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Games and Simulations: Moving Beyond The FourLetter Word

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Interactive Multimedia (Flash) Inhouse. COTS & Mini-games. Outsource ... used in problem-based learning must be ill-structured and allow for free inquiry. ... – PowerPoint PPT presentation

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Title: Games and Simulations: Moving Beyond The FourLetter Word


1
Games and Simulations Moving Beyond The
Four-Letter Word
  • Digital Game-Based Learning Characteristics,
    Theory and Assessment

Michael M. Grant, PhD Assistant Professor ATT
Research Fellow for the Advanced Learning
Center Instructional Design Technology Program
Cognitive Science Seminar Human, Animal
Machine Learning ? November 1, 2006
2
What are Games? Simulations?
  • Games
  • Competitive exercises
  • Beginning, middle end goal winners rules
  • Preset steps, procedures
  • Fun, engaging
  • Simulations
  • Ill-defined problem, decisions determine how the
    simulation evolves, constraints/boundaries
  • Take on a role, real life consequences, attempts
    to represent reality
  • Many interacting variables, HOTS/Problem solving
  • Fidelity

3
What are the structures/components of games?
4
What are the structures/components of games?
  • Competition, conflict, strategy
  • 4 Cs Conflict, Control, Closure, Contrivance
    (and Curriculum)
  • Rules and winners
  • Directions, Procedures
  • Reinforcement
  • Engagement, fun, entertainment
  • Strategy and luck/chance
  • Has an end
  • Cheating is possible and beneficial
  • Goal
  • Equipment
  • Prior knowledge

5
What are the structures/components of simulations?
6
What are the structures/components of
simulations?
  • Model of real-world situation
  • Interacting variables, based on rich database
  • Fidelity
  • Participants have defined roles
  • Ill defined problem or discrepant event
  • Evolving situation
  • No right or wrong
  • Experiential
  • May not have a specific end point
  • Reinforcement
  • Educational or instructional goal/purpose
  • Variables increases choice and engagement

7
Game Genres
  • Edutainment
  • FPS
  • Action
  • Adventure
  • Role-Plays and RPGs
  • Strategy
  • Simulation and Simulation Games
  • Microworlds
  • Persistent Universes
  • MMOG

8
Continuum of Development for DGBL
Educational Games (targeted to skills)
Game Engine-based development
COTS
Role Plays
PPT Games
Interactive Multimedia (Flash)
COTS Mini-games
Inhouse
Outsource
9
Examining Learning Motivation within DGBL
10
Theories of Learning Motivation
  • Beyond Behaviorism Edutainment
  • Cognitivism (w/Behaviorism)
  • Constructivism/Social Constructivism
  • Intrinsic Motivation

11
9 Events of Instruction(Gagné)
  • Gain attention
  • Inform learner of objectives
  • Recall prior knowledge
  • Present material
  • Provide guided learning
  • Elicit performance
  • Assess performance
  • Enhance retention transfer

Cognitivism
12
Cognitive Developmental Processes(Piaget)
  • Backend of Genetic Epistemology
  • Assimilation Accommodation
  • Equilibration/Disequilibrium

Cognitivism
13
Situated Learning(Brown, Collins Duguid)
  • Knowledge is situated, being in part a product of
    the activity, context, and culture in which it is
    developed and used.
  • Novices are enculturated, where they learn
    cultural conventions, such as language,
    interactions, morals, etc.
  • Learning activities are authentic.

Constructivist
14
Cognitive Apprenticeship(Collins, Brown Holum)
  • Modeling
  • Coaching
  • Scaffolding
  • Articulation
  • Reflection
  • Exploration

Constructivist
15
Anchored Instruction(Bransford CTGC)
  • Learning and teaching activities are designed
    around an emotionally compelling anchor that is
    a case study or problem.
  • Curriculum materials allow for exploration and
    problem identification.
  • Learners take ownership in the learning process.
  • Involves complex content, solved through
    interconnectedness of subproblems.
  • Problems are presented in a narrative form with
    embedded data.

Constructivist
16
Goal-based Scenarios(Schank)
  • Target skills have been identified for the
    learners.
  • Mission refers to the primary goal that the
    learner pursues within the scenario.
  • Mission focus determines the class of task the
    learner will accomplish (i.e., Design, Diagnosis,
    Discovery, Control).
  • Cover story refers to the premise designed by the
    instructor under which the mission will be
    pursued.
  • Operations are the specific activities (tasks)
    learners will go through to learn the target
    skills in the mission.

Constructivist
17
Problem-basedLearning(Barrows Tamblyn Savery
Duffy)
  • A closing analysis of what has been learned from
    work with the problem and a discussion of what
    concepts and principles have been learned is
    essential.
  • Self and peer assessment should be carried out at
    the completion of each problem and at the end of
    every curricular unit.
  • The activities carried out in problem-based
    learning must be those valued in the real world.
  • Student examinations must measure student
    progress towards the goals of problem-based
    learning.
  • Problem-based learning must be the pedagogical
    base in the curriculum and not part of a didactic
    curriculum.
  • Students must have the responsibility for their
    own learning.
  • The problem simulations used in problem-based
    learning must be ill-structured and allow for
    free inquiry.
  • Learning should be integrated from a wide range
    of disciplines or subjects.
  • Collaboration is essential.
  • What students learn during their self-directed
    learning must be applied back to the problem with
    reanalysis and resolution.

Constructivist
18
Intrinsically Motivating Environments(Malone
Lepper)
  • Challenge
  • Curiosity
  • Fantasy
  • Control

Motivation
19
6 Cs of Motivation (Turner Paris)
  • Choice
  • Challenge
  • Control
  • Collaboration
  • Constructing meaning
  • Consequences

Motivation
20
Flow Theory(Csikszentmihalyi)
  • The state in which people are so involved in an
    activity that nothing else seems to matter the
    experience is so enjoyable that people will do it
    even at great cost, for the sheer sake of doing
    it.

Motivation
21
Assessment in Games
22
In Entertainment Games
  • Tutorials
  • present the player with the basics of how to
    control and interact with the game and then test
    the player on this information with a series of
    levels or missions
  • Scoring
  • Efforts, performance or decisions are reinforced
    (positive, negative, punishment)
  • No score all indicates that the action is
    probably unimportant

23
Challenges for DGBL
  • Assessment of learning from traditional methods
    may not equal learning from serious games
  • Open-ended simulations can support myriad
    possible solutions. Why one is more correct?
  • When teaching soft skills such as leadership,
    teamwork management, how do you measure
    learning and/or improvements?
  • What is cheating in the context of serious
    games?

24
as with All Assessments
  • How do you show that the students are learning
    what you claim they are learning?
  • How do you know that what you are measuring is
    what you think you are measuring?

25
Meeting the Challenges
  • Endogenous Assessment
  • Completion Assessment
  • In-process Assessment
  • Exogenous Assessment
  • Teacher/Trainer Evaluation
  • Transfer
  • Constructionist
  • Mixed Model Assessment

26
Completion Assessment
  • Did the student complete the serious game?
  • Useful as a first indicator that learner
    sufficiently understands the content.
  • Limitations
  • Cheating, exploiting flaws
  • Unable to determine if student learned content or
    how to beat the game

Endogenous
27
In-process Assessment
  • Similar to teacher observations
  • Makes decision-making transparent
  • Emphasizes process with product
  • Logging tracking features to instant replay
    performance
  • Examples completion time (efficiency), number of
    mistakes number of self-corrections
    (effectivenessself-regulation)

Endogenous
28
Trainer Assessment
  • Combination of completion assessment in-process
    assessment
  • May include debrief or after action review (AAR)
    to deconstruct performance and decision-making
  • Games may include tools akin to course management
    systems or LMS (e.g., homework and assignment
    controls, grade tracking, logging/tracking, etc.)
  • Requires performance assessments (e.g., rubrics,
    checklists, portfolios) the more data available,
    though, the less subjective

Endogenous
29
Transfer
  • Follows Kirkpatricks Level 3 evaluation
  • Follows the learner back to the actual
    performance environment
  • May not always be possible
  • Example some simulations are used for unusual or
    uncommon, unsafe experiences
  • Limitations
  • Cost time

Exogenous
30
Constructionist
  • Game development as the assessment method
  • The only way a designer can make an effective
    game that simulates a particular phenomenon or
    teaches particular information is if the designer
    already understands the content
  • Limitations
  • Time/cost, approachable tools

Exogenous
31
Mixed Model
  • Combines endogenous and exogenous assessments
    (e.g., completion, in-process, teacher
    evaluation)
  • May include elements of traditional assessments
  • May include observer mode for teacher/trainer
    to review performance
  • May include debrief or AAR
  • Allows the assessment to start pre-game,
    intra-game and post-game

32
Questions
33
Games from this Summer
34
Games from this Summer
35
Games from this Summer
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