Title: Context is Content:
1- Context is Content
- What educators do and dont know about gaming
- Kurt Squire, University of Wisconsin-MadisonCo-Di
rector, Education Arcade - Room 130
2- What do researchers know about learning through
gaming?
3j/k
4Some basic things
- Do we learn through game play?
- Yes (e.g. Gee, 2003 Squire, 2003)
- We need more on how
- Are games motivating?
- Yes (duh?) (Csikszentmihalyi, 1990 Malone, 1981)
- Challenge, control, fantasy, curiosity,
competition, collaboration (Lepper, 1985) - Can we learn academic stuff through game play?
- Yes (Colella, 1999 Cordova Lepper, 1996 White
Frederickson, 1998 Squire et al., 2004) - Do games work better than other media for
learning? - For some people, some times, to learn some
things, yes (Boocock, 1966) - For other people to learn other things at other
times, no (Clegg, 1991) - Context is more important than the game itself
- How do we orchestrate powerful game-based
learning contexts? - I dont know
- j/k. (kind of?)
- Learning, The Learner, Contexts
5Learning?
6Exogenous
Endogenous
Rieber, 1996
7Traditional
Contemporary
8Supercharged!
Supercharged!. Games-to-Teach Team.
(2003). Thanks to Henry Jenkins Randy Hinrichs,
PIs. Devs Philip Tan, Tom Wilson, Rob
Figueredo, Megan Ginter, Tim Heidel
9Designing Supercharged
Have you seen the real-time Physics in Halo?
Theyre incredible!
John Belcher, MIT Astrophysics
10EM Visualizations
11Learning Physics
- Scientists express their subjective
involvement by taking the perspective of (and
empathizing with) some object being analyzed and
by involving themselves in graphic (re)enactment
of physical events. -
- Ochs, E., Gonzales, P., Jacoby, S. (1996).
When I come down I'm in a domain state Talk,
gesture, and graphic representation in the
interpretive activity of physicists. In Ochs, E.
Schegloff, S. Thompson (Eds.) Interaction and
grammar. Cambridge Cambridge University Press.
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20Using Knowledge as Tools
- 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.
21Findings
22Findings
Problem How do we scale?
23Should games grade you?
Interpretive Framework
Observation
Model of Cognition
24Using Knowledge as Tools
- 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.
25Understanding Learners
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30Biohazard ETC Jesse Schell friends
31Understanding Learners
Who is the user?
Identities him/herself with content?
Orients toward school?
What is the players economy of pleasure?
Task-oriented?
Likes competition?
Gamer?
Likes groups?
Hates groups?
Introvert?
Efficiency?
Game resistant?
Negatively?
Shies away from competition?
32Learning is really tricky.
- People are not computers
- Sense making (social) organisms
- Perception cognition
- Learning to see
- Pattern recognition / making
- Driven by experience
- Colors perception
- Shapes understandings
- Learning is a complex social process
- Identity
- Co-constructing
33Gender Play Patterns
From Jenkins, 2001, adapted from Laurel.
34Big Idea Understand the Learner
Builders
Explorers
Socializers
Nurturers
Mini-maxers
Transgressors
35Learning through Civilization III
- Playing Civilization III is hard
- Generating hypotheses
- Thinking across multiple systems
- How learning occurred
- Failure ? interpretations
- With existing understandings / identities, i.e.
colonial simulation - Knowledge (geography, history) as a tool
- Games are appropriated (if theyre any good)
- We will use and play them in new ways
- Preparation for future learning
- Tracking learners in school
- Looking at communities
Squire, K. (2003). Replaying History. Unpublished
dissertation. http//website.education.wisc.edu/k
dsquire/
36Idea 3 From Content to Context
Learning as experience
Games-to-Teach Research Team. (2003). Design
Principles of Next-Generation Gaming for
Education. Educational Technology, 43 (5).
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38Civ 3 Learning Experience
- World history as interdisciplinary
- The right location gives you luxuries which
gives you income. More income gives you
technology which affects your politics. It all
connects. - Entrée into historical positionality
- Money is the key money is the root to
everything. With money you can save yourself from
war, and that also means that in politics you can
save yourself with money.
39Social Contexts
- I want every city planner to play SimCity. But
I dont want to live in a city designed by
someone who only played SimCity. - - Doug Church
40Problems in simulations
- Learners dont
- generate hypothesis
- attend to right things
- interpret phenomena
- manage learning
- Increasing transfer
- People pattern match wrongly sometimes
- Over-generalizing from one case
- Embedding structures improves performance
- Apply what was learned to new scenarios
From de Joong Van Oligen, 1998.
41All in one box
- Do you want your game to
- Show relevance
- Police users
- Provide practice, feedback, examples, counter-
examples - Providing alternative cases
- Assess, evaluate
- Do you want to become
- Social engineers
- Assessment
- Instructional Designers
42Game-enhanced Experience
Peers
Just-in-timelectures
Web-basedResources
Texts
Field Trips
Experts
Game
Reflection
Students
Communities
Demonstrations
Learning Context
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45Assessments in Context
- Social process of knowing
- Peer-review
- Do arguments hold up
- Performance in complex contexts
- Showing robust understanding
- Action replay
- Demonstrating competence
- Acknowledges social context
46- Kurt Squire,
- http//website.education.wisc.edu/kdsquire/
47Teachers appropriation of materials
- Teachers (like gamers) do stuff you never
intended. - Designing customizability, etc.
- But will they kill what makes it interesting?
- How do you embed the pedagogical values in the
game?
48Learner-Centered Design
- From QA ? usability ? learners
- Understanding target audience
- Modeling the user over time
- Designing Failure managing difficulty
(Supercharged) - Multiple learning styles (Rise of Nations)
- Naturally equalizing systems (Viewtiful Joe)
- Dynamically adjusting difficulty (Enter the
Matrix) - From artists to designers
- Designing for someone else
49Implications
- Transparency
- Everyone wants glass hoods but that may be way
more than is necessary, or even desirable - Bias
- You cant be any good at a game and not
understand bias - The problem isnt with the
- Getting kids to think like designers is
important