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Lessons Learned: Adult Learners and Serious Game Design

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We are always learning new lessons about design and about users. ... user feedback during the design process, we were not only able to develop a game ... – PowerPoint PPT presentation

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Title: Lessons Learned: Adult Learners and Serious Game Design


1
Lessons Learned Adult Learners and Serious Game
Design
  • Rachel Joyce, MA, Marcy Verduin, MD, Steve LaRowe
    PhD, Clint Bowers, PhD, Jan Cannon-Bowers, PhD
  • University of Central Florida
  • Institute for Simulation and Training
  • College of Medicine
  • Medical University of South Carolina
  • Department of Psychiatry and Behavioral Sciences
  • August 20th, 2009
  • SALT Conference
  • Alexandria, VA

2
The Big Idea
  • Discuss some of the interesting lessons-learned
    from our recent effort developing a game-based
    learning platform for adult recovering alcoholic
    patients to practice RP (relapse prevention)
    skills. Our talk will include issues related to
    game design, art style, and working with our user
    population. We hope that some of these lessons
    will be interesting for designers of adult
    education.

3
Why Serious Games for Therapy?
  • Often, psychotherapy includes the teaching of new
    knowledge and skills. These new abilities must be
    applied during times of great stress, or
    precisely the environmental characteristics that
    often characterize the challenges confronted by
    training researchers in other contexts. Thus, it
    is not unlikely that techniques that are
    effective in training might also benefit those
    learning new coping techniques.
  • Gains associated with high-fidelity (and )
    simulations (such as Second Life) can be achieved
    by the careful creation of lower-fidelity
    synthetic learning environments.
  • Currently, serious game products targeted for
    therapeutic practice are commonly called Games
    for Health.

4
Background on Guardian Angel Game
  • Serious game for health titled Guardian Angel
    funded by The Robert Wood Johnson Foundation.
  • Developed by the RETRO Lab at UCFs IST with SMEs
    from UCF College of Medicine MUSC Dept. of
    Psychiatry and Behavioral Sciences.
  • Adult patients at the Ralph H. Johnson VAMC are
    end-users non-gamers, poor computer skills,
    sixth-grade reading level, in treatment (AA) for
    recovering from alcoholism. Potentially hostile
    to computer-based intervention.

5
Guardian Angel Design Cycle
  • RETRO Lab SG Mental Model
  • Iterative Design Process
  • Fischs 3 Rules for Game Play
  • Narrative
  • Art Style
  • Jan 2009 Focus Group Feedback
  • Narrative
  • Game play

6
Serious Games are NOT Simulations
7
Iterative Design
  • As game developers in academia, we MUST practice
    iterative design.
  • Conduced usability 3 rounds testing trials at UCF
    with student body populations and 2 focus groups
    with user population.
  • We are always learning new lessons about design
    and about users.

Usability Testing _at_ NSTC 10/08 for DCSim.
8
Fischs 3 SG Design Rules
  • matching specific educational topics or concepts
    to their most appropriate medium
  • placing educational content at the heart of game
    play targeting real-world behavior or thinking as
    they play the game
  • design for feedback and hint structures to
    scaffold for difficult content

Fisch , S. (2005). Making Educational Computer
Games Educational. Proceedings to the 2005
conference on Interaction design and Children.
Boulder, CO. 56.
9
Fischs 3 Rules in GA
  • Flash game lite-weight, accessible online,
    affords robust interactivity in simple interface,
    easily edited for iterations. Minigames provide
    more focused learning interventions in a larger
    game world.
  • All game play was designed around AA treatment
    and RP skills, and eventually user focus group
    feedback.
  • Post each round of play, a review launches and
    the interface hints can be turned on/off in
    addition to multiple modes of instructions.

Fisch , S. (2005). Making Educational Computer
Games Educational. Proceedings to the 2005
conference on Interaction design and Children.
Boulder, CO. 56.
10
Narratives
  • Following Liebermans (2001) narrative model of
    having the user manage the player-characters
    health in game, the Guardian Angel narrative puts
    the user in a similar role as an angel guiding
    the in-game character to health and wellness
    (i.e. sobriety) from afar. If they are
    successful, they will be promoted to Guardian
    Angel.
  • Non-gender specific pro
  • Non-race specific pro
  • Religious context con (?)
  • In-game character bios were crafted to reflect
    our user population closely.

Lieberman, D. (2001), Management of Chronic
Pediatric Diseases with Interactive Health Games
Theory and Research Findings. Journal of
Ambulatory Care Management. (1) 34.
11
Art Style
  • Still wanting the Guardian Angle users to
    engage the gaming world and leave their own
    reality while playing, the visual design had to
    first and foremost be simple, and true to life
    with touches of imagination. After rounds and
    rounds of concept art iterations as well as
    focus group feedback, the visual design is
    similar to the film, A Scanner Darkly.

12
Art Style/Character Poses
13
Focus Group Feedback Narrative
  • Michael Jones might need PTSD (Post Traumatic
    Stress Disorder). Also you don't enlist to become
    a pilot. As he became a pilot became, he must
    also be an officer.
  • Add more drug and alcohol history in the
    narratives. For example, arrests, type of
    substance abused, etc. As is, their addictions
    arent believable.
  • Susan Reinhart should have experienced military
    sexual trauma disorder. This is a major problem
    for female veterans.
  • Life-long friends to be some people in the game
    - people whom they have drank with for many
    years. More persistent in getting them (in-game
    characters) to try to drink and the hardest to
    refuse.

14
Focus Group Feedback Game Play Sample
FG Feedback
Design Edit
Route Planner Minigame The goal is to navigate
home avoiding all alcohol high-risk areas in a
time and money pressure scenario.
15
Lets Play!
16
Lessons Learned
  • True-to-Life in-game characters preferable to
    demographic.
  • Fair Gaming Skills doesnt mean users dont
    have gaming opinions.
  • Presumed Fair computer skills initial roadblock
    to a flow of game play, but doesnt stay that way
    for long.
  • Multiple media modes of instruction and forced
    time-on-task for instructions a must have.

17
Summary
  • We described an iterative design process for one
    group that may typify later application of game
    design principles. By obtaining user feedback
    during the design process, we were not only able
    to develop a game that is likely to be more
    usable than it would otherwise, but we also
    obtained a few lessons-learned that we can share
    with the game development and research
    communities.
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