Why Games Work- The Science of Learning
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Transcript of Why Games Work- The Science of Learning
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1
Why Games Work –
The Science of Learning
Curtiss Murphy ([email protected])
Army Games For Training
March 27, 2012
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2
PART 1
Introduction
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3 Contents
1 – Intro
2 – Science of Learning
3 – Why Games Work
4 – Game Design
5 – Conclusion
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4 The Goal
Learning
Theory
Game
Design
Awesome!
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5 Resources and References
Clint Bowers
Jan Cannon-Bowers
Richard Van Eck
US Army
Fundamentals of Instruction
US Navy
Revolution In Training
US Air Force
Train the Trainers
Susan Coleman
Robert Green
Richard Ryan
Talib Hussain Edwin Locke
Bruno Frey
John Lee
James Buchanan
Richard Wainess
Dustin Chertoff Kerry Moffit Michael Guerrero
Kelly Pounds Ellen Menaker Alan Koenig
Curtiss Murphy Richard Blunt Mitchell Wade
US FAA
Aviation Instructor‟s Handbook
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6
PART 2
The Science of
Learning
“Teaching is a wonderful way to learn.”
Carol Dweck (32)
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7 What Improves Learning?
Laws of Learning 1,2,3,31,30
** Primacy & Recency are based on time
And are beyond the scope of this talk
Readiness
Exercise
Effect
Intensity
Primacy (**)
Recency (**)
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8 Zoom In30
Motivation
Feedback
Practice
Positive Feelings
Intensity
Choice/Involvement
Laws of Learning Laws of Learning
For Games
Readiness
Exercise
Effect
Intensity
Primacy
Recency
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9 Motivation and Feedback
• Motivation (1-6,20,22,31)
– Part of „Readiness‟
– The holy grail
– Increases learning, retention, and student performance
• Feedback (1-4,8,23,31)
– Part of „Exercise‟
– Is how we perceive progress
– Correlates actions to outcomes
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10 Practice and Effect
• Practice (1-4,21,31,33)
– Part of „Exercise‟
– “A student learns by applying what he has
been taught.” – USAF
– Time on task creates opportunities to learn
• Positive Feelings (1-4,31,33)
– „Law of Effect‟
– Learning is stronger with pleasant emotions
– Keeps students engaged longer
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11 Intensity and Choice
• Intensity (1-4,33) – Learning increases with vivid, sharp,
intense activities (positive or negative)
– Practiced activities are more intense than passive lessons or texts
• Choice/Involvement (1-3,25,31,33) – Sub-parts of Effect, Readiness, and
Intensity
– Choice of challenge affects motivation
– Coercion and external rewards are negatively associated with learning
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12 Change Perspective
• Flip it around
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13
PART 3
Why Games Work
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14 The Big Question
Why Do Games Work?
• Is it art?
• Is it mystical?
• Is it a secret?
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15 The Answer
• Games work for the same reasons
that learning works (30)
Motivation
Feedback
Practice
Positive Feelings
Intensity
Choice/Involvement
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16 What?
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17
If true…
What‟s It Mean?
Motivation
Feedback
Practice
Positive Feelings
Intensity
Choice/Involvement
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18
PART 4
Game Design
“Game Design is more art than science,
more like cooking than chemistry.” –
Jesse Schell (11)
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19 Game Techniques (30)
1. Flow
2. Feedback
3. Simplicity
4. Choice
5. Practice
6. Fun
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20 1 - Flow
• The „state in which people are so
involved in an activity that nothing
else seems to matter‟ (8) • Mihaly Csikszentmihalyi
• Optimal human experience
• Complete focus
• Distorted time
(References: 5, 6, 7, 8, 9, 11, 15, 19, 20, 23, 26, 31, 33)
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21 Why Flow Matters
• The essence of games
– It‟s why we play
• Flow
– Is intrinsically motivating
– Is a “magnet for learning” (9)
– Is pleasurable
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22 How to Create Flow?
• There are four conditions for Flow:
• Understand what must be done
• Is how we perceive progress
• Usually immediate
• Goal is challenging
• But within abilities
• And not overly long
• Lack of distractions
• Can fully attend to task
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23 What Flow Looks Like
Flow creates a cycle of increasing learning
Too Easy
Too Hard
Time/Skill
Difficu
lty
FLOW
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24 2 - Feedback in Games
• Two Types (30)
• Type One - short term
– Immediate Progress
– Task completion
– Natural
consequences
Damage Control Trainer Sims 3
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25 Feedback in Games
• Type two – holistic
– Repetition - play again
– Player development
– Narrative progression
– „Meta‟ growth
Damage Control Trainer
League of Legends
Royal Envoy
Everquest 2
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26 3 - Simplicity
• Games simplify the world to
“goals and rules” -Csikszentmihalyi (8)
• Games offer transcendence:
“the player is more powerful in the game
world than they are in the real world.” –
Schell (11)
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27 Simplicity
• Journey(PS3) - NO UI or HUD!
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28 Simplicity (26,30,31)
• Simple Interfaces
– Highlight goals
– Provide feedback
– Reduce difficulty
– Minimize distractions
• Simplicity Flow
Too Easy
Too Hard
Time/Skill
Difficu
lty
FLOW
Tiny Wings
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29 4 - Choice (26,30)
• Games are “just a series of
interesting and meaningful choices” –
Sid Meier
• Wait!
– There are some big „Buts!‟
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30 Paradox of Choice
• Barry Schwartz
– Some choice is good
• Too much choice is bad!
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31 Paradox of Choice (26,30,33)
• Three problems:
– 1) Increased difficulty
• Option paralysis
• Postpone decisions
– 2) Worse decisions
• People are not good at comparing
• We simplify the criteria ( random)
– 3) Regret & loss
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32 The Impact! (10, 7, 30)
• Breaks Flow!
– Feedback – confused
– Difficulty – increased
– Lots of distractions
• Decreases motivation
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33 5 – Practice in Games (26,30,33)
• Practice promotes mastery
• Replay and failure
– With games, “failure is a part of the
process that leads to success” – Beck (13)
• Don‟t break flow! (27)
– Excessive practice
– Instant death
– Long recoveries
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34 Repetition… Again… (27)
• Example
– Closing doors. Over…
• And over – And over …
– Until …
– Transference!
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35 6 - Fun
• „Fun‟ is hard to define
– But matters
• Fun is “Another word for learning” (12)
- Raph Koster
• Includes (26,30,33)
– Engagement
– Satisfaction
– Fiero (triumph)
– The joy of doing
Positive
Feelings
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36
PART 5
Conclusion
“Rewards … turned play into work,
and the player into a pawn”
– Edward Deci (5)
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37
Perspective… Again…
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38 Putting It All Together
Laws of
Learning
Game
Techniques
Motivation Flow. Intrinsic Motivation. Games are
fun. Moment to moment decisions.
Practice Practice to promote mastery. Failure.
Increasing difficulty. Repetition.
Feedback
Feedback is essential to games. Part
of flow. Simplicity correlates actions to
outcomes. Near-term/holistic.
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39 Putting It All Together (cont)
Laws of
Learning
Game
Techniques
Positive
Feelings
Fun. Flow is pleasurable. Simplicity
and involvement encourages
accomplishment and mastery.
Choice/
Involvement
Games simplify the world to
meaningful decisions. Learning via
moment to moment actions.
Intensity
Flow is intense focus. Feedback loop
is intense actions/outcomes.
Engagement & Immersion (30,33).
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40 The Question and the Answer
• Q: Why Do Games Work?
– A: For the same reasons as learning!
Motivation
Feedback
Practice
Positive Feelings
Intensity
Choice/Involvement
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41 The Goal
Learning
Theory
Game
Design
Awesome!
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42 A Change in Perspective!
Learning Theory Game Design
Awesome!
Motivation
Feedback
Practice
Positive Feelings
Intensity
Choice/Involvement
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43
THE END
Why Games Work –
The Science of Learning
Thank you for attending!
Curtiss Murphy
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44 Bibliography (1) • DoD References
1) Fundamentals of Instruction, US Army
2) Revolution in Training, US Navy
3) Train the Trainers, US Air Force
31) Aviation Instructor’s Handbook, Federal Aviation Administration (FAA)
• Books - Learning Science and Psychology 4) How People Learn, National Research Council, 2000
5) Why We Do What We Do, Edward Deci, 1995
6) Drive – The Surprising Truth About What Motivates Us, Daniel Pink, 2009
7) The Paradox of Choice, Barry Schwartz, 2005
8) Flow – Psychology of Optimal Performance, Mihaly Csikmszentmihalyi, 1990
9) Finding Flow, Mihaly Csikszentmihalyi, 1997
10) Cost and Choice: An Inquiry in Economic Theory, James Buchanan, 1999
15) Flourish – A Visionary New Understanding of Happiness and Well-Being, Martin Seligman, 2011
32) Mindset, Carol Dweck, 2008
• Books - Game Design 11) The Art of Game Design, A Book of Lenses, Jesse Schell, 2008
12) A Theory of Fun for Game Design, Raph Koster, 2005
13) Got Game, John Beck, Mitchell Wade, 2004
14) Serious Game Design and Development, Cannon-Bowers and Bowers, 2010
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45 Bibliography (2) • Articles, Research Papers, Journals
16) “Today’s Video Gamer, It Might Not Be Who You Think”, CNN, 2011
17) “Do Serious Games Work? Results From Three Studies”, Richard Blunt, 2009
18) “Digital Game-Based Learning: It’s Not Just the Digital Natives Who Are Restless”, Van Eck, 2006
19) “Not Just for the Money: An Economic Theory of Personal Motivation”, Bruno Frey. 1997
20) “Self-determination Theory and the Facilitation of Intrinsic Motivation, Social Development, and Well-being”, Richard Ryan, Edward Deci. 2000
21) “Repetition and Learning”, Robert Green, 2009
22) “Toward a Theory of Task Motivation and Incentive”, Edwin Locke, 1968
23) “Instruction and Gaming Elements - What Are They and What Is Their Intersection”, Clint Bowers, 2011 (in press)
24) “The pleasures of immersion and engagement: schemas, scripts, and the fifth business”, J Douglas and Andrew Hargadon, 2001
25)“Motivating Learning in Young Children”, National Association of School Psychologists, 2007
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46 Bibliography (3)
• Author‟s Prior Research 26)“Designing Effective Games – Flow, Motivation, and Fun”, Murphy,
Chertoff, Guerrero, Moffit, 2011 (in press)
27)“How to Build an Award Winning Training Game”, Murphy, 2010
28)“Designing and Developing Effective Training Games for the US Navy”, Hussain, Moffit, Bowers, Cannon-Bowers, Menaker, Pounds, Koenig, Wainess, Lee, Murphy. 2009
29)“Damage Control Trainer – A Serious Games Case Study”, Murphy, Hussain, 2009.
30)“Why Games Work and the Science of Learning”, Murphy, 2011
33) “Creating Flow, Motivation, & Fun in Learning Games”, Murphy, Chertoff, Guerrero, Moffitt, 2012.
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47 Bibliography (4) • Games and photos are copyright of their respective owners
– Licensed by „Fair Use‟ or „Creative Commons Attribution‟ license
• Game Acknowledgements – Damage Control Trainer (US Navy, Ratheon, Alion, IDSI, IDEAS, UCF) – Sims 3 (Electronic Arts) – Everquest 2 (Sony) – Royal Envoy (Playrix) – League of Legends (Riot) – Journey (ThatGameCompany) – Tiny Wings (Andreas Illiger) – Red Dead Redemption (Rockstar Games) – 7 Little Words (Blue Ox Technologies)
• Photo Credits (Flickr.com)
– Forest Fairy (Deeble) – Thinking (gavinzac) – Guitar Hero 1 (Severin Sadjina) – Interobang (Stewf) – Designed for men, by women (Kaptain Kobold) – Colorful door (Brentdanly) – Domino Spiral (fracturedpixel) – Bird Amazement (skywidedesign) – Green Pac-Man (Patrick Hoesly) – Electric me with more lazers (navfy) – Red Dead Redemption (Gamer Gourmet) – Magic of the holidays (jmtimages) – Teaching the adult learning cycle (pmorgan) – I will meet you in the garden gate (bitzcelt)