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Educational Games

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Title: Educational Games


1
Educational Games
  • Kuo En Chang
  • Department of Information and Computer Education
  • National Taiwan Normal University

2
Initial
  • 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.

3
Advantages
  • 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)

4
Examples 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.

5
Examples 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.

6
Examples 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.

7
Examples 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.

8
Examples of Educational Games
  • Word games
  • The learner is challenged with a variety of
    activities requiring the recognition, production,
    or analysis of words.

9
General 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

10
General 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.

11
General Factors
  • Competition
  • Against a human opponent
  • Against the computer
  • Against oneself
  • Against chance
  • Against time

12
General 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.

13
General 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.

14
General 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.

15
General Factors
  • Entertainment
  • To enhance motivation and learning.
  • Potential use of multimedia techniques

16
Factors 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.

17
Factors 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.

18
Factors 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

19
Factors 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?

20
Factors 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.

21
Factors 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.

22
Factors 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

23
Factors 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.

24
Factors 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.

25
Factors 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.

26
Factors 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.

27
Factors 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.

28
Factors 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.

29
Factors 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.

30
Factors 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.

31
Factors 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.

32
Factors 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.

33
Factors 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.

34
Factors 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.

35
Factors 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

36
Factors 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

37
Factors 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.

38
Factors 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.

39
Factors 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.

40
Factors 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.

41
Factors 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.

42
Factors 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.

43
Factors 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.

44
Factors 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

45
Factors in the Body of a GameTurns
  • Taking turns in sequence
  • Taking actions simultaneously.

46
Factors 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.

47
Factors in the Body of a GameModes of Interaction
  • Keyboard
  • Mouse
  • Joystick
  • Voice
  • Virtual reality

48
Factors 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.

49
Factors 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.

50
Factors 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.

51
Factors 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.

52
Pitfalls 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

53
Pitfalls 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

54
Pitfalls 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.

55
Pitfalls 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.

56
Pitfalls 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.

57
Pitfalls 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.

58
Avoids 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.

59
Ending
  • Design a game scenario combining subject content
    (or learning goal) and game goal.
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