Title: Games
1Games LearningSummer 2003
Kurt Squire University of Wisconsin-Madison Educ
ational Communications Technology Curriculum
Instruction
2Educational games in context
3Bell Labs Science Films
4Edutainment
5Edutainment?
6State-of-the-Art Gaming
7Modeling, Visualization, Microworlds
8Students
Subject-AreaFaculty
ComparativeMedia Studies
Playful Learning Consortium
Learning Sciences
GameDesigners
9Game Designers
- Bryan Sullivan (Ironlore / Age of Empires)
- Doug Church (ION Storm / Thief, Deus Ex)
- Eric Zimmerman (gamelab / Sissyfight 2000 / Lego)
- Brenda Laurel (Purple Moon / Rockets adventures)
- Chris Weaver (Bethesda / Morrowind)
- Alex Rigopulous (Harmonix / Frequency)
- Kent Quirk (Cognitoy / Mind Rover)
- Matt Ford (Microsoft / Asherons Call)
- Steve Meretzky (Infocom / Hitchhikers Guide)
- Ben Sawyer (Digimill / Virtual U)
- Brian Moriarty (Infocom / Loom)
10Microworlds
11Games-to-Teach / Playful Learning
12Microworlds
13Cuckoo Time!
14Cuckoo Time!
- MisconceptionsPower-ups Scientific
VariablesMultiplayer
15Cuckoo Time!
16Cuckoo Time!
- Microworlds
- Failure
- Power-ups
- Multiple Use contacts
- Collaborative games
17Cuckoo Time!
- Lectures
- Problem Sets
- Written Assignments
- Assessments
- Construction Kits
18Supercharged!
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20Supercharged!
21Implementation findings
- Engagement
- Boys heavily competitive
- Held girls interest longer
- Drew in unmotivated students
- Managing frustration
- H.S. students did not intuit desired strategies
- Less willing to engage in hard play
- attributed to too educational.
- Learning
- Interpreting game events non-spontaneous
- Misinterpretations
- Design Findings
- More structured teaching with game
- Embedded coaching
22Learning Results
- Misconceptions about distance
- Misconceptions about fields
- Force as balancing tensions
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23Learning Results
- Misconceptions about distance
- Misconceptions about fields
- Force as balancing tensions
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26Sample Findings
- Supercharged
- Interviewer What do does the electric field
looks like around a positive charge? - Student The electric goes from the positive
charge to the negative charge like this drawing
a curved live from a positive charge to a
negative charge. I know this because this is
what it looked like in the game and it was hard
to move away or toward it because the two charges
are close together so they sort of cancel each
other out. - Control
- Student It has lines going outward from it like
this drawing lines with arrows pointing outward - Interviewer Why do you think it looks like
that? - Student I dont know. The teacher said so and
showed us a picture and that was what it looked
like.
27Findings
28Role Playing
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30Biohazard
31BiohazardSimulated RPGs
Choices Consequences Time, ResourcesCharacter
Development Developing skills, making
contactsSimulated Worlds Viruses, synthetic
charactersAuthentic tools Skills, Read-outs,
displaysAssessment Statistics, records,
reflectionMultiplayer expansion
32Field Trials
- Multiplayer game
- Built by CMU
- Uses Unreal Tournament 2K3
- Train firefighters for WMD
- Effective for communication
- Failure most intriguing
33Multiplayer Role Playing
34Multiplayer Role Playing
35Proof of Concept
- Environmental Detectives
- Players briefed about rash of local health
problems linked to the environment - Provided with background information and budget
- Determine source of pollution by drilling
sampling wells and remediate with pumping wells - Work in teams representing different interests
(EPA, Industry, etc.)
36Navigation
Position determined by GPS
Zoom in for detail
37Drilling wells
- Choose
- Sites to Sample
- Sampling Methods
- Influence budget, accuracy, and timeliness of
samples
Drill Wells
Collect Samples
Interpret Data
38Other 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
39Results Making Sense of Data
- Ben Its obviously good. Come on now.
- Lisa I dont think it is good
- Ben Its obviously good.
- Lisa Four. Like four is a bad reading. Like
four on a scale of one to five. Four is real
bad. - Ben On a scale of one to fifty though, four is
pretty damn good. - Michelle True, but what is this scale? We dont
know that. - Ben We dont know that.
- Lisa We have no idea. It could even be that the
top one is the best. - Michelle OK. So we need to dig another well.
- Ben Lets get this one first referring to an
already dug well.
What do the readings mean?
40Augmented Reality Game Play
- Discovering the interrelationship of desk work
and field data - Balancing objective and subjective
information - Engaging in disciplinary practices
- Asking what is needed
- Evaluating data
- Weighing the constraints of the situation
41a
42Multiplayer Construction
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44Multiplayer Construction Games
45HEPHAESTUSMassively Multiplayer
Earth is dying... our only refuge, 4 light years
away a lone volcanic planet... HEPHAESTUS
...and everyone wants a piece of the pie.
46HEPHAESTUSMassively Multiplayer
- Build Robots down to the gear- Make
engineering trade-offs - Carrying load vs.
mass - Mass vs. friction- Explore a volcanic
planet - Divert lava flows - Gain energy-
Spend Resources to upgrade - Personalization -
Differentiation
47HEPHAESTUSMassively Multiplayer
- Collaborative competitive play-
Differentiated Roles- Open-ended play
48Themes
- Interdisciplinary design
- Transgressive play
- Choices Consequences
- Failure Attribution
- Embedded information
- New assessments
- Systemic change of environments
49Replicate Transgressive Play
50Choices and Consequences
Delicious Interactions
Information
Choice
Feedback
51Goals, Failure, Attribution
52Embedded information
- Embedded Goals and Success states
53Communities
Assessments
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55Systemic Change Implications
- Not all students will go at same pace
- Learning doesnt occur in 45 min periods
- Game Learning is social interpretive
- Game is only one part of learning context
56Game-Based Pedagogy
Game
Student
Subject
57Game-Based Pedagogy
Just-in-timelectures
Peers
Web-basedResources
Texts
Game
Student
EMPhysics
Demonstrations
58Game-Based Pedagogy
Just-in-timelectures
Peers
Web-basedResources
Texts
Game
Student
EMPhysics
Demonstrations
Learning Context
59Walkaways
- 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 engaging
- Designing for broad audiences
60Future Steps
- Building a network of teachers, researchers and
developers - http//cms.mit.edu/games/education/
- ksquire_at_mit.edu
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63Join Us!
- Prototypes 1-10 on the web
- Designs, pedagogy, technical notes, art
- Documentation and media
- http//cms.mit.edu/games/education/
- Kurt Squire
- ksquire_at_mit.edu
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65Research on Gaming
- Educational games dont work (Clegg, 1991 Downey
Levstick, 1973 Ehman Glenn, 1991 Gredler,
1996) - Lacking a coherent theoretical framework
(Gredler, 1996) - Instructional context more important than media
(Clark, 1983 White Frederickson, 1998)
66Using Game Conventions
- 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
67Future Steps
- 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
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69Communities
Learning from Successful Games
70Join Us!
- Prototypes 1-10 on the web
- Designs, pedagogy, technical notes, art
- Documentation and media
- http//cms.mit.edu/games/education/
- Kurt Squire
- ksquire_at_mit.edu
71Grokking Electromagnetism
- Cognitive Challenges
- Principles counter-intuitive
- No first-hand experience of phenomena
- Routinized knowledge of procedures
- Ability to think with tools, resources
- Ability to participate in scientific practices
(inquiry, modeling, explanation)
72Grokking Electromagnetism
- Robust qualitative understandings
- Experts use laws to identify problem types
- Deep understanding of core relationships
- Ability to visualize abstract concepts
- Can use knowledge to solve everyday problems
73Grokking Electromagnetism
- Broader Challenges
- Functional use value Why learn this?
- Developing interest in science
- Identity of Self as scientist
- Science as memorization of immutable facts.
74ElectromagnetismSupercharged
- Why Supercharged?
- Robust, real time, interactivity
- Depict abstract relationships in 3D
- EM laws as basis for flying / driving game
- Familiar gaming genres and science fiction
- Challenges to Supercharged
- Qualitative, not quantitative interactions
- Constrained to computer
- Getting learners involved in hard thinking
creating
75Assessment
- 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
76Contact Information
- Information
- http//cms.mit.edu/games/education/
- To participate in pilot program
- Email cms-g2t-pilot
- Contact
- Henry Jenkins henry3_at_mit.edu
- Randy Hinrichs randyh_at_microsoft.com
- Kurt Squire ksquire_at_mit.edu
77Questions
78Game-Based Pedagogy
- 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
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79Game-Based Pedagogy
Yuro Engestrom, 1992
80Endogenous Game Play
- 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
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83Games as Narrative Architecture
- Evocative Stories
- Enacted Stories
- Embedded Stories
- Emergent Storytelling
84Gender Play Patterns
- GIRLS
- Leading characters are everyday people that girls
can relate to, and are as real to girls as their
best friends. - Explore and have new experiences, with degrees of
success and varying outcomes. - Play focuses on multi-sensory immersion,
discovery, and strong story lines. - Features everyday 'real life' settings.
- Success comes through development of friendships.
- BOYS
- Leading characters are fantasy-based action
heroes with "super power" abilities. - Win in linear. Outcome is black and white die
and start over one 'right' solution. - Speed and action are key. Play involves stunts,
daring, and scatalogical humor - Features non-realistic, larger-than-life
settings. - Success comes through the elimination of
competitors.
85Research on Gaming
- Produce increased motivation (Cordova Lepper,
1997 Malone, 1985) - Effective within inquiry framework (Clark, 1983
White Frederickson, 1998) - Social interactions produce learning (Johnson
Johnson, 1985) - Large disconnect between state-of-the-art and
educational games (Squire, 2002) - Emerging pedagogies (Squire Reigeluth, 1999)
- Problem Based Learning, etc. (Barrows et al,
1999) - Models, Simulations Microworlds (Soloway, et
al) - Computer-Supported Collaborative Learning
- Case-Based Reasoning