Michael Sutton - Academia.edu (original) (raw)
Videos by Michael Sutton
Game‐Based Learning‐ Language of the Future for Overcoming Complexity
Game‐Based Learning‐ Language of the Future for Overcoming Complexity
Books by Michael Sutton
E.I. Games LLC, 2019
THE DEATH OF THE LECTURE How Disruptive Educators, Dr. Michael Sutton and Kevin Allen, are Winnin... more THE DEATH OF THE LECTURE
How Disruptive Educators, Dr. Michael Sutton and Kevin Allen, are Winning the Digital Revolution
PRESS RELEASE
We are at the forefront of a new era. The eye-roll inducing response from over-stimulated millennial students, when the mere suggestion of sitting through a lecture is mentioned, is what inspired authors Kevin Allen and Dr. Michael J. D. Sutton to pioneer a fun approach that takes their students from listening to learning by doing. Co-Author Michael Sutton observed.
“The time-honored method teaching isn’t disappearing any time soon, but it requires new tools, to add stimulation, engagement and well, perhaps a bit of fun, to transform a deadly lecture into a hotbed of discussion, enthusiasm and student engagement.”
Allen and Sutton set out to combine their knowledge, research and experience, using their knowledge of Emotional Intelligence Engagement (EIE) and game-based learning to design an approach that has had a great impact on their students and fellow educators. Their discoveries and lessons are outlined in their new book, Emotify! The Power of the Human Element in Game-Based Learning, Serious Games and Experiential Education, now available on Amazon.
The unlikely yet highly successful collaboration of two very different, yet equally passionate educators, brings a multi-faceted perspective from the inscrutable yet playful Professor, Dr. Michael Sutton, and the intuitive Ad Man, Kevin Allen, to the reader.
Co Author, and “Ad man” Kevin Allen noted:
“We must always remember that this is all a human game, and the power of storytelling and human emotion are the mighty tools of engagement. It takes static material and makes it all come alive, with the student in the middle of it!”
As a teenager, Dr. Sutton marched to his own drummer, regularly seen in the public library where he voraciously read about the game of GO and Chess. He subsequently found folks like himself who played games like Risk, Stratego, and Diplomacy. Fast forward to 2007, Dr. Sutton earned a PhD in Knowledge Management from McGill University in Montreal, Quebec, after a career of 35 years in management and information systems consulting, and corporate executive management. In recent years, Dr. Sutton established an emergent reputation as a Game-Based Learning Innovator, Architect, and Educator. He successfully integrated serious games, simulations, and effective learning solutions into his problem-solving courses as a corporate trainer and instructor. For many decades, Dr. Sutton has made it his life's purpose to guide his readers and pupils into the “league of enlightenment” through the power of gaming. He is the author of “Game Based Learning -Language of the Future for Overcoming Complexity.”
Co Author, and “Ad Man” Kevin Allen is an expert in leading organizations to achieve their business goals. Allen champions the power of emotional intelligence, a practice he pioneered at the top of the world’s largest advertising agencies, McCann-WorldGroup, Interpublic Group, and Lowe Worldwide. Named the Billion Dollar Man by his colleagues, he is probably best known for working with such brands as MasterCard, leading the development of the globally famous "Priceless" campaign. He is the author of Wall Street Journal Best Seller, The Hidden Agenda, A Proven Way to Win Business and Create a Following and The Case of the Missing Cutlery, A Leadership Course for the Rising Star.
He is Founder and CEO of multi award-winning E.I. Games LLC (https://www.eigames.com/), a game-based learning pioneer counting Arizona State, Ball State, The Forbes School at Ashford University, Google, Expedia and Oracle as clients. The story-based construct and Emotional Intelligence underpinning across a wide array of business topics like Leadership and Diversity have captivated thousands of professors and students alike.
Readers of Emotify! The Power of the Human Element in Game-Based Learning, Serious Games and Experiential Education, will discover how the authors “encompass how to successfully identify, research, sell, deploy, and assess game-based learning within your workspace.” They promise that the reader will “acquire enough knowledge and practical advice to launch their own game-based learning initiative.”
Preview the first Chapter http://www.emotifybook.com/
From the back cover: A complete blueprint for planning, building, and maintaining fast, efficien... more From the back cover:
A complete blueprint for planning, building, and maintaining fast, efficient, automated document management systems
In Document Management for the Enterprise, Michael Sutton clearly defines and simplifies the principles of document engineering and management. He arms you with a set of proven techniques and methods for planning, building, and maintaining automated systems for fast and efficient storage and retrieval of documents and forms. And, with the help of numerous case studies, he shows you how to avoid common pitfalls and how to overcome frequently encountered obstacles. The most up-to-date, comprehensive, hands-on guide to the engineering and management of enterprise document management systems, Document Management for the Enterprise:
Clearly defines the goals and uses of document management and engineering
Provides expert assessments of risks, costs, and benefits of creating an enterprise-wide document management system
Outlines a document engineering life cycle and framework for rolling out document management applications
Identifies available software products and describes a method for evaluating their functions and features
Papers by Michael Sutton
Journal of Applied Learning + Teaching, 2020
Book Review of EMOTIFY contained in the Journal of Applied Learning + Teaching
Purpose-The purpose of this paper is to provide an in-depth and critical review of the literature... more Purpose-The purpose of this paper is to provide an in-depth and critical review of the literature and theories on knowledge, knowledge management (KM) as well as the concepts and approaches relating to organizational learning and the knowledge-based economy. The paper also provides more details and definitions of various issues around gamification. Design/methodology/approach-Several sources have been reviewed and consulted including various mainstream referred journals focusing on KM and gamification as well as books, online databases, governmental reports, and statistics, etc. Findings-Game-based learning (GBL) in business must align with the learning goals and outcomes of training and development, and clearly demonstrate that learning can be evaluated and achieved. Serious game experiences drive personal change and transformation by generating an attitude of acceptance of the challenge, motivation to achieve, and constant innovation through participant commitments. Simulations push the participant into experiencing an immersive environment. Finally, gamification, as a collection of techniques, may be applied to the educational and workplace activities, or used as a wrapper for GBL, serious games, and simulations. Research limitations/implications-We are on a unique and unusual path to revitalizing and reinvigorating the educational experience. This new path is not about throwing a LMS at faculty and hoping it sticks. This new path is about creating faculty who are mentors, coaches, and lifelong learners who understand the research implications of applying game-based learning in the classroom, as well as the workforce. Practical implications-Higher educational teaching as well as corporate LTD (Learning, Training, and Development) are being significantly disrupted. The innovation taking place in teaching requires more experiential learning, the kind of learning stimulated with serious games, simulations, immersive learning environments, and gamification. This issue will help to outline disruptive approaches that work. Originality/value-This paper provides a review of the emerging trends and cases where gamification, simulations, serious games, immersive learning environments, virtual reality, and augmented reality are applied to the deployment of knowledge-based initiatives.
Purpose-The purpose of this paper is to review the concepts of "fun and play" and propose a preli... more Purpose-The purpose of this paper is to review the concepts of "fun and play" and propose a preliminary model that suggests potential benefits for quantitatively/qualitatively rating serious games and simulations associated with corporate and university game-based learning (GBL). Design/methodology/approach-A relevant literature review was executed to locate significant references to fun and play, assessment of GBL, and the pattern for integrating those elements with knowledge mobilization (KMb). A repertory grid method (RGM) was used to propose a preliminary model. Findings-The proposed FUNIFICATION Model will be useful as a foundation for further evaluation of GBL environments. Research limitations/implications-Additional rationalization of the proposed model and applying it to actual games with focus groups as the observers would provide additional validity to the new model. Practical implications-A threshold for fun involved in serious games and simulations would provide a quantitative/qualitative measure for playability of serious games and simulations. The FUNIFICATION Factor would feed into a KMb model for acquiring, codifying, disseminating, and making knowledge actionable, either within academic, corporate, or public sector environments. Originality/value-The range of assessment models for GBL is evident from the literature review, and value could be derived in building an evaluation model based upon the RGM to identify a FUNIFICATION Factor for serious games and simulations. Introduction The goal of this descriptive theoretical paper is to review the literature associated with "fun and play" and construct a model that reflects game-based learning (GBL) in the enterprise, governmental bodies, as well as within the higher education (HE) context. New research discoveries are emerging monthly about the advantages and disadvantages in the application of GBL within organizations and classrooms. A gap in the literature exists where the possibility of a new, emerging model to describe the value proposition for a serious game or simulation could prove very beneficial for instructional designers and instructors. This paper describes how the application of GBL processes is advantageous to organizational success within the context of education, learning, training, and development. Moreover, evidence has emerged that GBL has a significant impact upon learning outcomes within HE environments. Evidently, FUNIFICATION could be applied as a holistic knowledge mobilization (KMb) strategy to engage individuals in changing behavior in relationship to organizational strategies and goals, as well as increase motivation, engagement, and retention within a learning environment.
The goal of this chapter is to set the stage for future research on the use of a wiki within the ... more The goal of this chapter is to set the stage for future research on the use of a wiki within the context of a project management (PM)-based knowledge management system (KMS). There is a critical need to study the impact of wiki use on performance, efficiency, and effectiveness. I first describe how wikis are emerging within project-based, team-oriented initiatives as a predominant KMS of choice. I then establish a connection between project-based wiki use and PM-based activities. Finally, I propose a research context for embarking upon numerous investigations that could establish the business value proposition and efficacy for more widespread adoption of wikis. I will propose additional suggestions in terms of next steps.
Performance Management is the art of reviewing how well an organization has performed.
Journal of Applied Learning & Teaching, 2020
The article situates the challenges that higher education faces before the onset of COVID-19. A f... more The article situates the challenges that higher education faces before the onset of COVID-19. A future that situates disruptive and immediate transformation for higher education curricula is described to save global universities from the ravages of the “stay-at-home” policies. The move to a totally online environment took place overnight, and most institutions of higher education were totally unprepared. Yet, a future of possibilities could be adopted in the coming five years, one, in particular, being game-based learning, an andragogy based upon experiential education.
My quest for high quality research associated with Game-Based Learning, Simulations, Serious Game... more My quest for high quality research associated with Game-Based Learning, Simulations, Serious Games, Gamification, Virtual Reality, Immersive Learning, etc. has been quite a challenge. In attempting to scour the Inet looking for useful material, I have complied a definitive list of journal SOURCEs, current to Dec. 31, 2016. I am sharing this with my readers in the hope that:
1. You will find this information very useful.
2. This information will save you significant time and resources.
3. If I have missed any journal, you will update me on the title, URL, and description so I can keep this resource up-to-date.
The original list was almost 25 MS-Word pages. Thus, for the purposes of the LinkedIn Pulse Blog, I had to break up the material into 3 parts. The original document is downloadable from Slideshare and appears as a document on my LinkedIn Profile. The journals are in alphabetical order by title, with all articles ignored. Any errors introduced into the descriptions are mine, although I relied upon a cut/paste from each website. The document begins with an overall alphabetical list of the journal titles, followed by detailed information associated with each journal. The description of each journal is copyright of that journal, and repeated here for utility.
A follow-on document will be published in the new year that will contain detailed information associated with conference proceedings and occasional publications relating to these topics. I think the availability of this tool is timely and necessary. Help me keep it up-to-date.
Game‐Based Learning‐ Language of the Future for Overcoming Complexity
Game‐Based Learning‐ Language of the Future for Overcoming Complexity
E.I. Games LLC, 2019
THE DEATH OF THE LECTURE How Disruptive Educators, Dr. Michael Sutton and Kevin Allen, are Winnin... more THE DEATH OF THE LECTURE
How Disruptive Educators, Dr. Michael Sutton and Kevin Allen, are Winning the Digital Revolution
PRESS RELEASE
We are at the forefront of a new era. The eye-roll inducing response from over-stimulated millennial students, when the mere suggestion of sitting through a lecture is mentioned, is what inspired authors Kevin Allen and Dr. Michael J. D. Sutton to pioneer a fun approach that takes their students from listening to learning by doing. Co-Author Michael Sutton observed.
“The time-honored method teaching isn’t disappearing any time soon, but it requires new tools, to add stimulation, engagement and well, perhaps a bit of fun, to transform a deadly lecture into a hotbed of discussion, enthusiasm and student engagement.”
Allen and Sutton set out to combine their knowledge, research and experience, using their knowledge of Emotional Intelligence Engagement (EIE) and game-based learning to design an approach that has had a great impact on their students and fellow educators. Their discoveries and lessons are outlined in their new book, Emotify! The Power of the Human Element in Game-Based Learning, Serious Games and Experiential Education, now available on Amazon.
The unlikely yet highly successful collaboration of two very different, yet equally passionate educators, brings a multi-faceted perspective from the inscrutable yet playful Professor, Dr. Michael Sutton, and the intuitive Ad Man, Kevin Allen, to the reader.
Co Author, and “Ad man” Kevin Allen noted:
“We must always remember that this is all a human game, and the power of storytelling and human emotion are the mighty tools of engagement. It takes static material and makes it all come alive, with the student in the middle of it!”
As a teenager, Dr. Sutton marched to his own drummer, regularly seen in the public library where he voraciously read about the game of GO and Chess. He subsequently found folks like himself who played games like Risk, Stratego, and Diplomacy. Fast forward to 2007, Dr. Sutton earned a PhD in Knowledge Management from McGill University in Montreal, Quebec, after a career of 35 years in management and information systems consulting, and corporate executive management. In recent years, Dr. Sutton established an emergent reputation as a Game-Based Learning Innovator, Architect, and Educator. He successfully integrated serious games, simulations, and effective learning solutions into his problem-solving courses as a corporate trainer and instructor. For many decades, Dr. Sutton has made it his life's purpose to guide his readers and pupils into the “league of enlightenment” through the power of gaming. He is the author of “Game Based Learning -Language of the Future for Overcoming Complexity.”
Co Author, and “Ad Man” Kevin Allen is an expert in leading organizations to achieve their business goals. Allen champions the power of emotional intelligence, a practice he pioneered at the top of the world’s largest advertising agencies, McCann-WorldGroup, Interpublic Group, and Lowe Worldwide. Named the Billion Dollar Man by his colleagues, he is probably best known for working with such brands as MasterCard, leading the development of the globally famous "Priceless" campaign. He is the author of Wall Street Journal Best Seller, The Hidden Agenda, A Proven Way to Win Business and Create a Following and The Case of the Missing Cutlery, A Leadership Course for the Rising Star.
He is Founder and CEO of multi award-winning E.I. Games LLC (https://www.eigames.com/), a game-based learning pioneer counting Arizona State, Ball State, The Forbes School at Ashford University, Google, Expedia and Oracle as clients. The story-based construct and Emotional Intelligence underpinning across a wide array of business topics like Leadership and Diversity have captivated thousands of professors and students alike.
Readers of Emotify! The Power of the Human Element in Game-Based Learning, Serious Games and Experiential Education, will discover how the authors “encompass how to successfully identify, research, sell, deploy, and assess game-based learning within your workspace.” They promise that the reader will “acquire enough knowledge and practical advice to launch their own game-based learning initiative.”
Preview the first Chapter http://www.emotifybook.com/
From the back cover: A complete blueprint for planning, building, and maintaining fast, efficien... more From the back cover:
A complete blueprint for planning, building, and maintaining fast, efficient, automated document management systems
In Document Management for the Enterprise, Michael Sutton clearly defines and simplifies the principles of document engineering and management. He arms you with a set of proven techniques and methods for planning, building, and maintaining automated systems for fast and efficient storage and retrieval of documents and forms. And, with the help of numerous case studies, he shows you how to avoid common pitfalls and how to overcome frequently encountered obstacles. The most up-to-date, comprehensive, hands-on guide to the engineering and management of enterprise document management systems, Document Management for the Enterprise:
Clearly defines the goals and uses of document management and engineering
Provides expert assessments of risks, costs, and benefits of creating an enterprise-wide document management system
Outlines a document engineering life cycle and framework for rolling out document management applications
Identifies available software products and describes a method for evaluating their functions and features
Journal of Applied Learning + Teaching, 2020
Book Review of EMOTIFY contained in the Journal of Applied Learning + Teaching
Purpose-The purpose of this paper is to provide an in-depth and critical review of the literature... more Purpose-The purpose of this paper is to provide an in-depth and critical review of the literature and theories on knowledge, knowledge management (KM) as well as the concepts and approaches relating to organizational learning and the knowledge-based economy. The paper also provides more details and definitions of various issues around gamification. Design/methodology/approach-Several sources have been reviewed and consulted including various mainstream referred journals focusing on KM and gamification as well as books, online databases, governmental reports, and statistics, etc. Findings-Game-based learning (GBL) in business must align with the learning goals and outcomes of training and development, and clearly demonstrate that learning can be evaluated and achieved. Serious game experiences drive personal change and transformation by generating an attitude of acceptance of the challenge, motivation to achieve, and constant innovation through participant commitments. Simulations push the participant into experiencing an immersive environment. Finally, gamification, as a collection of techniques, may be applied to the educational and workplace activities, or used as a wrapper for GBL, serious games, and simulations. Research limitations/implications-We are on a unique and unusual path to revitalizing and reinvigorating the educational experience. This new path is not about throwing a LMS at faculty and hoping it sticks. This new path is about creating faculty who are mentors, coaches, and lifelong learners who understand the research implications of applying game-based learning in the classroom, as well as the workforce. Practical implications-Higher educational teaching as well as corporate LTD (Learning, Training, and Development) are being significantly disrupted. The innovation taking place in teaching requires more experiential learning, the kind of learning stimulated with serious games, simulations, immersive learning environments, and gamification. This issue will help to outline disruptive approaches that work. Originality/value-This paper provides a review of the emerging trends and cases where gamification, simulations, serious games, immersive learning environments, virtual reality, and augmented reality are applied to the deployment of knowledge-based initiatives.
Purpose-The purpose of this paper is to review the concepts of "fun and play" and propose a preli... more Purpose-The purpose of this paper is to review the concepts of "fun and play" and propose a preliminary model that suggests potential benefits for quantitatively/qualitatively rating serious games and simulations associated with corporate and university game-based learning (GBL). Design/methodology/approach-A relevant literature review was executed to locate significant references to fun and play, assessment of GBL, and the pattern for integrating those elements with knowledge mobilization (KMb). A repertory grid method (RGM) was used to propose a preliminary model. Findings-The proposed FUNIFICATION Model will be useful as a foundation for further evaluation of GBL environments. Research limitations/implications-Additional rationalization of the proposed model and applying it to actual games with focus groups as the observers would provide additional validity to the new model. Practical implications-A threshold for fun involved in serious games and simulations would provide a quantitative/qualitative measure for playability of serious games and simulations. The FUNIFICATION Factor would feed into a KMb model for acquiring, codifying, disseminating, and making knowledge actionable, either within academic, corporate, or public sector environments. Originality/value-The range of assessment models for GBL is evident from the literature review, and value could be derived in building an evaluation model based upon the RGM to identify a FUNIFICATION Factor for serious games and simulations. Introduction The goal of this descriptive theoretical paper is to review the literature associated with "fun and play" and construct a model that reflects game-based learning (GBL) in the enterprise, governmental bodies, as well as within the higher education (HE) context. New research discoveries are emerging monthly about the advantages and disadvantages in the application of GBL within organizations and classrooms. A gap in the literature exists where the possibility of a new, emerging model to describe the value proposition for a serious game or simulation could prove very beneficial for instructional designers and instructors. This paper describes how the application of GBL processes is advantageous to organizational success within the context of education, learning, training, and development. Moreover, evidence has emerged that GBL has a significant impact upon learning outcomes within HE environments. Evidently, FUNIFICATION could be applied as a holistic knowledge mobilization (KMb) strategy to engage individuals in changing behavior in relationship to organizational strategies and goals, as well as increase motivation, engagement, and retention within a learning environment.
The goal of this chapter is to set the stage for future research on the use of a wiki within the ... more The goal of this chapter is to set the stage for future research on the use of a wiki within the context of a project management (PM)-based knowledge management system (KMS). There is a critical need to study the impact of wiki use on performance, efficiency, and effectiveness. I first describe how wikis are emerging within project-based, team-oriented initiatives as a predominant KMS of choice. I then establish a connection between project-based wiki use and PM-based activities. Finally, I propose a research context for embarking upon numerous investigations that could establish the business value proposition and efficacy for more widespread adoption of wikis. I will propose additional suggestions in terms of next steps.
Performance Management is the art of reviewing how well an organization has performed.
Journal of Applied Learning & Teaching, 2020
The article situates the challenges that higher education faces before the onset of COVID-19. A f... more The article situates the challenges that higher education faces before the onset of COVID-19. A future that situates disruptive and immediate transformation for higher education curricula is described to save global universities from the ravages of the “stay-at-home” policies. The move to a totally online environment took place overnight, and most institutions of higher education were totally unprepared. Yet, a future of possibilities could be adopted in the coming five years, one, in particular, being game-based learning, an andragogy based upon experiential education.
My quest for high quality research associated with Game-Based Learning, Simulations, Serious Game... more My quest for high quality research associated with Game-Based Learning, Simulations, Serious Games, Gamification, Virtual Reality, Immersive Learning, etc. has been quite a challenge. In attempting to scour the Inet looking for useful material, I have complied a definitive list of journal SOURCEs, current to Dec. 31, 2016. I am sharing this with my readers in the hope that:
1. You will find this information very useful.
2. This information will save you significant time and resources.
3. If I have missed any journal, you will update me on the title, URL, and description so I can keep this resource up-to-date.
The original list was almost 25 MS-Word pages. Thus, for the purposes of the LinkedIn Pulse Blog, I had to break up the material into 3 parts. The original document is downloadable from Slideshare and appears as a document on my LinkedIn Profile. The journals are in alphabetical order by title, with all articles ignored. Any errors introduced into the descriptions are mine, although I relied upon a cut/paste from each website. The document begins with an overall alphabetical list of the journal titles, followed by detailed information associated with each journal. The description of each journal is copyright of that journal, and repeated here for utility.
A follow-on document will be published in the new year that will contain detailed information associated with conference proceedings and occasional publications relating to these topics. I think the availability of this tool is timely and necessary. Help me keep it up-to-date.
International Journal of Business, Humanities and Technology Vol. 2 No. 1, Jan 2012
This paper describes a case study of experiential learning and the application of learner generat... more This paper describes a case study of experiential learning and the application of learner generated reflection journals, (learning journals). The context of this case was an MBA course called Corporate Coaching Conversations offered at Westminster College’s Bill and Vieve Gore School of Business in Salt Lake City, UT. The purpose of this exploratory and explanatory case was to report on the observations of the application of experiential-based CoachingOurselves topics in a traditional MBA classroom environment. Consequently, the paper describes an approach for the use of experiential techniques to improve classroom engagement and generate reflective learning.
This dissertation could not have been completed without the commitment, contributions, dedication... more This dissertation could not have been completed without the commitment, contributions, dedication, interest, love, and patience furnished by my wife and best friend, Louise R. Levergneux. Between 2000 and 2007 my wife took on the status of doctoral student widow. Anyone who has tried to complete a PhD will know what that meant-the brooding silence, unanswered questions, late nights alone, tired looks, severe glances, impatient responses, and overall foul personality. There were some hard times during those seven years, but Louise followed me to Kent, Ohio (USA), from Ottawa, Ontario (CANADA), and stayed with me. She spent much of her time training our beautiful Sheltie, Imperial Topaz, while keeping our home in order, looking after the bills, cooking meals, creating and marketing her artists' books, and continuing her professional work as a visual artist. I look forward to spending more time with her and Topaz and repay them with a more pleasant personality and increased sense of humour once I have my time back from this life-changing endeavour.
Increasing Student Engagement and Retention using Online Learning Activities: Wikis, Blogs and Webquests Cutting-edge Technologies in Higher Education, 2012
This literature review explores the academic material comprising applications, cases, courses, an... more This literature review explores the academic material comprising applications, cases, courses, and classroom-based research in higher education where wiki tools appeared as an instructional technology. The authors define and describe the wiki concept, outlining a framework for wikis deployed as instructional technology tools. Additionally, analyses and syntheses of the findings are described from an interdisciplinary research literature search across many fields, along with a number of illustrative, exemplary cases demonstrating the application of this tool to teaching and learning.
The authors also identify research evidence that outlines the benefits and strengths offered by new wiki technologies, while highlighting challenges, weaknesses, and issues encompassing their application in courses. The authors also outline numerous theories of learning that can be associated with wiki work; new forms of wiki-based learning; patterns of wiki technology use; characteristics of learners using wikis; and the changing role of teaching and teachers who instruct with wikis. Finally, we conclude with a summary of the findings and suggested future directions for studying wikis in higher education (HE).
Although no broad, definitive prognosis yet exists that can point to a cause effect relationship between the application of wikis and increases in learning, a significant body of evidence has emerged that suggests that wikis positively stimulate the learning environment and increase the collaborative capabilities of learners when applied to course work.