Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt...

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Games-to-Teach Project, MIT Comparative Media Studies GAMES-TO-TEACH PROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies Henry Jenkins: Director, MIT Comparative Media Studies

Transcript of Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt...

Page 1: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

GAMES-TO-TEACH PROJECT

Winter 2003

Kurt Squire: Research Manager, MIT Comparative Media StudiesHenry Jenkins: Director, MIT Comparative Media Studies

Page 2: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

• Background / historical context

• Research & Design commitments

• 15 Conceptual frameworks

• Issues & Themes

• Next steps

Games-to-Teach

Page 3: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

• Background / historical context

• Research & Design commitments

• 15 Conceptual frameworks

• Issues & Themes

• Next steps

Games-to-Teach

Page 4: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Educational games in context

Page 5: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Bell Labs Science Films

Page 6: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Edutainment

Page 7: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Combating Misconceptions

• 50% of Harvard graduates can’t explain the seasons

• School knowledge vs. lived experience

• Constructivist pedagogies– Addressing prior beliefs

– Work through conceptions

– Use ideas across contexts

Modeling & Simulation

Page 8: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Combating Misconceptions

• 50% of Harvard graduates can’t explain the seasons

• School knowledge vs. lived experience

• Constructivist pedagogies– Addressing prior beliefs

– Work through conceptions

– Use ideas across contexts

Interactive Narrative

Page 9: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Edutainment?

Page 10: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

State-of-the-Art Gaming

Page 11: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Contemporary Pedagogy

+

State-of-the-Art Gaming

=

Next Generation Educational Media

Games-to-Teach Vision

Page 12: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Games-to-Teach

Page 13: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Games-to-Teach

• Background / historical context

• Research & Design commitments

• Conceptual frameworks

• Issues & themes

• Next steps / invitation for participation

Page 14: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Educational Technologists

Students

GameDesigners

MITFaculty

ComparativeMedia

Studies

Games-to-Teach

Page 15: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

• Learning is a process of personal construction– Pre-existing beliefs color all understandings– Learning occurs through testing ideas

• Knowledge is socially negotiated– Communities of practice determine “truths”

• Realism is not always best– “Perfect models” are too complex– Simplify conditions to illustrate concepts

• Instruction is preparation for future learning– Transfer studies

• We create meaning with media– We ask questions, wrestle with meaning, explore fantasies– Media consumption is a social experience

Learning Sciences

Page 16: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

• Increased motivation (Cordova & Lepper, 1997; Malone, 1985)

• Role of Instructional context (White & Frederickson, 1998)– “Metacognition”– Set up– Reflection

• Effective within inquiry framework (White & Frederickson, 1998)

• Social interactions produce learning (Johnson & Johnson, 1985)

• “Emerging pedagogies” (Squire & Reigeluth, 1999)

– Problem Based Learning (Barrows et al, 1999)– Anchored Instruction (Bransford et al, 1992)– Goal-Based Scenarios (Schank, 1996)

– Case-Based Reasoning

Research on Gaming

Page 17: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Design Commitments

• Appeal to broad audiences– Women in lead design roles– Gender inclusive game designs

• Leverage existing genres• Provide “transgressive play”• Grounded in existing learning sciences research • Address misconceptions• “Induce” contextuality• Designing for sociability (Preece, 1999)

• Recognizing Instructional Context• Embedded Assessment Data

Page 18: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Games-to-Teach

• Background / historical context

• Research & Design commitments

• Conceptual frameworks

• Issues & themes

• Next steps / invitation for participation

Page 19: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Game Platform Genre Subject Pedagogy

Replicate! PC / Xbox Action / Racing Biology / Virology Visualization

DreamHaus PC Adventure / Design

Architectural

Engineering

Learning by Design

Biohazard PC / Xbox Action RPG Biology Learning by Doing

Hephaestus PC XBox Online

Massively Multiplayer

Robotics Engineering

CollaborativeCommunity

La Jungla de Optica PC Simulated World RPG

Optical Physics Anchored Instruction

Extreme Sports Tycoon Web Multi-player Puzzle

Mechanical Physics

Learning by Design

Cuckoo Time Xbox Party Game Mechanical Physics

Playful Microworlds

Page 20: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Game Platform Genre Subject Pedagogy

Daedalus’ End PC Multiplayer Role-Playing

Engineering Ethics

Role-Playing

Supercharged! PC / Xbox Puzzle / Flying Electromagnetism Simulation

Environmental Detectives

Pocket PC Multiplayer Role Playing

Environmental Education

Participatory Simulation

Revolution! PC Multiplayer Role-Playing

American History Role-Playing

Hola! PC / Xbox Action Adventure

Spanish Immersion

Taken PC Real Time Strategy

Psychology Constructionism

Systems Design Tools PC Creative Toy Systems Thinking Collaborative Modeling

Dreamtime PC / Xbox MMO Cultural Studies Participatory Simulation

Page 21: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Replicate

Page 22: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Replicate

You: The Virus

The Enemy: The Body

Your Goal: Replication

Page 23: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Replicate

• Phase 1: Find the organ– Dodge antibodies– “Read” the body’s responses

• Phase 2: Enter the cell– Fast action controls

• Phase 3: Attack the cell– Navigate through a 3D cell– Find the nucleus– Replicate!

Page 24: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Replicate

• Transgressive Play• Leveraging existing “conflicts”• The body as a game board

– Visualization• Choice Thinking with content

– Customization of viruses

– Specialization and differentiation (role playing)

• Elucidate misconceptions – Viruses & Temperature

• Concessions in realism– Relative size, speed

Page 25: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

BiohazardBiology through Pathology

- Action Role Playing - ER! + Outbreak + Deus Ex - Doctor / Disease control- Simulated Diseases- Pathology - Observation, experimentation- Content

- Inheritance Patterns- Viral Structure and Replication- Reproduction, - Growth and Development- Structural, Physiological, and Behavioral Adaptations

Page 26: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

BiohazardGoal-Based Scenarios

Melodramatic tension Access to tools & resourcesSeductive Failure statesReplaying Events

Page 27: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Setting Disease Objectives

Busy Hospital Meningitis Central nervous system and brain, immune systems

Urban Setting Rabies etiology, epidemiology and pathogenesis of rabies, a rhabdovirus, DNA and profiling.

South African Hospital

Ebola liver, hypovolaemic shock, homeostasis, cardiovascular system, cellular metabolism

New York City Neighborhood

Tuberculosis respiratory system, transportation of respiratory gases. Epidemiology of TB in North America.

London Bubonic Plague

the lymphatic system, lungs and pneumonia, sepsis, adult respiratory distress syndrome

Boston University

Chickenpox (Steven-Johnson Syndrome); eyes, fluid and electrolytes, integumentary system.

Alien Spacecraft

Escherichia Coli 0157

gastrointestinal system, Haemolytic-uraemic syndrome, the renal system.

Page 28: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

BiohazardSimulated RPGs

Choices & ConsequencesTime, Resources

Character Development Developing skills, making contacts, earning reputation

Simulated WorldsViruses, synthetic characters

Authentic toolsSkills, Read-outs, displays

AssessmentStatistics, records, reflection

Multiplayer potential

Page 29: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

• Combines physical world and virtual world contexts

• Embeds learners in authentic situations

• Engages users in a socially facilitated context

Computer simulation on handheld computer Computer simulation on handheld computer triggered by real world locationtriggered by real world location

Environmental Detectives

Page 30: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Proof of Concept

– Players briefed about health problems

– Givenbackground information and “budget”

– Goal: Determine source of pollution by drilling sampling wells and remediate with pumping wells

– Work in teams representing different interests (EPA, Industry, etc.)

Environmental Detectives

Page 31: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Position determined by GPS Zoom in for detail

Environmental Detectives

Page 32: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Drilling wells• Choose

– Sites to sample

– Sampling methods• Influence budget, accuracy and timeliness of samples

Dig Wells Wait for Readings Collect Data

Environmental Detectives

Page 33: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Other Simulation Events

• Triggering of media events at specified locations– library →

web documents– machine shop →

video interview

• “Racing” virtual players• Sharing and interpreting data

with team members

Environmental Detectives

Page 34: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Game Conclusion

• Pinpoint location and cause of pollution

• Scenario 1 (middle school)– Present evidence to a jury

• Scenario 2 (MIT students)– Drill remediation wells and take

new samples– Requires complex dynamic

underlying model

Environmental Detectives

Page 35: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Game Extensions• New Adaptations

– Customize location, toxin, etc.• New Dimensions

– Played across entire city– Played across months or weeks– Altered Spatial Scale

• Entire building represents human body• New Domains

– Historical Simulations• Walking the freedom trail

– Epidemiological Studies• Tracking disease through population

• New Tools– Authoring your own AR Simulations

Environmental Detectives

Page 36: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Games-to-Teach

• Background / historical context

• Research & design commitments

• Conceptual frameworks

• Issues & themes

• Next steps & invitation for participation

Page 37: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Design Themes

• Leveraging “contested” spaces• Managing success & failure

– Provide early successes, non gamers– Failure learning

• Graduated difficulty & complexity• Simulation underpinning

– When do you cheat?– Where do you draw boundaries

• Provide & anticipate transgressive play– Explore “what if scenarios”

• What decisions is the player making– Practicing useful skills– Thinking “like an expert”

Page 38: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Microworld Simulation

• Playing by an “arbitrary” set of rules– Designing solutions, inferring meaning, testing system boundaries – Experiencing complex interactions from simple rules

• Visualization– New ways of seeing information– Supercharged, Replicate

• Level Design is critical– Force players to confront properties of a system– Power-ups, “health” clocks

• Encouraging deep understanding– Fostering metacogntion– Encouraging reflection through social interactions (i.e. discussion)

• Learning by design / creation– Designing solutions– Designing levels for others to play– Recording and publishing levels for critique

Page 39: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Role Playing Games

• What are the core concepts & skills?– What interesting roles (could) use these skills

• Evaluating information from advisors– Choosing Advisors, information, interactions– Access to information as a constraint– Hidden Agenda, Civilization

• Use RPG conventions– Build a character over time– Choose between skills, tools, statistics– Multiple solution paths

• Use established pedagogical models– Anchored instruction, Problem-based learning, Goal-based scenarios

• Building “teachable moments” – Failure starts a learning cycle– Failure learning– Recording & replaying actions

Page 40: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Game-Based Pedagogy

Game

Student Subject

Page 41: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Game-Based Pedagogy

Game

Just-in-timelectures

Peers

Texts

Demonstrations

Web-basedResources

StudentE&M

Physics

Page 42: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Game-Based Pedagogy

Game

Just-in-timelectures

Peers

Texts

Demonstrations

Web-basedResources

StudentE&M

Physics

Learning Context

Page 43: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Walkaways

• Games are social experiences– Explain what you did– Critique other games

• Games allow hypothesis formation & testing – Failure leads to learning

• Trust game conventions– Power-ups, character development– Differentiated roles,

• Games vs. Simulations– Game designers cheat & this is good.

• Games are motivating

Page 44: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Building a network of teachers, researchers and developers…

http://cms.mit.edu/games/education/

[email protected]

Future Steps

Page 45: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Contested spaces– Leveraging contests in content

Power – ups– Ways of making students choose– Ways of manipulating variables

Character development – choosing skills / items– Creating emotional investment– Inducing creative thinking

Differentiated Roles

Using Game Conventions

Page 46: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Leveraging Social Interactions

If learning is participation…– What is legitimate participation in social practices– Simulations vs. reality

Social interactions– Explaining strategies– Teacher’s “just-in-time” lectures

Collaborative communities of practice Online communitiesSharing strategies (ala The Sims)Using Games to “induce” complex problem solvingRole PlayingMicroworldsStrategy / Resource Management

Page 47: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Internal Development– Supercharged! (Electromagnetism)– Environmental Detectives (Environmental Studies)– Replicate! (Biology & Virology)

Developing with partners- Biohazard (Emergency Response workers)

New content partners– Royal Shakespeare Company– Colonial Williamsburg

Future Steps

Page 48: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

CommunitiesLearning from Successful Games

Page 49: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

CommunitiesLearning from Successful Games

Page 50: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Join Us!

• Prototypes 1-10 on the web– Designs, pedagogy, technical notes, art– Documentation and media– http://cms.mit.edu/games/education/

Kurt Squire

[email protected]

Page 51: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

• Game Data– Levels completed, time per - problem, solution paths

• Observations– Notes & Video-taped

• Pre & Post - tests– Content “Interviews”– Written tests & Surveys– Dynamic tasks (zero, near, & far transfer)

• Interviews with Instructors• Comparisons with “traditional groups”

Assessment

Page 52: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Contact Information

• Information:– http://cms.mit.edu/games/education/

• To participate in pilot program– Email: cms-g2t-pilot

• Contact:– Henry Jenkins: [email protected]– Randy Hinrichs: [email protected]– Kurt Squire: [email protected]

Page 53: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Questions

Page 54: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

• Importance of instructional context – set-up, debriefing, and reflection

• Leveraging collaboration (e.g. Koschmann, 1996)

– Reflection

• Power of local culture & conditions (Squire et al., 2002) – Adoption & Adaptation

• Teacher support and professional development– Communities of teachers

Game-Based Pedagogy

Page 55: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

Game-Based Pedagogy

Yuro Engestrom, 1992

Page 56: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

• Immersive Learning Environments– Students developing and testing hypotheses

• Role playing Games– Solving “authentic problems”– Access to authentic tools / resources

• Visualization and Simulation– Leveraging potential contests– Spatial Conquests– Remediating physical laws

“Endogenous Game Play”

Page 57: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

• Control, Challenge (Malone, 1981)

– Instantaneous feedback– Adjusted Difficulty level – Choice

• Fantasy, Exploration– Narrative, whimsy, fantasy, discovery

• Social Contexts– Collaboration, Competition

Engaging Media

Page 58: Games-to-Teach Project, MIT Comparative Media Studies G AMES -T O -T EACH P ROJECT Winter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies.

Games-to-Teach Project, MIT Comparative Media Studies

555 respondents listed at least 1 favorite game. – Final Fantasy series (I-VIII) 55 – Starcraft 46 – Civiliation I/ II 29– Zelda 24– Tetris 22 – Quake 21– Super Mario Brothers 21– Tournmanet 12– Snood 12– Madden Sports 8– The Sims 6

GTT Research