Title: The Coexistence of Work and Play in Academia
1The Coexistence of Work and Play in Academia
- Educational/Serious Gaming
- and the Educational System
2What Makes a Game Educational or Serious?
- The clearly established goal of the gamer to
learn new academic (educational games) or
training-based (serious games) content. - Have academic or training-based content as the
focus of gameplay. - Educational games make use of immersive
entertainment to disperse new content in an
approachable way (Zyda 27.)
3The Necessary Ingredients for Building
Educational/Serious Games
Interest is the key to learning (Lewin 273.)
- Elements that are needed when building serious
games - (Kelly et al. 46)
- Collaboration. Many experts must work together to
produce the game. - Game Design. Games must be entertaining/engaging.
- Integration. Students must have a way to ask
questions and have them answered. - Multiple Scales. There must be different angles
from which to view the learned material.
4Video Games and Learning
- Video games stimulate chemical changes in the
brain that promote learning. Merrilea J. Mayo,
as quoted by Michael Zyda, p. 28. - A child rehearses what he or she has learned
through play (Sutton-Smith 37.) - If children enjoy the experience, it will foster
an interest in learning a focus on creating a
game that children will demand to play even in
their spare time (Zyda 28.)
5Some Skepticism About Impacts of Gaming on
Learning
- Sutton-Smith the tutorial stimulation effect and
experimenter effects (Sutton-Smith 40-41.) - Arguable example Middle school girls and the
game Supercharged (Mayo 34.) - Control group and game group received instruction
and handouts. - Game group given Supercharged to play during
class time. - Game groups test scores went up by 23 as
opposed to control groups 5. - Another angle it has shown growth in terms of
understanding, regardless of the control groups
lack of access to a third source.
6Topics to Consider
- Should video games be used as a substitute for
the current educational system? - Could video games be a hostile introduction to
the classroom? - Who should be the target audience for
educational/serious video games?
7Should Video Game Education Replace Academic
Settings?
- Zydas argument My crazy dream is that someday
we'll replace the education system everywhere
with emotion-cognizant video games that children
demand to play even in their spare time (Zyda
28.) - Zyda advocates (Zyda 28)
- Games that are aware of human cognition
processes/states of learning - Games that adapt to different levels of student
learning - The reduction of the current educational system
to a tutoring service for questions and answers
not yet incorporated into the online edusphere
educational atmosphere.
8What Would Video Games Lend to a Classroom
Setting?
- Introduction to new material.
- Alice 2.0 increases academic success and
retention rate of at-risk college freshmen who
either enter college with no programming
experience or are not prepared to enroll in a
calculus course (Kelleher Pausch 61.) - Reinforcement of learned material.
- By using a video game as homework for a course
students were spending roughly twice the time
working on the course outside of class compared
to other mechanical engineering courses (Mayo
34.) - Encouraging necessary academic practices and
skills. - Reading of introductory text Players who fail
to read the information have difficulty winning
action games and is itself another important
lesson (Kelly et al. 48.) - If immersive entertainment could encourage
outside research on topic and foster greater
interest within students. - Video games give teachers and parents the
ability to reach students where they live,
bypassing many of the challenges of restructuring
the educational system from the inside out (Mayo
33.) - In the case of Storytelling Alice they the
students were three times more likely to sneak
extra time after we had called time up to
continue working on their programs (Kelleher
Pausch 63.)
9When Should Video Games Remain Outside of the
Classroom?
- When they are clearly a source of agitation for
students - Competition increases anxiety in pupils who are
performing a motor-steadiness test (Johnson,
Johnson, Bryant 173) - It is also proven that subjects students in a
competitively-structured discussion are more
anxious. They lose self-assurance, show more
self-oriented needs, are less able in recitation
and more dissatisfied with discussion (173.)
10The Necessity of Keeping the Playground (Not
Play) Outside of the Classroom
- Cooperative learning has been proven to enhance
learning by 50 when compared to individualized
or competitive learning (Mayo 33.) - Example Massive multiplayer online games (33.)
- Turning the classroom into the playground with
the introduction of playground hierarchies
(Sutton-Smith 44.) - Can boost self-esteem of winning students, but
can negatively impact self-esteem of less
successful ones. - Sutton-Smith on playground play patterns of
negative attachment correlate with dysfunctional
playground relationships (44.) - Solution keep video games individualized or
cooperativeeither let one student play at a time
or encourage cooperative group play.
11Educational/Serious GamesThe Concept of
All-inclusive Gaming
- Educational games serve as direct microcosms of
society - Have different standards than games that exist
within fantasy worlds. - Purpose of informing about unknown content rather
than creating something entirely fictional. - Examples Immune Attack (teaches immunology to
college students), Squires Quest (teaches
healthy eating habits to 4th grade children),
Virtual Cell (teaches biology to college
students) Mayo 34-35. - Having an audience looking to be educated the
opportunity to promote awareness. - What inclusive games are expected to consider
- Societys demographics age, gender, race, class,
etc. - Cost and system compatibility.
- Certain games (such as The Sims) and styles of
games (free, downloadable, casual) have attracted
a female demographic in the 6080 range (Mayo
33.)
12What Happens When Exclusion Occurs?
- Intel Flash advergame developed in the UK,
2004 - Intel IT Manager Game The simulation of an IT
department - Frasca on omission of female employees in this
game a cultural bugone that only affects
serious games (Frasca 5.) - Some argue that inclusion prevents creativity and
promotes censorship - Blogger commenting on IT Manager game being
pulled for fixing, as quoted in Frasca article
examples like this game keep companies and
products from being developed over fear of being
politically incorrect Frasca quoting
D.Dooler, 6 - In order to most successfully teach everyone, it
is necessary for these games to appeal to all
members of society within the level of education
(3rd grader, 10th grader, undergraduate college
student, etc.) - Frasca on games that educate as a cultural
product As such, it can reflect ideas and
values. Hopefully, those should be the ideas and
values that designers actually want to convey
(13.)
13The Benefits of Inclusive Games in Education
- Educational/serious games as different from
entertainment games Fable versus IT Manager. - Frasca Unlike what happens in the fantasy world
of Fable, gender inequality is a very real
problem for IT workers (Frasca 10.) - Creating all-inclusive educational games helps
some members of groups who are often left out of
the world of games to better identify with games.
14Using Education to Attract Potential Gamers
- Adding diversity to the field (for sake of field
member and/or profit growth.) - Using a game-creating program to increase the
interest of middle-school girls in computer
programming Storytelling Alice (a program used
to teach object-oriented programming to
middle-school girls.) - Creating an animated movie and learning to
program a computer can be fundamentally the same
activity (Kelleher Pausch 60.) - Incorporates high-level 3-D animations and
characters, story-based tutorials, and support
for the creation of complex scenes (61-2.)
15A Closer Look At Storytelling Alice
- Drag-and-drop system.
- Development of the Stencils-based tutorial
helps girls better adapt to the system. - Over 200 middle school girls (aged 11 through 15)
participated in the formative evaluation that
greatly influenced the games final design (61.)
Storytelling Alice interface showing the
Stencils-based tutorial.
16Academic Growth Through Gaming
While many girls do start with simple
sequences, the activity of storytelling provides
a graceful, gradual transition to more complex
programming concepts and constructs (Kelleher
Pausch 60.)
Storytelling Alice interface without the tutorial.
17Why is Storytelling Alice Successful?
- It caters to the wants and needs of people within
the target grade range (academic and personal.) - Designed with optimal learning accessibility in
mind - Outlet for creativity (Kelleher Pausch 61)
- Cost and compatibility
- Multiple target audiences
- It provides middle school girls with a slow,
immersive introduction to programming. - It provides an approachable motivation for young
girls to learn O-O programming.
18Educational Games How They Can Best Benefit
Academia
- Video games should be a supplementnot a
substitutefor classroom learning. - Playnot the playgroundcan benefit the academic
learning environment. - Educational and serious games need to be
culturally all-inclusive to be most successful.
19Works Cited
- Frasca, Gonzalo. Playing with Fire When
Advergaming Backfires. www.ludology.org - Johnson, Roger Johnson, David Bryant, Brenda.
Cooperation and Competition in the Classroom.
The Elementary School Journal, Vol. 74, No. 3.
(Dec. 1973), pp. 172-181. - Kelleher, Caitlin Pausch, Randy. Using
Storytelling to Motivate Programming.
Communications of the ACM, Volume 50, Number 7
(2007), pp. 58-64. - Kelly, Henry Howell, Kay Glinert, Eitan
Holding, Loring Swain, Chris Burrowbridge,
Adam Roper, Michelle. How to Build Serious
Games, Communications of the ACM, Volume 50,
Number 7 (2007), pp. 44-49. - Kilgore, Susan. Bridges from Content Experts to
Novice Learners in 21st-Century Classrooms.
Rocky Mountain Review of Language and Literature,
Vol. 58, No. 2. (2004), pp. 63-70. - Lewin, Ann White. Down with Green Lambs
Creating Quality Software for Children. Theory
into Practice, Vol. 22, No. 4, Microcomputers A
Revolution in Learning. (Autumn 1983), pp.
272-280. - Mayo, Merrilea J. Games For Science and
Engineering Education, Communications of the
ACM, Volume 50, Number 7 (2007), pp. 30-35. - Sutton-Smith, Brian. The Ambiguity of Play.
Harvard University Press, Cambridge 2001. pp.
37, 41, 44. - Wardrip-Fruin Harrigan, Pat, ed. Videogames of
the Oppressed, Gonzalo Frasca. First Person
New Media as Story, Performance, and Game.
Massachusetts Institute of Technology, Cambridge
2004. p. 93. - Wardrip-Fruin Harrigan, Pat, ed.
Representation, Enaction, and the Ethics of
Simulation, Simon Penny. First Person New
Media as Story, Performance, and Game.
Massachusetts Institute of Technology, Cambridge
2004. p. 80. - Zyda, Michael. Creating a Science of Games.
Communications of the ACM, Volume 50, Number 7
(2007), pp. 26-29. - Storytelling Alice and Alice 2.0 can be
downloaded from www.alice.org - Virtual Cell can be downloaded/registered for at
http//vcell.ndsu.edu/public.html