Applying Game Concepts To Learning
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Transcript of Applying Game Concepts To Learning
November 12, 2013
Blumberg Center Topical Series – Applying Game Concepts to LearningTim Boileau, Ph.D. – Indiana State University
Curriculum, Instruction, and Media Technology
Why Games?
✤ $ Multi-billion industry surpassing Hollywood film industry!
✤ Embedded in popular culture!
✤ Represent more natural ways of learning and engagement!
Learning can and should be hard fun!
Who Plays Games in the U.S.?
✤ 50% of the population over the age of 6!
✤ Average game player is 29 yrs old!
✤ 43% of game players are women!
✤ 97% of games are purchased by adults over the age of 18!
✤ 60% of parents play games with their children at least one a month
Entertainment Software Association
Who Plays Games in the U.S.?
✤ Survey of 12-17 year olds:!
✤ 99% of boys and 94% of girls report playing video games!
✤ Younger teen boys are most likely to play games, followed by younger girls, then older boys!
✤ Age is more strongly correlated with gaming than sex of respondent (55% male; 50% female)!
✤ 81% of 18-29 year olds play games!
✤ 25% of adults age 65 or older play gamesPew Foundation Research
Gender and Genre (12-17 yr olds)
✤ 39% of boys play games on a daily basis, averaging 8 different genres!
✤ 22% of girls play games on a daily basis, averaging 6 different genres!
✤ Boys favor fighting, FPS, role-playing games and mature content (sex and violence)!
✤ Girls favor puzzle games (casual games)!
✤ No discernible gender differences in preferences toward racing games, rhythm games, and simulation games (e.g., SIMS)!
✤ Boys are more likely to own and play console gamesPew Foundation Research
Putting Play into Educationback
What’s in a Game?
✤ Objective!
✤ Rules!
✤ Challenge/Competition!
✤ Randomness or unpredictability!
✤ Designed for fun and sometimes learning
What Makes a Game Fun?
✤ Challenge - requires reasonable level of difficulty!
✤ Fantasy - compelling setting for game action; temporary suspension of reality!
✤ Curiosity - random events so that play is not completely deterministic!
✤ Control - learners are confronted with choices
What’s in a Learning Game?
✤ Active participation!
✤ Immediate feedback!
✤ Dynamic interaction!
✤ Competition!
✤ Novelty!
✤ Goal direction
What does the Learning Games Research tell us?
✤ Learners, and people in general, have positive attitudes toward game playing!
✤ Affective appeal of games increases engagement through time spent in play!
✤ Research is inconclusive in categorization of games for learning and transfer (near vs. far)!
✤ Games for learning should be a part of curriculum design; they do not necessarily replace other forms of instruction
Humans for Learning
✤ Human beings are natural born learning machines!
✤ Our brains are constantly seeking patterns–exploring and experimenting–in order to increase our survival chances!
✤ We learn naturally in order to thrive by interacting with the world around us!
✤ Neuroscience research tells us that when we learn something new, or brains release a flood of opioids, producing feelings of pleasure and fulfillment
Games for Learning
✤ A game is a system within which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome!
✤ A game at its core, is a kind of structured learning environment!
✤ In games we learn two important things:!
✤ New skills (e.g., running and jumping)!
✤ New information (e.g., knowledge of levels; location of enemies and rewards)
Games vs. Gamification
✤ Games, in contrast to shallow rewards systems (e.g., a loyalty card program), are made up of activities we like!
✤ Games are engagement engines. To design a game is to take an enjoyable and/or satisfying experience and apply rules to help players maximize the enjoyment and satisfaction with the interaction!
✤ Reward systems that layer game mechanics over an existing experience doesn’t make us like it any better, it just encourages us to tolerate it
Gamification: What is it?
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Gamification: What does is Look Like?
Game elements include:!
• Points!
• Levels !
• Challenges!
• Virtual goods and spaces !
• Leaderboards !
• Gifts and charity
Human drivers include:!
• Reward!
• Status !
• Achievement!
• Self-expression !
• Competition !
• Altruism
Gamification: Relationship between Game Mechanics and Human Desires
Game Elements
Human Desires
Illustrates the interaction of basic human desires and game play. The green dots signify the primary desire a particular game mechanic fulfills, and the blue dots show the other areas that it affects.
Learning Games: Behavioral Games (1 of 2)
✤ A behavioral game is a real world activity modified by a system of skills-based play (e.g., merit badges)!
✤ Where behavioral games differ from traditional games is in the psychological space of the game itself!
✤ While most games unfold in some “magic circle”, behavioral games unfold in our offices, schools, and homes!
✤ Behavioral games typically have an audience of just one, allowing them to be better tailored to the learner
Learning Games: Behavioral Games (2 of 2)
✤ Any activity can be turned into a game if:!
✤ The activity can be learned!
✤ The player can be measured!
✤ The play can be rewarded or punished in a timely fashion!
✤ Behavioral games focus on skills that matter to the activity at hand
Behavioral Game Design Framework*✤ Behavioral games are made up of ten building blocks linked in a
design framework. (Note: not all building blocks are used in all games)
1. Activity!2. Player Profile!3. Objectives!4. Skills!5. Resistance
6. Resources!7. Actions!8. Feedback!9. Blackbox!10. Outcomes
*Source: A. Dignan (2011). Game Frame: Using Games as a Strategy for Success
Behavioral Game Framework 1. Activity
✤ Activity in a behavioral game is the real-world endeavor that the game is built on!
✤ Something we want players to do more, better, or differently!
✤ Activities are verbs!
✤ Activities are things we do
Activity
*Source: A. Dignan (2011). Game Frame: Using Games as a Strategy for Success
Behavioral Game Framework 2. Player Profile
✤ Player profile is a trait-based description of the players in a behavioral game, arranged in two dimensions!
✤ Drivers - psychological traits that help us understand which dynamics will motivate players!
✤ Symptoms - player volition and faculty
Activity
Player Profile
*Source: A. Dignan (2011). Game Frame: Using Games as a Strategy for Success
Behavioral Game Framework 3. Objectives
✤ Objectives are goals toward which effort is directed!
✤ Long-term - ultimate objective determines when game has been won; end state desired!
✤ Short-term - things to be accomplished along the way
Activity
Player Profile
Objectives
*Source: A. Dignan (2011). Game Frame: Using Games as a Strategy for Success
Behavioral Game Framework 4. Skills
✤ Skills are specialized abilities we put to use in behavioral games!
✤ Physical (e.g., running, jumping)!
✤ Mental (e.g., memory, pattern recognition)!
✤ Social (e.g., presentation, conversation)
Activity
Player Profile
Objectives
Skills
*Source: A. Dignan (2011). Game Frame: Using Games as a Strategy for Success
Behavioral Game Framework 5. Resistance
✤ Resistance is the force of opposition that creates tension in a behavioral game!
✤ Competition - pits players against one another!
✤ Chance - subjects players to unpredictable circumstances
Activity
Player Profile
Objectives
Skills
*Source: A. Dignan (2011). Game Frame: Using Games as a Strategy for Success
Resistance
Behavioral Game Framework 6. Resources
✤ Resources are the spaces and supplies that players use, or have the potential to acquire, in behavioral games!
✤ Resources have attributes (i.e., what they can do)!
✤ Resources have states (i.e., active/inactive)
Activity
Player Profile
Objectives
Skills
*Source: A. Dignan (2011). Game Frame: Using Games as a Strategy for Success
Resistance
Resources
Behavioral Game Framework 7. Actions
✤ Actions are the moves available to players in a behavioral game!
✤ Include decisions and choices available!
✤ Influence the tone and style of a behavioral game
Activity
Player Profile
Objectives
Skills
*Source: A. Dignan (2011). Game Frame: Using Games as a Strategy for Success
Resistance
Resources
Actions
Behavioral Game Framework 8. Feedback
✤ Feedback is a system response to a player’s actions!
✤ May be in different forms (e.g., data/information or auditory stimulation)!
✤ Without feedback, it would be unclear what effect actions have in a behavioral game
Activity
Player Profile
Objectives
Skills
*Source: A. Dignan (2011). Game Frame: Using Games as a Strategy for Success
Resistance
Resources
Actions
Feedback
Behavioral Game Framework 9. Black Box
✤ Black box is a rules engine within a behavioral game!
✤ Could be in the form of a computer program or document; may be simple or complex!
✤ Contains all information about interplay between actions and feedback
Activity
Player Profile
Objectives
Skills
*Source: A. Dignan (2011). Game Frame: Using Games as a Strategy for Success
Resistance
Resources
Actions
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Feedback
Behavioral Game Framework 10. Outcomes
✤ Outcomes are positive and negative results that occur while in pursuit of the ultimate objective in a behavioral game!
✤ May include tangible (e.g., resources) or intangible (e.g., moving up a level) rewards
Activity
Player Profile
Objectives
Skills
*Source: A. Dignan (2011). Game Frame: Using Games as a Strategy for Success
Resistance
Resources
Actions
Blac
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Feedback
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Your Guide to Creating Compelling Newsgames!
Disruptions: Minecraft, an Obsession and an Educational Tool!
Applying Informal Learning Using a Social Gaming Platform!
Katie Salen on the Power of Game-Based Learning!
5 Video Game Myths Debunked!
Tim Boileau, Ph.D.!New Media and Learning!Indiana State University!
!http://timboileau.wordpress.com!
!http://www.slideshare.net/timboileau
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