Title: Educational Games
1Educational Games
- Kuo En Chang
- Department of Information and Computer Education
- National Taiwan Normal University
2Initial
- You will know what edutainment is.
- You will understand the general factors and
design rules in the game oriented CAI. - You will know pitfalls in the design of games.
3Advantages
- Edutainment
- Motivational
- Encouraging
- Enjoyable (intrinsic motivation)
- Competition and teamwork (critical part of the
content) - Adventure (facilitate the integration of
knowledge and skills across a number of content
areas)
4Examples of Educational Games
- Adventure and role-playing games
- The one in which the player assumes the role of a
character in s situation about little is known. - The player must use existing information and
resources to solve the problems posed for that
character. - The purpose varies from simple skill and
knowledge practice to teaching problem-solving
skills, deductive reasoning, or hypothesis
testing.
5Examples of Educational Games
- Business games
- Not only apply the principles of running a
business, but also incorporate competitive
aspects. - Make a natural methodology for teaching about the
competition and teamwork that are a large part of
the business world.
6Examples of Educational Games
- Board games
- Combat games
- Teachers and parents are understandably
suspicious of using games that include violence
as a motivator for learning. - There have been many new games with relatively
innocuous forms of combat.
7Examples of Educational Games
- Logic games and puzzles
- The learner must solve a variety of visual
problems and puzzles that include patterns,
sequences, and cause-effect relationships. - Teach general problem solving skills, such as
careful observation, collecting information,
formulating solutions.
8Examples of Educational Games
- Word games
- The learner is challenged with a variety of
activities requiring the recognition, production,
or analysis of words.
9General Factors
- Goals
- Popping balloons
- Solving mysteries and problems
- Scoring points
- Discovering unknown lands
- Guessing words
- Catching someone or something
- Competition and cooperation
- The relationship between the game goal and the
learning goal
10General Factors
- Rules
- What actions are allowed within a game.
- What constraints are imposed.
- Rules must be designed to make a game
interesting, challenging, and fair for multiple
players.
11General Factors
- Competition
- Against a human opponent
- Against the computer
- Against oneself
- Against chance
- Against time
12General Factors
- Challenge
- To overcome or succeed at to reach a goal
- A learner may begin at the easiest level, but in
order to win the game, the learner must
eventually solve problems at the highest level of
difficult.
13General Factors
- Fantasy
- The degree of fantasy can range anywhere from a
close representation of reality to a more distant
representation to a totally imaginary one. - Realistic fantasy imaging yourself in a
desirable and possible situation is more
appropriate for adults. - Imaginary fantasy is more acceptable to children.
14General Factors
- Safety
- Serves as analogs for real-life activities and at
the same time provide a safe way of participating
in a more dangerous reality. - Encourages learners to explore alternative
approaches with the knowledge that failure at
worst means losing the game.
15General Factors
- Entertainment
- To enhance motivation and learning.
- Potential use of multimedia techniques
16Factors in the Introduction of a Game
- To set the stage for the game and to ensure that
learners understand what to do and how to do it. - If the game is poorly introduced it may lose much
of its educational benefit because learners may
have to concentrate on solving unimportant
problem (How do I start?) rather than on the
main activities and educational aspects of the
game.
17Factors in the Introduction of a GameGoals
- The goal of game is the target toward which each
player aims. Goals should be stated explicitly. - Learners should be able to review them at any
time. - Goals will be beneficial if the connection
between game goals and learning goals is made
clear to learners. - Game goals must reinforce the learning goals
- Successfully achieving the games goals comes
about by the application of the skills or
knowledge to be learned. - Intermediate progress toward the games goals
should be contingent on progress toward the
learning objectives.
18Factors in the Introduction of a GameRules
- Games nature and role each player will take.
- Rules should be explicitly stated and available
at any time. - Rules should define
- The activities of different players
- Any equipment to be used
- The permissible procedures
- The constraint imposed
- The possible penalties
19Factors in the Introduction of a GamePlayers
- How many players are there?
- Do they play the same role or different roles?
- Are they independent, or do they from team?
- Can the computer be one of the players or teams?
- What are the players called, and what do they
look like on the screen? - Do players start out with equal resources or
advantages? - Do different players operate under the same
constraints?
20Factors in the Introduction of a GameEquipment
- Special equipment is sometimes needed for a
computer game. - Special equipment can restrict the games
audience and require special programming and
directions. - To be accessible to the most people, games should
use only standard equipment. - If special equipment is required, it should be
fully explained in the manuals, directions, and
rules.
21Factors in the Introduction of a GameDirections
- Explain how to set up and start a game, how to
play, and what to do when it is done. - Explain the critical and frequent activities of
playing the game. - Operational and knowledge oriented directions
- How to operate game paddles
- How to enter each persons name or identifier
- How to set the level of difficulty
- How to specify the number of players
- How to request information
- Learners be able to review directions at any
time. - Directions appear in an accompanying booklet or
manual.
22Factors in the Introduction of a GameConstraints
- Stipulate the boundaries and limitations of
learning actions. - Specify particular actions that are disallowed
entirely. - The time allowed
- The number of tries
- The permissible input values
23Factors in the Introduction of a GamePenalties
- Are the actions taken if a player violates the
rules or does something incorrectly. - Are stated explicitly
- A turn is forfeited if you fail to respond within
a given time limit. - Are stated implicit
- Your opponent gains an advantage when you perform
poorly.
24Factors in the Introduction of a GameChoices
- Making the computer one of the players.
- Deciding at what level of proficiency it should
play. - Time in one of two ways how long the game will
continue or how fast it will take place. - Speed of action is closely related to the level
of difficulty. - Increased rate of movement or reaction usually is
associated with greater difficulty. - Individual players turns may have a time limit
as well. - The name by which you want to be known.
25Factors in the Body of a GameScenario
- The world in which the action takes place.
- Must be compatible with the subject matter and
the type of game. - Realism vs. simplification
- The more realistic the scenario, the harder it
usually is to play the game, because of detail
and complexity. - The greater the simplification, the further it is
from reality, which can lower the transfer of
knowledge to real life.
26Factors in the Body of a GameScenario
- Concentration vs. comprehensiveness
- The more the game concentrates on a specific
topic, the less perspective the player will have
of that topic in the broader context. - Increasing the comprehensiveness of the scenario
can lead to the sacrifice of important details.
27Factors in the Body of a GameScenario
- Emotion vs. intellect
- The greater the presence of emotional involvement
or reward, the less likely the player is to
analyze the situation from a detached
perspective. - Games that have only intellectual appeal are
frequently low in motivation.
28Factors in the Body of a GameScenario
- Classification
- Intrinsic the nature of what is being learned
is practically identical to the scenario and to
the learner activities within scenario. - Related the learners operations affect the
scenario. - Arbitrary there is no relationship or
interaction between the scenario and what is
being learned.
29Factors in the Body of a GameLevel of Reality
- A real scenario is one that exists in real life
- An unreal scenario is something that exists in
real life but in a different form. - A fantasy game is one in which the scenario is
purely a figment of the imagination.
30Factors in the Body of a GameCast
- May be one person or many persons
- All the players may be people or the computer may
also become a player - Sometimes a player, the computer, or both can
play several roles simultaneously.
31Factors in the Body of a GameRoles of the Players
- A multimedia game can define or constrain the
roles of the participants more than a traditional
game. - The roles of each player and the computer must be
made clear. - All players can have identical roles, different
roles, or additional duties.
32Factors in the Body of a GamePresence of
Uncertainty
- Variable difficulty level
- A game may have different situations that require
varying levels of effort by the players. - Multiple-level goals
- The game has adjustable levels of difficulty,
which are set either by the player or by the game
itself.
33Factors in the Body of a GamePresence of
Uncertainty
- Hidden information
- A game is more challenging if each player
operates with incomplete or hidden information. - The attraction of a game is increased if each
player is uncertain about some facts needed to
attain the goal. - Randomness
- This involves the extent to which random
fluctuations or chance play a role in the game.
34Factors in the Body of a GamePresence of
Curiosity
- Motivate to learn beyond what we currently know
or explore further than we have come. - Sensory and cognitive curiosity
- Sensory a curiosity of images and sounds that we
encounter. - Cognitive a curiosity about information and is
aroused by different means.
35Factors in the Body of a GamePresence of
Curiosity
- Evoke a learners curiosity by
- Providing an optimal level of information
complexity - The use of different colors or changing the scene
- Preventing or prolonging the natural ending or
closure of whatever is happening - Inconsistency in a persons view of the world
- Providing strange and surprising information
36Factors in the Body of a GameNature of
Competition
- The number of participants.
- Whether play is individual or in teams.
- Against whom or what the players compete.
- It can be motivating for some students and
demotivating for those who lose
37Factors in the Body of a GameRelationship of
What Is Learned
- Intended relationship
- When the learning has a strong relationship to
the games stated educational goals or
objectives, it is intended. - Incidental relationship
- When the learning is not related to the stated
goals or objectives, it is incidental. - Incidental learning is often very valuable even
though it is unanticipated or not the stated
objective.
38Factors in the Body of a GameSkill vs. Chance
- Chance increases the unexpected, which can
increase the challenge. - If chance is overdone, the learner may not be
sufficiently skilled to overcome its effects. - If only skill is required to master the game,
uncertainty is diminished, and the game may lose
its appeal.
39Factors in the Body of a GameWins and Losses
- Wins
- Reaching an explicit target
- Defeating an opponent
- Reaching self-imposed level of performance.
- Losses
- What constitutes losing are more critical than
those of winning. - Losing does not create ill will or feelings of
anger or inferiority.
40Factors in the Body of a GameChoices
- Information
- Access to information on which strategic
decisions are based. - Strategy
- A player makes to manipulate the context or to
participate in the action of the game. - Assistance
- Remember how to do everything in a game. Easy
access to directions of the game or to help on
both content and strategy. - Leaving
- Play again or to leave at the time of completion
- Complete, temporary termination, or quit.
41Factors in the Body of a GameInformation Flow
- Types of information
- Accurate
- If continuation of a game is dependent on
accurate information, then that is what should be
provided. - Continuation of a game may require that a
learners answer to a question is correct. - Misleading
- The use of misleading information heightens the
challenge by increasing the uncertainty of the
player.
42Factors in the Body of a GameInformation Flow
- Types of information
- Partial
- May have a motivating effect.
- False
- Providing false information should be avoided
unless the learner knows that this is a
possibility. - One purpose of this false information would be to
make the game as challenging as possible for the
learner by having the computer be continually
competitive.
43Factors in the Body of a GameInformation Flow
- Source of information
- Computer
- Directions on how to play.
- The results of each players action.
- Questions or problems to be answered.
- Feedback on performance.
- Other booklet, manual, or other players.
44Factors in the Body of a GameInformation Flow
- When information is provide
- Some information is always supplied at the
beginning of a game. This includes the rules,
directions, and any other information necessary
to begin. - Sometimes, it is provided immediately in response
to a players action, the passage of time, or as
a result of a player failing to act. - At other times information about an action is
delayed in the same way that feedback can be
delayed. - How information is provided
- Explicitly (a message to the player) or
implicitly (the relative movement of various
pieces or tokens) - Multimedia forms
45Factors in the Body of a GameTurns
- Taking turns in sequence
- Taking actions simultaneously.
46Factors in the Body of a GameTypes of Action
- Actions, such as
- Moving things on the screen
- Answering questions
- Choosing from options
- Attacking or defending
- Turning machines or switches on or off
- Seeking information
- Good for actions that utilize the relevant
knowledge or skills and make sense within the
context of a games scenario.
47Factors in the Body of a GameModes of Interaction
- Keyboard
- Mouse
- Joystick
- Voice
- Virtual reality
48Factors in the Conclusion of a Game
- Recognizing the winner
- A verbal message or an appropriate graphic
display. - A scoreboard that contains the best scores.
- It is motivating for all players if the computer
not only recognizes the winner but also
congratulates all players whose scores exceeded
their previous best.
49Factors in the Conclusion of a Game
- The reward
- The reward should not become the end in itself
rather, it should be another factor that can be
manipulated to create a good learning
environment. - The promise of a large reward does not ensure
motivation and rarely will negate the detrimental
effects of an uninteresting game. - If the game piques curiosity, is challenging, or
has other characteristics that make it fun,
external rewards are unnecessary.
50Factors in the Conclusion of a Game
- Providing information
- Once the game has ended feedback should be given
to each player on the progress of the game and on
individual performance. - It is a good time tom supply information about
better ways to play the game or to solve the
problem embedded in it.
51Factors in the Conclusion of a Game
- The final message
- The learner may choose to play the game again
immediately or to display a message stating that
the program is ending. - The lack of a final message may leave learners
wondering if the program has malfunctioned.
52Pitfalls Associated with Creating and Using Games
- Difficulty of making games that are fun
- Conflict between educational goals and the
characteristics of games - Efficiently of learning in games
- Disagreement about whether games are intrinsic or
extrinsic motivators - Educators negative beliefs about games
53Pitfalls Associated with Creating and Using Games
- Difficulty of making games that are fun
- An understanding of human nature
- The activities that are considered fun for your
target population - An artistic touch
54Pitfalls Associated with Creating and Using Games
- Conflict between educational goals and the
characteristics of games - A games goal (winning) must be consonant with
the learning goals. - The goal of winning the game will almost always
take precedence over the goal of experimenting. - If you want learners to experiment with the
positive and negative outcomes of their actions,
you probably should not embed the simulation in a
game. - Other game characteristics that may conflict with
educational goals are luck, penalties, and
fantasy. - Fantasy may distract learners from the
educational goals as they become immersed in the
fictional world.
55Pitfalls Associated with Creating and Using Games
- Efficiently of learning in games
- Games are almost always less efficient than other
methodologies. - A significant amount of time is invariably spend
reading directions, taking turns, obeying rules,
and generally attending to the scenario of a
game. - A large and common trade-off in games is
motivation versus efficiency.
56Pitfalls Associated with Creating and Using Games
- Disagreement about whether games are intrinsic or
extrinsic motivators - It is plausible that the learner is intrinsically
motivated to have fun and to win the game, but
the learner is only extrinsically motivated to
learn. - Learning content that people already regard as
reasonably relevant to their lives may be
intrinsically motivated through game techniques,
while learning content of dubious relevance may
only be extrinsically motivated.
57Pitfalls Associated with Creating and Using Games
- Educators Negative Beliefs about Games
- Learning of a content area should be motivating
by itself and should not require games. - Learning is serious work and should not be
demeaned with games. - Games use only for children and simply are not
appropriate for adults.
58Avoids the Pitfalls
- Prototyping that trying out a partially completed
program or a mock program on potential users, to
ensure that people consider it enjoyable. - Ensure efficiency through formative evaluation
and revision. - Facilitate intrinsic motivation by designing game
scenarios that are intrinsically related to the
educational goals - Should not pursue game design unless analysis of
user population guarantees that the methodology
will be accepted by them.
59Ending
- Design a game scenario combining subject content
(or learning goal) and game goal.