Applying Game Concepts To Learning

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November 12, 2013 Blumberg Center Topical Series Applying Game Concepts to Learning Tim Boileau, Ph.D. – Indiana State University Curriculum, Instruction, and Media Technology
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Presentation slides fon 11/12/13 presentation of the same title as part of the 2013-2014 Blumberg Topical Series talks at Indiana State University

Transcript of Applying Game Concepts To Learning

Page 1: 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

Page 2: Applying Game Concepts To Learning

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!

Page 3: Applying Game Concepts To Learning

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

Page 4: Applying Game Concepts To Learning

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

Page 5: Applying Game Concepts To Learning

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

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Putting Play into Educationback

Page 7: Applying Game Concepts To Learning

What’s in a Game?

✤ Objective!

✤ Rules!

✤ Challenge/Competition!

✤ Randomness or unpredictability!

✤ Designed for fun and sometimes learning

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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

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What’s in a Learning Game?

✤ Active participation!

✤ Immediate feedback!

✤ Dynamic interaction!

✤ Competition!

✤ Novelty!

✤ Goal direction

Page 10: Applying Game Concepts To Learning

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

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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

Page 12: Applying Game Concepts To Learning

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)

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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

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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

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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.

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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

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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

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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

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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

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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

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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

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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

Page 24: Applying Game Concepts To Learning

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

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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

Page 26: Applying Game Concepts To Learning

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

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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

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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

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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

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40 Sites for Educational Games!

A 6-Step Process for Adding Gamification To Your Classroom!

A Graphic That Itemizes The Educational Value Of Video Games!

EdGamer 116: ‘For Youth Inquiry’ with Jacob & Nikki!

EVOKE - the World Bank's online educational game!

How To Gamify Your Classroom!

Teach Digital Citizenship with Minecraft!

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!

Page 31: Applying Game Concepts To Learning

Tim Boileau, Ph.D.!New Media and Learning!Indiana State University!

––[email protected]!

!http://timboileau.wordpress.com!

!http://www.slideshare.net/timboileau

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