Personal Background Learning Showcase · Dr. Jacob Habgood Head of Serious Games ... Sumo Digital...

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1 Dr. Jacob Habgood Head of Serious Games © 2009 Sumo Digital Limited Wii Don’t do “Edutainment”! Sumo Digital Limited: “Work for hire” Console Developer SEGA, Konami, Sony (Xbox, 360, PS3, Wii, DS, PSP). Around 120 developers in Sheffield. Heritage going back to Gremlin Graphics in the 80’s. Foundation 9 Group Around 900 developers worldwide. Just who are Wii? Personal Background Industry & Academia: Gremlin / Infogrames / Atari Hogs of War, MicroMachines, Actua Sports. Programmer / Technical Lead (PSX, PS2, Xbox, GC) . Ph.D. in Learning Sciences LSRI, University of Nottingham. “The Effective Integration of Digital Games and Learning Content” (www.zombiedivision.co.uk ). Head of Serious Games “The Game Maker’s Apprentice”. Game Development tools for Kids (Game Maker). But no explicit “learning” products… yet. Learning Showcase Work for Hire: Console-based Learning “Edutainment” products are trickling onto consoles. Often developed by smaller developers to make ends meet while chasing the big publishing deal. Not necessarily any expertise or passion for learning. Sumo: Serious about Learning Large console developer, great track-record : large publishers beat a path to our door. Passion and expertise for game-based learning. Perfectly positioned to branch into learning-based console products. Showcase Game Self-funded WiiWare title: “Outnumbered”. Design Philosophy Anti-Edutainment: Intrinsic Integration (Kafai, 2001) Extrinsic “chocolate-covered broccoli” approaches to integrating games and learning do not work. Modern example: Questionaut by Amanita Design (Award-winning web game designers). More integrated approaches could be more effective. Research Evidence Zombie Division: Controlled Trials Results Intrinsic games are more motivating than extrinsic games (as measured by time-on-task). Intrinsic games are more effective than extrinsic games (as measured by learning gains). Intrinsic Skeletons = Dividends Weapons = Divisors Extrinsic Skeletons = Symbols + Extrinsic Q&A Control Skeletons = Symbols

Transcript of Personal Background Learning Showcase · Dr. Jacob Habgood Head of Serious Games ... Sumo Digital...

Page 1: Personal Background Learning Showcase · Dr. Jacob Habgood Head of Serious Games ... Sumo Digital Limited: “Work for hire” Console Developer • SEGA, Konami, Sony (Xbox, 360,

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Dr. Jacob HabgoodHead of Serious Games

© 2009 Sumo Digital Limited

Wii Don’t do “Edutainment”!Sumo Digital Limited:

� “Work for hire” Console Developer• SEGA, Konami, Sony (Xbox, 360, PS3, Wii, DS, PSP).

• Around 120 developers in Sheffield.

• Heritage going back to Gremlin Graphics in the 80’s.

� Foundation 9 Group• Around 900 developers worldwide.

Just who are Wii?

Personal BackgroundIndustry & Academia:

�Gremlin / Infogrames / Atari• Hogs of War, MicroMachines, Actua Sports.

• Programmer / Technical Lead (PSX, PS2, Xbox, GC) .

�Ph.D. in Learning Sciences• LSRI, University of Nottingham.

• “The Effective Integration of Digital Games and Learning Content” (www.zombiedivision.co.uk).

�Head of Serious Games• “The Game Maker’s Apprentice”.

• Game Development tools for Kids (Game Maker).

• But no explicit “learning” products… yet.

Learning ShowcaseWork for Hire:

�Console-based Learning• “Edutainment” products are trickling onto consoles.

• Often developed by smaller developers to make ends meet while chasing the big publishing deal.

• Not necessarily any expertise or passion for learning.

�Sumo: Serious about Learning• Large console developer, great track-record : large

publishers beat a path to our door.

• Passion and expertise for game-based learning.

• Perfectly positioned to branch into learning-based console products.

�Showcase Game• Self-funded WiiWare title: “Outnumbered”.

Design PhilosophyAnti-Edutainment:

�Intrinsic Integration (Kafai, 2001)

• Extrinsic “chocolate-covered broccoli” approaches to integrating games and learning do not work.

• Modern example: Questionaut by Amanita Design (Award-winning web game designers).

• More integrated approaches could be more effective.

Research EvidenceZombie Division:

�Controlled Trials

�Results• Intrinsic games are more motivating than extrinsic

games (as measured by time-on-task).

• Intrinsic games are more effective than extrinsic

games (as measured by learning gains).

• IntrinsicSkeletons = DividendsWeapons = Divisors

• ExtrinsicSkeletons = Symbols+ Extrinsic Q&A

• ControlSkeletons = Symbols

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Design PhilosophyMaths-Based Game for WiiWare:

�Intrinsically Integrated• Deliver learning content alongside, and in tandem

with the flow experience of the game.

• Integrate the learning content within the structure of the gaming world and its core-mechanics.

�Unpatronising and Unapologetic• Kids are aspirational: so design for big ones.

• Safe is dull – zombies/monsters/explosions are fun.

�Does Not Try to “Make Maths Fun”!• Maths is simply a medium.

• All games are about learning something.

• The fact that this happens to be maths should be almost entirely irrelevant to the player.

PedagogyInterconnected Mathematics:

�Learning Content• Addition, Subtraction, Multiplication and Division.

�Conceptual and Procedural Knowledge• Should be developed alongside each other (Rittle-Johnson,

Siegler & Alibali, 2001).

�Beyond Rote Learning• Embodies the meaningful relationships between knowledge

essential for understanding (Hiebert & Lefevre, 1986).

�Anchored Instruction• Successful mathematics teaching needs to be

grounded in “real world” situations (Greer, 1992).

• Real world “anchors” (Brandsford et al, 1990).

OutnumberedBasic Concept:Maths can be fatal – especially if you’re a monster!

Attach your brain to your wand-arm and get ready to cause some serious mayhem as you defend your wizard’s home against an army of magical beasts…

Outnumbered

Screen Layout

OutnumberedCore Mechanics:“Mechanism through which players make meaningful choices and arrive at a meaningful play experience” (Salen & Zimmerman, 2004).

�Core Mechanic 1: “Playing with Goo”• Magical mana comes in two flavours.

• Monsters are made of bad mana while wizard’s towers attract good mana.

• Bad mana can be neutralised with good.

• Monsters die when you reduce their bad mana exactly down to zero.

• Overshooting makes all the good manafall off the monster.

OutnumberedCore Mechanics:

�Core Mechanic 2: “Monster Grow Bags”• Create your own good monsters.

• Drop mana onto a monster grow bag and it will form its own “good” cloud.

• Fill it up to the desired value of good mana.

• Grab the cloud to pull the monster from the earth.

• The good monster will defeat any bad monsterof equal value in its path AND take out anyother monsters standing behind it.

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OutnumberedProgression:

�At the beginning of the game:• Throwing Goo = Subtraction.

• Growing Monsters = Addition.

• Mixing colours of goo is fine.

�Progressing to PURE EVIL:• Monsters which are pure evil can only be defeated by

pure good mana – i.e. a single colour of goo.

Now :

• Throwing Goo = Division by repeated subtraction.

• Growing Monsters = Multiplication by repeated addition.

OutnumberedCore Mechanics:

�Core Mechanic 3: “Divide and Conquer”• Repeated subtraction is a slow way to divide.

• Magic can speed that up.

• Any value of blob can be powered upto become a divisor.

• Magic blobs kill monsters instantly(provided that they divide!)

Fire Ice Lightning

Core Mechanics:

�Divisor Relationships:

�Core Mechanic 4: “Multiplying Monsters”• Repeated addition is a slow way to multiply.

• Magic can speed that up.

• The result is always “pure” good.

Outnumbered

2, 4 &8 3, 6 &9 5 & 10 7

OutnumberedEmergent Gameplay:

�Core Mechanics:• Throwing Goo = (Repeated) Subtraction.

• Growing Monsters = (Repeated) Addition.

• Dividing Monsters = Division.

• Multiplying Mana = Multiplication.

�Mixing Mechanics:• Pure Evil / Pure Good.

• Monster Immunity (Red, Blue, Yellow).

• Subtract -> Divide / Multiply -> Add.

• (23 – 2) / 3

• “Smart Bombs”

• End of Level Bosses – multiple clouds

OutnumberedDifficulty Level:

�Gameplay Difficulty:• Standard gameplay progression:

• Speed, quantity, strength, visual cues.

• Same for every player.

�Mathematical Difficulty:• Cognitive Model:

• Tracks use of key domain concepts.

• Varies difficulty accordingly.

• Different experience for every player.

• Additional replay value.

OutnumberedWii Demo

�Around 50% Complete:

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Any questions?

Release

�Coming to WiiWare Summer 2009� 500-1000 Wii Points (£3.50 - £7.00)

Outnumbered