Cisco has joined the list of innovative organizations like Visual Purple that will be conducting game, simulation and virtual world case studies at LEEF. Read about all the presenters including ACS Learning Services, Enspire Learning, ExperiencePoint, Humentum, NexLearn, ViaVivo, Visual Purple and others at LEEF.
Register by Monday May 18 to take advantage of the early registration discount!
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Learn more at www.leef2009.net. Email LEEF@HarrisburgU.net, or call 717.901.5167 for more information.
The schedule for the two-day event, set for June 18-19, will include more than a dozen case study presentations that explore and analyze the use of games, simulations, virtual worlds and console games for learning and performance. With titles ranging from Consultative Sales in a Virtual World to Developing Entrepreneurship with Serious Games, each 2-hour case study session will include a high-level overview of the project, hands-on engagement, and group analysis of how to apply the project’s best practices and lessons learned.
Featured Case Studies include:
ACS Learning Services—Consultative Sales in a Virtual World;
Center for Advanced Transportation Technology (CATT Laboratory),
University of Maryland – I-95 Corridor Coalition Virtual Incident Management Training;
Cisco – Cisco Certification Exam Study Games;
US Army War College—Military Global Distribution Game;
ViaVivo, Inc.—Developing Entrepreneurship with Serious Games
University of Maryland University College—Criminal Justice Simulations;
NexLearn, LLC—Essential Leadership Simulation Series;
Visual Purple, LLC—Winning in Wireless, CEO Simulation in a Virtual World;
Deep End Interactive—Winds of Orbis: An Active-Adventure;
Enspire Learning—Celebrity Calamity: Teaching Personal Finance through Games;
ExperiencePoint—Lakeview Change Management Simulation;
Humentum—US Sales and Marketing Policy Simulation;
JPL – Health Education Games;
“As it becomes more apparent that active, engaging and contextual learning solutions result in improved performance; games, simulations and virtual worlds will become more common in corporate learning and K-16 education. It’s all about results and games and simulations are delivering as organizations and individuals look to get the most learning and performance gain out of their training and education investments,” says Andy Petroski, Director of Learning Technologies and Assistant Professor of Learning Technologies at Harrisburg University of Science and Technology and a co-coordinator of the event.
“As organizations move to using games, simulations and virtual worlds for learning they should consider learning from others that have gone ahead of them. Organizations will be able to ease adaptation by learning from the experiences of others, and especially by learning from others that have been achieving positive results with games, simulations and virtual worlds. The case study presenters at LEEF are some of the best!”
He adds, “The LEEF is unlike many other professional development events that provide a high-level overview of a large variety of topics. The two-hour session format will allow participants to gain in-depth knowledge about presenters’ projects and get hands-on experience with the projects.”