Title: Educational Games
1Educational Games
Game Theory 10.12.07 Rasmus Harr rasmusharr_at_itu.d
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2Contents
- A bit of history
- Why educational games got popular during the last
5 years - The learning theories behind educational games
- The problems of designing educational games
3A bit of history
4Educational games and the Military
- Chaturanga
- 7th century, India the predecessor of Chess
- Koenigspiel Kriegspiel
- Started as a hobby in prussian military circles
in 17th century, but spread. - von Reisswitz 1824 LARGE war game for training
and fun for the German army
Chaturanga
5Educational games and the Military
- Start of 20th century Almost all countries use
war games to train and educate in military
strategy - World War II extensively gamed
- Today
- Marine Doom
- Delta Force 2
- Guard Force and Joint Force Employment
- Americas Army
- Full Spectrum Warrior
- Close Combat Marines
- Full Spectrum Command
6Business games and simulations
- 1956 US Air Force Monopologs
- Inventory managers managing Air Force supply
system - 1957 Top Management Decision Simulation
- University of Washington, business college class
? success of business games and simulations has
continued ever since - Commercial successes also
- The Tycoon-games, Capitalism-games
Railroad Tycoon
7Educational Computer Games the early days
- The early years (progressive titles)
- Oregon Trail, MECC, 1971
- Lemonade Stand, 1971
- 1973 Plato Inspired by Piaget and Dewey make
math more everyday like 2 and 2 bananas
proved to by very effective - Rocky Boots 1982 (design logical circuits)
simulation as key to learning environment - The Robot Odyssey 1984
- The start of behaviorist edutainment too
- 1979 Electric Company Math Fun
- (The more right answers the faster you progress
through the jungle. If you fail an answer your
gorilla is thrown in the river and cannot get up
before answering a new question correctly.)
Oregon Trail 1985 (commercial ed.)
Electric Company Math Fun
880s Adventure games
- 1982 Snooper Troops
- 1984 Winnie the Pooh in Hundred Acres Wood
- 1985 Where in the world is Carmen Sandiego
- 1985 Oregon Trail (Commercial edition)
http//www.youtube.com/watch?vYjPL9jwDdhAfeature
related - 1986 Mickey's Space Adventure
- (Close integration between motivation and
learning) - 80s Educational games contested entertainment
games in terms of sales (titles described at The
Underdogs, and Mobygames)
Snooper Troops
980s and especially 90s Edutainment
- 1984 Seven Cities of Gold
- 1987 Mavis Beacon teaches typing
- A curious offspring Typing of the Dead
http//www.youtube.com/watch?vzA7CKlpdIh0 - Extrinsic motivation Learning and game are split
up - Edutainment market grows and behaviorist titles
slowly become dominating pushing other types of
educational computer games out of the market
Mavis Beacon teaches typing
1090s
- Educational games move from game industry to
educational publishers - Adventure games grow less popular after the
mid-90s, and ed. games almost die out - Commercial games with educational elements
- SimCity (1989), Lemmings (1990), SimEarth (1990),
Civilization (1991) - Eco Quest (1992) (designed by Jane Jensen who
later did the Gabriel Knight-series) - The Incredible Machine 1993
- Big current edutainment brands are started in the
mid-90s - Freddie Fish (1994)
- Putt Putt Saves the Zoo (1995)
- MS Magic School Bus Explores (1995)
- Pajama Sam (1996)
Pajama Sam
11Today Serious games
- The Serious Games initiative 2002
- Games for other purposes than merely
entertainmentEducational GamesEdutainmentAdver
gamesBusiness gamesMilitary gamesPolitical
gamesSimulation Games
12Examples of recent titles
- Making History The Calm and the Storm
- GC Palestine
- Trailer
- Science.net
- Constructivist and socio-cultural approaches
Making History
GC Palestine
13Lots of research world wide
- Starting point Critique of edutainment
- Started out as a serious attempt to use games for
learning but ended in caricatures of games and a
conservative use of learning, extrinsic
motivation bad for learning - Common Belief
- Better learning experiences, better technical
platforms learning experience is not limited to
what happens between player and game (Squire/Gee
constructionist/socio-cultural learning
theories gain ground)
14Why educational games got popular during the last
5 years
15Why the rise on popularity of Serious Games?
- Computer games more mainstream
- More research on computer games
- Technology
- Learning is high on the public agenda
- Life-long learning, home learning, supplementary
training ? a more flexible approach to learning - Part of the general focus on new media and
learning - Remediation New media affects and are affected
by other media does that also apply for
education? - Games Engagement and motivation
16Claims about education and new media
- 21st century skills
- Twitch-speed generation
- Generation G
- Before every child is leftbehind
- Teaching for Innovation
- Staying in front of Indiaand China
- We must look at what games have to offer vs.
other educational media
1710 min. break
- Grab some coffee after the break its theory!
18How do educational games work?A look at learning
theories used on games
Behaviorism Cognitivism Constructionism Socio-C
ultural Approach
19Behaviorism
- The player practices a specific area through
repetition while receiving rewards after each
proper response. - Extrinsic Motivation and a focus on transfer
rather than construction - Pavlov Experiments with dogs
- Thorndike Law of Exercise and Effect
- Skinner Drill-and-practice machine. Overt
actions, not reflection, not understanding - 80s behaviorism was prominent, in the 90s it
became the norm - Typing of the Dead a very good example
20Behavorism strengths and weaknesses
- Strengths
- Has been very effective within game design
- Has been effective within area of health
- A study of the game Bronkie the Bronchiasaurus,
which compares the game with watching a
documentary (Lieberman 1997, 2001) - Weaknesses
- Scope of learning Focuses merely on training of
mechanical operations, therefore limits to what
one can learn memorizing/rote learning of
specific behaviours but no deep understanding
(works for writing, typing etc. but not much
else) - Extrinsic Motivation Makes kids more interested
in playing the game than learning ex. getting
points for completing a level becomes more
important than learning
21Cognitivism
- How to enhance the learning of video games by
being aware of the limitations of the humans
cognitive apparatus - Titles Discovery and inquiry, letting the player
construct his/her own learning representations in
an active dialogue with the game - Schematas with limits and opportunities
- Piaget is often referred to as the father of
cognitivism - Neuro-science on organization of materials
- Retrieval, Encoding, Chunking, Modalities,
Transfer-problems, scaffolding of information - Game Example Phoenix Quest Super Tangrams
Phoenix Quest
Super Tangrams
22Cognitivism - continued
- Malone and Lepper 1987 Extrinsic motivation is
in the way of the learning experience - Challenge
- Difficulty level, short-term and long-term goals,
uncertain outcomes, and facilitating investment
of self-esteem through meaningful goals - Feedback
- Curiosity
- Encourage exploration and organization of the
information in relation to both the sensory and
the cognitive areas. (via pointers towards large
unknown information hidden in game) - Experience of control
- Responsive environment, high degree of choice,
ability of player to perform great effects - Fantasy
- Fantasy elements which appeal to the target group
emotionally, metaphors for the learning content,
and be an endogenous part of the learning
material - Interpersonal activity
- Increased motivation resulting from social
context of game Competition and collaboration
with peer. Recognition of peers serves as
motivation
23Cognitivism - Limitations and potentials
- Strengths
- Has a lot to say on the design of the game, and
the motivation of the learner - Flow experiences, audiovisual props, control of
learning process - Marshall Jones Learning games theory for flow
explains a great deal on intrinsic motivation - Klawe Strong elements in video games unlimited
number of activities, visualization,
manipulation, symbolic representations, adaptive
sequencing, feedback, and meaningful,
contextualized activities. - Learning outcome Klawe and Sedighian Super
Tangrams and Phoenix Quest (Math teaching) - Weaknesses
- Cognitivism often focus on meta-skills
Problem-solving, thus less on content-side - Still focuses on the relation between the player
and the game does not include context of play
24Constructionism
- Emphasizes the active role of the learner and
external objects in the learning process. - Seymore Papert drawing on Piaget The Logo
programming language, uses geometric shapes to
draw for children. - Mindstorms book and Lego
toys! - Constructionist titles Microworlds engage with
artefacts in microworlds and learn about them - The constructivist edutainment microworlds
simulate a part of the world allowing the player
to explore - The focus is not on hard content as such, but
rather on the general skills of creativity,
problem-solving, critical-thinking skills,
sequential planning, and memory - Kafai Research w. letting kids design games
new media literacy
My Make-believe Castle
25Constructionism - continued
- Strengths
- Includes the context more in the learning
- Works for maths and programming-teaching (Kafai)
- Weaknesses
- Kafai (1996) Design of microworlds is a lot
harder than drill-and-practice games - The topic in the microworld has to be integrated,
no well-tested action formula blueprint as with
behaviorist or cognitivist titles - Does not say much about the game
26Socio-cultural approach
- Video games are not the learning experience per
se but the tool for creating a learning
experience. - Rote learning is not what video games is about
instead they are about mediating discussions,
reflection, facts, and analysis via the
surrounding classroom cultures. - Vygotsky Video game as an embodied tool extends
action of a given agent (learner) and creates
opportunities and limitations for the learner. - Different contexts and tools facilitate a variety
of learning experiences. - Carsten Jessens research Peer-learning around
gaming. Informal learning processes - Squire 2004 Civilization 3 in the classroom for
mediating History discussions
Civilization 3
27Socio-cultural approach - continued
- Proximate development (Vygotsky) How far can I
get alone, how far can I get with help? - From actual point of development to potential
point of development. - Tools/helper are mediators to facilitate the
learners appreciation of a given activity - Video game as an embodied tool extends action of
a given agent (learner) and creates opportunities
and limitations for the learner.
28Tensions between the 4 theoretical frameworks
- Learning vs. Playing A whole or two parts?
Extrinsic or intrinsic motivation? - Freedom vs. control How much freedom to
students? Teachers creating a firm setting w.
educational goals - Drill-and-practice vs. microworlds Benefit of
drill and practice is limited, but it is cheap to
create, most research is on micro-worlds, but few
games reflect that (Making History and GC
Palestine) - Transmission vs. Construction Only behaviorism
and early cognitivism believes in learning as
transmission, most other theories are about
constructing knowledge - Transfer Immersive effects of video games lead
to lack of awareness of contents, structures, and
concepts in game results in weaker learning and
transfer. Stealth or explicit learning? - Teacher intervention vs. no teacher intervention
Behaviorism and cognitivism neglect teacher
approach even though a lot of research says it is
important
29The problems of designing educational games
30Practical Barriers
- Practical/structural
- Technical limitations
- Limited space
- Time slots for lessons
- Game-related
- Learning the game
- Complexity of the game
- Students a wide target audience w. diff. prefs.
and skills. - Balance between playing/learning and integration
of computer games with teaching - Expectations
- The students and the teachers initial way of
thinking about computer games, history, learning,
and teaching.
31History teaching as an example
- Procedural skillsCivilization 3, Making History
often counter-factual history understand the
system behind history (as opposed to facts) - History the Niall Ferguson- or Jared Diamond way
- MicroworldGC Palestine simulate the
experience realism, understand the places and
the people behind a Discovery-like experience - Often a mix
- Epistemic Games both the system and a
simulation of the experience ex science.net,
games for companies
32Design with all 4 theories?
- Behaviorism
- Examines the narrow relation between video game
and students focusing on the role of motivation
(no context at all very focused on
cause-and-effect) - Cognitivism
- Examines how knowledge of the human cognitive
apparatus can be used to facilitate learning and
motivation (a little more context, focuses on the
why also, as well as preferences of the
individual player) - Constructionism
- Shows us how video games can be used as a shared
artifact for constructing knowledge (a lot more
context how the game is just one tool on the
road to learning, includes a social aspect) -
- Socio-cultural approach
- Examines the environment that emerges around
video games in negotiating and constructing
knowledge. Collaboration, debriefing, and
discussion (focuses on EVERYTHING how the game
can be a small part in an educational and
cultural context)
33Discussion