decisions being simple—is also typical of casual computer games. Importantly, the coach takes on a helpful tone, volunteering to keep the running total and using expressions such as "Let's figure out ..." (slide F).

    Rather than being thrown into a sea of numbers, the coach eases the player in. This level design—with the first few decisions being simple—is also typical of casual computer games. Importantly, the coach takes on a helpful tone, volunteering to keep the running total and using expressions such as "Let's figure out ..." (slide F).

  4. Content

    To ease any number phobia, early on in the sequence, the player's decisions are around what influences the numbers, not the numbers themselves. If the player selects the wrong answer, the coach presents an explanation.

    To ease any number phobia, early on in the sequence, the player's decisions are around what influences the numbers, not the numbers themselves. If the player selects the wrong answer, the coach presents an explanation.

  5. Content

    Help is available so that the player can learn more on the fly but does not have to. For example, in a scenario in which the player must determine whether she should apply an execution fee, one of the buttons among the responses is "What's an execution fee?" The "help" fully answers the question.

    Help is available so that the player can learn more on the fly but does not have to. For example, in a scenario in which the player must determine whether she should apply an execution fee, one of the buttons among the responses is "What's an execution fee?" The "help" fully answers the question.

  6. Content

    There is also always a button for players to receive a reminder about the situation to help them make decisions. The situation reminder provides the rest of the necessary information. Again, it is not proactively presented to the player but must be asked for, streamlining the experience.

    There is also always a button for players to receive a reminder about the situation to help them make decisions. The situation reminder provides the rest of the necessary information. Again, it is not proactively presented to the player but must be asked for, streamlining the experience.

  7. Content

    Short sims, such as this one, can present quite a few easy questions in a short time to build comfort and experience, not just one big hard question to trick and test the player.

    Short sims, such as this one, can present quite a few easy questions in a short time to build comfort and experience, not just one big hard question to trick and test the player.

  8. Content

    Subtly, the problems get harder, requiring the player to both make the decision and perform the math to answer the questions.

    Subtly, the problems get harder, requiring the player to both make the decision and perform the math to answer the questions.

Try Short Sims-TD_Jan19_Aldrich_Figure2.jpg

Content

By the end of this two-minute sequence, the player understands what it is like to experience the level of math necessary to accept applications, has gained some confidence in variations, and even has experienced what the final totals may look like. From a design perspective, the entire experience does not require custom art, so it is easy to change at any moment when passport fees change.

By the end of this two-minute sequence, the player understands what it is like to experience the level of math necessary to accept applications, has gained some confidence in variations, and even has experienced what the final totals may look like. From a design perspective, the entire experience does not require custom art, so it is easy to change at any moment when passport fees change.

Low-hanging learning objectives

Content

In my experience building short sims for a variety of organizations, some consistent low-hanging targets of short sims have emerged.

In my experience building short sims for a variety of organizations, some consistent low-hanging targets of short sims have emerged.

Content

Present labs. Short sims can be used to make labs—places for users to safely experiment with actions. The mechanics of the world are predictable and respond immediately to user decisions. Often, switches can be turned on or off or dials up or down, with observable effects.

Present labs. Short sims can be used to make labs—places for users to safely experiment with actions. The mechanics of the world are predictable and respond immediately to user decisions. Often, switches can be turned on or off or dials up or down, with observable effects.

Content

Introduce complex processes. Some short sims help players follow and apply complex processes. Too often, traditional noninteractive methodologies have been painfully insufficient here. In schools, we have all experienced situations where a teacher explains a mathematical process in a class, going through all of the steps, but those of us who thought we were following the lecture are then confused later when faced with homework problems.

Introduce complex processes. Some short sims help players follow and apply complex processes. Too often, traditional noninteractive methodologies have been painfully insufficient here. In schools, we have all experienced situations where a teacher explains a mathematical process in a class, going through all of the steps, but those of us who thought we were following the lecture are then confused later when faced with homework problems.

Content

Through chaperoned walk-throughs with dozens of small or abstracted decisions, short sims can eliminate this chasm between presented walk-throughs and competence.

Through chaperoned walk-throughs with dozens of small or abstracted decisions, short sims can eliminate this chasm between presented walk-throughs and competence.

Content

Allow exploration of interesting systems. Short sims may provide a sandbox for users to play in and see what happens. These explorations, often with goals or restraints, can be similar to labs but include more social or business situations and more complex and less predictable responses to actions.

Allow exploration of interesting systems. Short sims may provide a sandbox for users to play in and see what happens. These explorations, often with goals or restraints, can be similar to labs but include more social or business situations and more complex and less predictable responses to actions.

Content

In one sandbox, a student runs a restaurant chain but has to grow it through making only five decisions, with each opening up or closing down other opportunities. Different decisions result in different businesses that, along with the short play time, encourages trying again. This sim's learning goal is to help employees adopt a business owner's perspective and understand the strategic impact payment systems could make on a business' evolution.

In one sandbox, a student runs a restaurant chain but has to grow it through making only five decisions, with each opening up or closing down other opportunities. Different decisions result in different businesses that, along with the short play time, encourages trying again. This sim's learning goal is to help employees adopt a business owner's perspective and understand the strategic impact payment systems could make on a business' evolution.

Going beyond early examples

Content

While there are early patterns of uses that are forming, short sims are ultimately an open-ended approach. In my two roles—delivering finished short sims to clients and working with clients to build their own—the only limit I have seen is the designers' creativity.

While there are early patterns of uses that are forming, short sims are ultimately an open-ended approach. In my two roles—delivering finished short sims to clients and working with clients to build their own—the only limit I have seen is the designers' creativity.

Content

Short sims have produced high employee satisfaction scores and greater class completion rates in colleges compared with traditional media. Numerous corporate training organizations have committed to shifting their own deliverables to greatly increase meaningful interactions for their learners through short sims.

Short sims have produced high employee satisfaction scores and greater class completion rates in colleges compared with traditional media. Numerous corporate training organizations have committed to shifting their own deliverables to greatly increase meaningful interactions for their learners through short sims.

Content

But the biggest deal about short sims may be that they don't feel like big deals. Most organizations that produce educational (or assessment) media can build short sims without new hires or greatly changed processes.

But the biggest deal about short sims may be that they don't feel like big deals. Most organizations that produce educational (or assessment) media can build short sims without new hires or greatly changed processes.

Content

The more students and instructors engage short sims, the more short sims become their default expectation for educational content. And until short sims are used in equal parts to traditional linear content, the question for participants will be: Why aren't there more of them?

The more students and instructors engage short sims, the more short sims become their default expectation for educational content. And until short sims are used in equal parts to traditional linear content, the question for participants will be: Why aren't there more of them?

You've Reached ATD Member-only Content

Become an ATD member to continue

Already a member?Sign In

issue

ISSUE

January 2019 - TD Magazine

View Articles

Copyright © 2026 ATD

ASTD changed its name to ATD to meet the growing needs of a dynamic, global profession.

Terms of UsePrivacy NoticeCookie Policy