Weitere ähnliche Inhalte Mehr von Katrin Becker (20) Kürzlich hochgeladen (20) A Magic Bullet for Educational Games1. A Magic Bullet
for
Educational Games
CNIE 2012 © Becker 2012 Magic Bullet (for Education) 1
2. What am I Playing Now?
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3. The Problem:
• Games are complex
• Assessments designed for
commercial games miss the mark
• Assessments designed for
‘traditional’ instruction also misses
the mark
• Summative assessment not
always an option
• Critical reviews are hard to do
(and even harder to find)
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4. A Solution
• Model for evaluating and
assessing games
• Subjective tool
• Learning NEED NOT = education
• Currently developed for single-
player games
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5. CLAIM:
All learning in a game
can be classified in one
(or more) categories:
1. Things I CAN Learn
2. Things I MUST Learn
3. Collateral Learning
4. External Learning
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6. The Key
Relative
Proportions
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7. Things I Can Learn
• deliberately designed by those
who created the game
• Includes things designers
*hope* people will take up
• Includes game-specific
objectives as well as general
ones
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8. Things I MUST
Learn
• should be a subset of the first
category
• Required in order to achieve a
specific goal or to win
• Includes strategy
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9. Collateral Learning
• other things we can learn
– these are not necessarily
designed into the game, although
sometimes designers may hope
that players choose to take these
up
• Have NO impact on
success in the game
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10. External Learning
• not technically considered part of
the normal gameplay
• CAN impact success in the game
• Includes social learning and outside
communities
• Also includes Cheats
– typically designed into the game for
testing purposes
– often left in the game once it ships
– deliberate design elements on the part
of the designers
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11. Re-cap
• No guarantees
• A useful lens
• Can indicate where
we need to make
changes /
additions /
deletions
Some Examples
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12. The Ed Piece
• When specifically intended for
education / learning, we need
more.
• Sub-divide into 3 additional
classifications......
Defn: Serious Games
Games design for purposes other than pure entertainment.
Includes but is not limited to games for learning.
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13. The Ed Piece
• Operational
Game controls & some
mechanics
Necessary overhead
• Educational
This is the critical piece for us.
• Elective
Anything that doesn’t fit into the
other 2 categories (“fluff”)
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14. The Ed Piece
• Operational
– How much is reasonable?
• Educational
– How do you plan to use the
game?
• Elective
– Can add value
– BUT watch out for the
Decorative Media Trap
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15. It`s all about balance
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16. A Few Examples
• The following are a few examples that
illustrate the basic model.
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17. A Good Game
• Good balance
• Nothing I MUST learn that is
outside of what I CAN learn.
• Allows for learning outside of
game and from cheats and
community.
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18. A Good Game
• Things I MUST learn
< ½ of what I CAN
learn
• External learning not
(always) necessary
• Collateral learning
possible
Some Examples
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19. MUST learn = CAN learn
• Nothing to learn that isn’t
part of the ‘goal’
• Often edutainment fits in
here
• Lack of collateral learning
opportunities implies a
single-purpose game (or an
impoverished one)
• Game on Rails
Some Examples
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20. MUST learn ≈ CAN learn
• Challenging for some,
frustrating
• Often requires players to
repeat plays and levels
many times
• Game on Rails
Some Examples
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21. MUST learn ≈
CAN learn
• Puzzles
• Mini-games
Some Examples
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22. MUST learn > CAN learn
• Need outside help /
resources to get into the
game or progress
• CAN still be good, but
this has serious
implications for audience
and support
requirements
– Very risky in serious
games
Some Examples
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23. MUST learn <<
CAN learn
• Lacks direction
• Aimless
• Toy, not game
• Twitch game
Some Examples
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24. MUST learn
too small
• Not much to hold interest
• Can get through game
without learning anything
That is what the game was meant to be. In reality, the
game has no gameplay. A lack of AI means that the
opposing truck does not even move from its starting
location, so there is really no "race" to begin with. Winning
is virtually guaranteed. As well, the game lacks collision
detecting which means you can go through any objects
like houses, boulders, trees, and bridges that you are
required to cross. Besides this, the trucks do not have any
top speed, which means you are able to accelerate into
infinite, even when going backwards. Traveling off of the
edge of the map is possible in the game. Despite the fact
that the back of the box and advertising said it would have
police chases, absolutely no police cars are actually
present within the game. Source:
http://www.mobygames.com/game/big-rigs-over-the-road-racing
Some Examples
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25. Little Game
• Short form game
Some Examples
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26. Drill Game
• Short form game
– Bad if not short
– Bad if not interesting....
Some Examples
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27. Short Form Game
• Can be great if
carefully designed
• Must be designed as
<= 5 minute game.
• Many puzzle games
fit here.
Some Examples
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28. MUST learn includes
collateral learning.
• Can make for great game
• Tends to worry traditional
educators
• Can be very useful in
serious games
• Games do not always need
to be self-contained
Some Examples
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29. MUST learn = 0
• No direction
• Even SIMs has some
MUST learn
• Game on rails
• This is a toy
Some Examples
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30. No collateral
learning.
• Imbalance between
CAN & MUST
Some Examples
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31. Thanks!
Katrin Becker, PhD
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