The final stage of sim development involves calibrating the sim to real users. Here, the sim is put in front of as many people representative of final users as possible, to look at how well the sim meets program goals and learning goals.
This stage can be bruising for the developers and programmers, so needs to be driven by the more objective project manager or sponsor liaison. Almost everyone involved with the sim need to be available and accessed for short bursts of rapid changes.
And while listed here as a distinct stage, in fact the real process of getting user feedback should be constant and ongoing from the first day of sim design. The more integrated the process of calibrating is, the less dramatic and expensive changes will have to be here.
Having said that, almost invariably, sim elements need to be better explained. Often, new (and even simpler) levels need to be added to the front end of the experience. New tips and other pedagogy have to explain why things are happening the way they are.
Meanwhile the gameplay has to be refined to make things easier or harder. This often just involves the tightening up or loosening up of some key variables, such as timers and enemy AI's.
About 25% of the project budget is spent here.
Some initial steps include:
- Step 4.01: Fix, Add, and Subtract Characters, Scenes, and Pedagogy
- Step 4.02: Calibrate SCORM or other tracking compliance
- Step 4:04: Integrate with Learning Management System (LMS)





