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Games

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Title: Games


1
Games LearningSummer 2003
Kurt Squire University of Wisconsin-Madison Educ
ational Communications Technology Curriculum
Instruction
2
Educational games in context
3
Bell Labs Science Films
4
Edutainment
5
Edutainment?
6
State-of-the-Art Gaming
7
Modeling, Visualization, Microworlds
8
Students
Subject-AreaFaculty
ComparativeMedia Studies
Playful Learning Consortium
Learning Sciences
GameDesigners
9
Game 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)

10
Microworlds
11
Games-to-Teach / Playful Learning
12
Microworlds
13
Cuckoo Time!
14
Cuckoo Time!
  • MisconceptionsPower-ups Scientific
    VariablesMultiplayer

15
Cuckoo Time!
16
Cuckoo Time!
  • Microworlds
  • Failure
  • Power-ups
  • Multiple Use contacts
  • Collaborative games

17
Cuckoo Time!
  • Lectures
  • Problem Sets
  • Written Assignments
  • Assessments
  • Construction Kits

18
Supercharged!
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Supercharged!
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Implementation 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

22
Learning Results
  • Misconceptions about distance
  • Misconceptions about fields
  • Force as balancing tensions

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Learning Results
  • Misconceptions about distance
  • Misconceptions about fields
  • Force as balancing tensions

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26
Sample 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.

27
Findings
28
Role Playing
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Biohazard
31
BiohazardSimulated RPGs
Choices Consequences Time, ResourcesCharacter
Development Developing skills, making
contactsSimulated Worlds Viruses, synthetic
charactersAuthentic tools Skills, Read-outs,
displaysAssessment Statistics, records,
reflectionMultiplayer expansion
32
Field Trials
  • Multiplayer game
  • Built by CMU
  • Uses Unreal Tournament 2K3
  • Train firefighters for WMD
  • Effective for communication
  • Failure most intriguing

33
Multiplayer Role Playing
34
Multiplayer Role Playing
35
Proof 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.)

36
Navigation
Position determined by GPS
Zoom in for detail
37
Drilling wells
  • Choose
  • Sites to Sample
  • Sampling Methods
  • Influence budget, accuracy, and timeliness of
    samples

Drill Wells
Collect Samples
Interpret Data
38
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

39
Results 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?
40
Augmented 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

41
a
42
Multiplayer Construction
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Multiplayer Construction Games
45
HEPHAESTUSMassively Multiplayer
Earth is dying... our only refuge, 4 light years
away a lone volcanic planet... HEPHAESTUS
...and everyone wants a piece of the pie.
46
HEPHAESTUSMassively 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
47
HEPHAESTUSMassively Multiplayer
- Collaborative competitive play-
Differentiated Roles- Open-ended play
48
Themes
  • Interdisciplinary design
  • Transgressive play
  • Choices Consequences
  • Failure Attribution
  • Embedded information
  • New assessments
  • Systemic change of environments

49
Replicate Transgressive Play
50
Choices and Consequences
Delicious Interactions
Information
Choice
Feedback
51
Goals, Failure, Attribution
  • Learning through Failure

52
Embedded information
  • Embedded Goals and Success states

53
Communities
Assessments
54
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55
Systemic 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

56
Game-Based Pedagogy

Game
Student
Subject
57
Game-Based Pedagogy

Just-in-timelectures
Peers
Web-basedResources
Texts
Game
Student
EMPhysics
Demonstrations
58
Game-Based Pedagogy

Just-in-timelectures
Peers
Web-basedResources
Texts
Game
Student
EMPhysics
Demonstrations
Learning Context
59
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 engaging
  • Designing for broad audiences

60
Future Steps
  • Building a network of teachers, researchers and
    developers
  • http//cms.mit.edu/games/education/
  • ksquire_at_mit.edu

61
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63
Join 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

64
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65
Research 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)

66
Using 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

67
Future 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

68
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69
Communities
Learning from Successful Games
70
Join 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

71
Grokking 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)

72
Grokking 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

73
Grokking Electromagnetism
  • Broader Challenges
  • Functional use value Why learn this?
  • Developing interest in science
  • Identity of Self as scientist
  • Science as memorization of immutable facts.

74
ElectromagnetismSupercharged
  • 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

75
Assessment
  • 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

76
Contact 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

77
Questions
78
Game-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

79
Game-Based Pedagogy
Yuro Engestrom, 1992
80
Endogenous 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

81
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83
Games as Narrative Architecture
  • Evocative Stories
  • Enacted Stories
  • Embedded Stories
  • Emergent Storytelling

84
Gender 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.

85
Research 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
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