Title: Games and Simulations: Moving Beyond The FourLetter Word
1Games 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
2What 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
3What are the structures/components of games?
4What 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
5What are the structures/components of simulations?
6What 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
7Game Genres
- Edutainment
- FPS
- Action
- Adventure
- Role-Plays and RPGs
- Strategy
- Simulation and Simulation Games
- Microworlds
- Persistent Universes
- MMOG
8Continuum 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
9Examining Learning Motivation within DGBL
10Theories of Learning Motivation
- Beyond Behaviorism Edutainment
- Cognitivism (w/Behaviorism)
- Constructivism/Social Constructivism
119 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
12Cognitive Developmental Processes(Piaget)
- Backend of Genetic Epistemology
- Assimilation Accommodation
- Equilibration/Disequilibrium
Cognitivism
13Situated 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
14Cognitive Apprenticeship(Collins, Brown Holum)
- Modeling
- Coaching
- Scaffolding
- Articulation
- Reflection
- Exploration
Constructivist
15Anchored 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
16Goal-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
17Problem-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
18Intrinsically Motivating Environments(Malone
Lepper)
- Challenge
- Curiosity
- Fantasy
- Control
Motivation
196 Cs of Motivation (Turner Paris)
- Choice
- Challenge
- Control
- Collaboration
- Constructing meaning
- Consequences
Motivation
20Flow 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
21Assessment in Games
22In 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
23Challenges 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?
24as 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?
25Meeting the Challenges
- Endogenous Assessment
- Completion Assessment
- In-process Assessment
- Exogenous Assessment
- Teacher/Trainer Evaluation
- Transfer
- Constructionist
- Mixed Model Assessment
26Completion 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
27In-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
28Trainer 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
29Transfer
- 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
30Constructionist
- 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
31Mixed 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
32Questions
33Games from this Summer
34Games from this Summer
35Games from this Summer