Jeanne Holm
Chief Knowledge Architect
NASA/Jet Propulsion Laboratory, California Institute of Technology, and Co-Chair, Federal Knowledge Management Working Group
Todd Richmond
Institute for Creative Technologies
University of Southern California
Andrew Stricker
Distributed Learning Architect, Air University
U.S. Air Force
Games have always played a role in preparing us for life. The chess board was a testing ground for military strategy and the Duke of Wellington is reputed to have said that "The Battle of Waterloo was won on the playing-fields of Eton.î The power of serious gaming has come into its own as technologies mature and the millennial generation has embraced gaming as a learning modality. NASA crowdsources some science analysis and trains future rocket scientists through games; the Army has a gaming center; and, the Air Force makes extensive use of virtual worlds for training their workforce. In this session, a panel of experts in gaming theory and practice from both government and academia will explore the status of gaming as a knowledge management tool that federal agencies should be considering as a part of their ability to create a learning organization and engage the next generation.
WHAT YOU WILL LEARN:
> How electronic games can be used as a part of a KM initiative and enable multi-generational learning
> The importance of gaming for transforming agencies into learning organizations
> How the Army, Air Force, NASA, and other agencies use gaming as part of their KM strategy