Title: Raessens 6 Prensky: Computer Games
1Raessens 6Prensky Computer Games Learning
2An Overview of the Chapter
- A lurking problem the chapter cites almost no
research on education and almost no journal
articles. - The content may be correct, but there is some
hand-waving at the front regarding young peoples
brains and new media. - The types of games listed at the end of the
chapter dont fall into a sensible taxonomy. - There are ideas worth exploring about educational
games.
3The Opening Claims
- Young peoples brains are wired very differently
due to their having consumed different media. - There is brain plasticity. I mentioned some of
that during the discussion of Sesame Street. - But young peoples brains dont have the capacity
to greatly outstrip evolution.
4Digital Natives and Immigrants
- Digital natives grow up on electronic media.
- Digital immigrants learn them later.
- But, are people who learn to browse the Web more
Web literate than the people who invented the
Internet, bit-mapped graphices, etc.?
5The Stability of Tools Work
- Stone ax
- Metal ax
- Hand drill
- Lathe
- Jacquard loom
- Electric motor
- X-ray
- Electron microscope
- Transistor
- Robotics
- 100,000s years
- 10,000
- 500
- 400
- 200
- 170
- 100
- 60
- 45
- 10 years
6Two Modes of Information Processing
7The Neophytes View of the Brain
8Internet Years
- Internet years are like dog years seven
development years are compressed into each year. - This means that users must absorb seven times as
much change.
9Media Characteristics Workshop
- What are the characteristics of the following
media? - YouTube
- MySpace
- Google
- Twitch games
- Roll-playing games
- Cell phones
- Wikipedia
1010 Ways Digital Narratives Differ
- Twitch Speed versus Conventional Speed
- Parallel versus Linear Processing
- Random versus Linear Thinking
- Graphics versus Text First
- Connected versus Stand-Alone
- Payoff versus Patience
- Fantasy versus Reality
- Play versus Work
- Technology as Friend versus Foe
- Attitude
11Why New Media Work
- Fun
- Rules for structure
- Goals for motivation whose?
- Interactive for doing
- Adaptive for user flow
- Outcomes and feedback for learning
- Win states are gratifying
- Conflict for adrenaline
- Problem-solving for creativity
- Interaction in social groups
- Characters and story narrative for emotion
12What to learn in games
- How procedural
- What declarative
- Why goal
- Where location contingency
- When and whether time contingency
13Designing Learning Games
- Sesame Street method nothing is exciting unless
it relates to learning. - Game designers may not be used to considering
explicit learning outcomes. - Educators may not be used to visual and
interactive information flows. - Dont make learning extrinsic to the game.
14Learning Activities and Techniques
- Practice and feedback
- Learn by doing
- Learn from mistakes
- Goal-oriented learning whose goals?
- Discovery learning constructivist learning
- Task-based learning
- Question-led learning
- Situated learning
- Role playing
- Multisensory learning
- Learning objects
- Coaching and intelligent tutors
15Components of Coaching
Imaging Naming
Doing
Motivating
Evaluating
Closing
16Instrumental and Expressive Coaching Systems
- Drill and practice
- Formal tutorial
- Mini-scientist
- Planning for chance
- Minimalism
- Voyage of discovery
- The journey is its own reward
Instrumental
Expressive
17Selecting a Problem-solving Strategy
- Hypothesis testing
- Algorithms predetermined, step-by-step
- Trial and error
- Heuristics rules of thumb
- Insight
18An Approach to Doing
19Trying to Be Too Good
20An Approach to Doing
21Why Do at All?
- Putting it in your own terms clarifies
ambiguities. - Repetition helps ingrain ideas in memory.
- You may have to Do as part of completing tasks.
22Doing in Minimalism
- A designer packages motivation through
evaluation. - Modules are scaled for size and difficulty. (2-3
skills in 10-15 mins?) - The learner EXPLORES modules.
- The learner EXPLORES or FOLLOWS a sequence of
modules.
23Challenges to Evaluating
- Lots of variables to manage when thinking about
intentions and actions. - Difficult to monitor actions while carrying them
out. - Pace and rhythm add to complexity.
- Expert performance is smooth and may involve
little evaluation because of task automation.
24The Roles of Vision and Feeling in Evaluation
- We can use vision and feeling to guide us to
success. - Extrinsic feedback external indicators of
success (marco) - Intrinsic feedback internal indicators of
success (micro)
25The Advantages of Intrinsic Feedback
- Intrinsic feedback is quicker and allows for
finer control. - Experts use intrinsic feedback by
- looking only for relevant variables
- looking only for relevant values.
26Summary
- Pensky may be right
- But he should use more information about learning
in other media to inform his arguments. - The instructional design literature and
experience with other instructional media can
inform design of learning games.