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A Magic Bullet

                     for
              Educational Games

CNIE 2012   © Becker 2012   Magic Bullet (for Education)   1
What am I Playing Now?




CNIE 2012    © Becker 2012   Magic Bullet (for Education)   2
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)
CNIE 2012   © Becker 2012            Magic Bullet (for Education)   3
A Solution
                            • Model for evaluating and
                              assessing games
                            • Subjective tool
                            • Learning NEED NOT = education
                            • Currently developed for single-
                              player games




CNIE 2012   © Becker 2012           Magic Bullet (for Education)   4
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



CNIE 2012   © Becker 2012     Magic Bullet (for Education)   5
The Key

                            Relative
                            Proportions




CNIE 2012   © Becker 2012         Magic Bullet (for Education)   6
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



CNIE 2012   © Becker 2012           Magic Bullet (for Education)   7
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




CNIE 2012   © Becker 2012            Magic Bullet (for Education)   8
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


CNIE 2012   © Becker 2012           Magic Bullet (for Education)   9
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


CNIE 2012   © Becker 2012              Magic Bullet (for Education)       10
Re-cap
                            • No guarantees
                            • A useful lens
                            • Can indicate where
                              we need to make
                              changes /
                              additions /
                              deletions


                                                  Some Examples
CNIE 2012   © Becker 2012   Magic Bullet (for Education)     11
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.

CNIE 2012   © Becker 2012             Magic Bullet (for Education)           12
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”)
CNIE 2012   © Becker 2012           Magic Bullet (for Education)   13
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

CNIE 2012   © Becker 2012          Magic Bullet (for Education)   14
It`s all about balance




CNIE 2012   © Becker 2012     Magic Bullet (for Education)   15
A Few Examples
    • The following are a few examples that
      illustrate the basic model.




CNIE 2012   © Becker 2012   Magic Bullet (for Education)   16
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.




CNIE 2012   © Becker 2012           Magic Bullet (for Education)   17
A Good Game
                                • Things I MUST learn
                                  < ½ of what I CAN
                                  learn
                                • External learning not
                                  (always) necessary
                                • Collateral learning
                                  possible




                                                      Some Examples
CNIE 2012   © Becker 2012       Magic Bullet (for Education)     18
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
CNIE 2012   © Becker 2012         Magic Bullet (for Education)     19
MUST learn ≈ CAN learn

                               • Challenging  for some,
                                 frustrating
                               • Often requires players to
                                 repeat plays and levels
                                 many times
                               • Game on Rails




                                                        Some Examples
CNIE 2012   © Becker 2012         Magic Bullet (for Education)     20
MUST learn ≈
                             CAN learn
                             • Puzzles
                             • Mini-games




                                                   Some Examples
CNIE 2012   © Becker 2012    Magic Bullet (for Education)     21
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
CNIE 2012   © Becker 2012          Magic Bullet (for Education)     22
MUST learn <<
                              CAN learn
                              •   Lacks direction
                              •   Aimless
                              •   Toy, not game
                              •   Twitch game




                                                    Some Examples
CNIE 2012   © Becker 2012     Magic Bullet (for Education)     23
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
CNIE 2012   © Becker 2012                                       Magic Bullet (for Education)     24
Little Game
                              • Short form game




                                                    Some Examples
CNIE 2012   © Becker 2012     Magic Bullet (for Education)     25
Drill Game
                            • Short form game
                              – Bad if not short
                              – Bad if not interesting....




                                                       Some Examples
CNIE 2012   © Becker 2012        Magic Bullet (for Education)     26
Short Form Game
                                 • Can be great if
                                   carefully designed
                                 • Must be designed as
                                   <= 5 minute game.
                                 • Many puzzle games
                                   fit here.




                                                      Some Examples
CNIE 2012   © Becker 2012       Magic Bullet (for Education)     27
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
CNIE 2012   © Becker 2012         Magic Bullet (for Education)     28
MUST learn = 0
                                • No direction
                                • Even SIMs has some
                                  MUST learn
                                • Game on rails
                                • This is a toy




                                                      Some Examples
CNIE 2012   © Becker 2012       Magic Bullet (for Education)     29
No collateral
                             learning.
                              • Imbalance between
                                CAN & MUST




                                                   Some Examples
CNIE 2012   © Becker 2012    Magic Bullet (for Education)     30
Thanks!




                             Katrin Becker, PhD


CNIE 2012   © Becker 2012         Magic Bullet (for Education)   31

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A Magic Bullet for Educational Games

  • 1. A Magic Bullet for Educational Games CNIE 2012 © Becker 2012 Magic Bullet (for Education) 1
  • 2. What am I Playing Now? CNIE 2012 © Becker 2012 Magic Bullet (for Education) 2
  • 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) CNIE 2012 © Becker 2012 Magic Bullet (for Education) 3
  • 4. A Solution • Model for evaluating and assessing games • Subjective tool • Learning NEED NOT = education • Currently developed for single- player games CNIE 2012 © Becker 2012 Magic Bullet (for Education) 4
  • 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 CNIE 2012 © Becker 2012 Magic Bullet (for Education) 5
  • 6. The Key Relative Proportions CNIE 2012 © Becker 2012 Magic Bullet (for Education) 6
  • 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 CNIE 2012 © Becker 2012 Magic Bullet (for Education) 7
  • 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 CNIE 2012 © Becker 2012 Magic Bullet (for Education) 8
  • 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 CNIE 2012 © Becker 2012 Magic Bullet (for Education) 9
  • 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 CNIE 2012 © Becker 2012 Magic Bullet (for Education) 10
  • 11. Re-cap • No guarantees • A useful lens • Can indicate where we need to make changes / additions / deletions Some Examples CNIE 2012 © Becker 2012 Magic Bullet (for Education) 11
  • 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. CNIE 2012 © Becker 2012 Magic Bullet (for Education) 12
  • 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”) CNIE 2012 © Becker 2012 Magic Bullet (for Education) 13
  • 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 CNIE 2012 © Becker 2012 Magic Bullet (for Education) 14
  • 15. It`s all about balance CNIE 2012 © Becker 2012 Magic Bullet (for Education) 15
  • 16. A Few Examples • The following are a few examples that illustrate the basic model. CNIE 2012 © Becker 2012 Magic Bullet (for Education) 16
  • 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. CNIE 2012 © Becker 2012 Magic Bullet (for Education) 17
  • 18. A Good Game • Things I MUST learn < ½ of what I CAN learn • External learning not (always) necessary • Collateral learning possible Some Examples CNIE 2012 © Becker 2012 Magic Bullet (for Education) 18
  • 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 CNIE 2012 © Becker 2012 Magic Bullet (for Education) 19
  • 20. MUST learn ≈ CAN learn • Challenging  for some, frustrating • Often requires players to repeat plays and levels many times • Game on Rails Some Examples CNIE 2012 © Becker 2012 Magic Bullet (for Education) 20
  • 21. MUST learn ≈ CAN learn • Puzzles • Mini-games Some Examples CNIE 2012 © Becker 2012 Magic Bullet (for Education) 21
  • 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 CNIE 2012 © Becker 2012 Magic Bullet (for Education) 22
  • 23. MUST learn << CAN learn • Lacks direction • Aimless • Toy, not game • Twitch game Some Examples CNIE 2012 © Becker 2012 Magic Bullet (for Education) 23
  • 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 CNIE 2012 © Becker 2012 Magic Bullet (for Education) 24
  • 25. Little Game • Short form game Some Examples CNIE 2012 © Becker 2012 Magic Bullet (for Education) 25
  • 26. Drill Game • Short form game – Bad if not short – Bad if not interesting.... Some Examples CNIE 2012 © Becker 2012 Magic Bullet (for Education) 26
  • 27. Short Form Game • Can be great if carefully designed • Must be designed as <= 5 minute game. • Many puzzle games fit here. Some Examples CNIE 2012 © Becker 2012 Magic Bullet (for Education) 27
  • 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 CNIE 2012 © Becker 2012 Magic Bullet (for Education) 28
  • 29. MUST learn = 0 • No direction • Even SIMs has some MUST learn • Game on rails • This is a toy Some Examples CNIE 2012 © Becker 2012 Magic Bullet (for Education) 29
  • 30. No collateral learning. • Imbalance between CAN & MUST Some Examples CNIE 2012 © Becker 2012 Magic Bullet (for Education) 30
  • 31. Thanks! Katrin Becker, PhD CNIE 2012 © Becker 2012 Magic Bullet (for Education) 31