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Olin SCOPE Team                                                                  Inspiring Self-Paced Learning in Professional Software
                                                          2010-2011

                                                  Project Overview                                                                       Game Mechanics
                                                                                                                                         The team was inspired by games as a pedagogical phenomenon: many
      Student Members
                                                                                                                                         players invest significant amounts of time, effort, and money into honing
          Maia Bittner
                                                                                                                                         their skills at creatively solving challenging, yet artificially-constructed
        Adam Kenvarg
                                                                                                                                         problems. Well-designed games keep the player entertained while
            Hari Iyer
                                                                                                                                         encouraging skill growth, helping them to develop expertise around their
        Marco Morales
                                                                                                                                         interests. The team investigated the most effective way to integrate game
     Keerthik Omanakuttan
                                                                                                                                         mechanics into the existing professional ecosystem, respecting the needs of
        Andrew Pethan
                                                                                                                                         all involved stakeholders.
        Faculty Advisor
            Mark Chang                                                                                                                                                                                  Starcraft II: Fog of War concept. An unknown
                                                                                                                                                    In a scaffold learning environment,               attacking force is represented as red exclamation
      Autodesk Liaisons                                                                                                                             a game begins with very basic
            John Helfen                                                                                                                                                                                                points on the map.
                                                                                                                                        principles, and then presents additional
           Jerry Jackson
                                                                                                                                        complexity and raises the bar over time. The
Autodesk makes sophisticated 2D and 3D design software for use in the architecture, engineering,                                        player is expected to have carried over the
manufacturing and entertainment industries. Autodesk sponsored a SCOPE team to rethink the way                                          skill and knowledge from their previous
self-paced learning could be integrated into their suite of professional software products. Working                                     experience while acquiring more expertise at
in collaboration with the Autodesk Education Group, the SCOPE team designed a novel new way to                                          the same rate. Scaffolding supports players
teach professional software.                                                                                                            when necessary and pushes them to avoid
                                                                                                                                        stagnation in their learning.
Improving the learning experience for Autodesk users in a way that adapts to expertise, design
context, and learning style would improve the overall experience of designing with Autodesk
products. The gaming industry has elegantly solved these objectives, leveraging psychological
principles to achieve implicit learning. Inspired by common gaming concepts, the team designed
solutions for professional software that would motivate users to fully explore and learn the
products on their own .                                                                                                                                                                                                The fog of war concept
                                                                                                                                                                                                                       prevents a player from seeing
                                                                                                                                                                                                         most of game map. The fog is cleared away as
      Research & Synthesis                                                                                                                                                                               player controlled units approach the
                                                                                                                                                                                                         unexplored areas, encouraging players to move
                                                                                                                                                                                                         out of their position and explore their
  The team synthesized research into a                                                                                                                                                                   environment. The fog concept gives the players
  representation named the "Autodesk                                                                                                                                                                     a good sense of where they are in the world,
  Learning Insight Deck." This deck, containing                                                                                                                                                          where they have been, and what is yet to be
  five “suits”, serves as both the tangible                                                                                                                                                              explored. When a user is using professional
  representation of the research findings and                                                                                                                                                            software tools, there is little knowledge of
  the rationale for the team’s specific concept                                                                                                                                                          these two concepts. Neither the user’s own
  ideas.                                                                                                                                                                                                 progress and proficiency nor what is waiting to
  Learning Obstacles focuses on what it takes                                                                                                                                                            be explored is clear, and so, the user’s growth
  for people to maintain or lose interest,                                                                                                                                                               is stifled.

  Strategies for Instruction identifies which
  learning methods are useful in particular                                                                                                                                                                  Game Case
  environments,
  CAD Mental Models displays models for how
                                                                                                                                                                                                             Studies
  students from various institutions think about                                                                                           Plants versus Zombies: Learning Scaffold
  CAD,                                                                                                                                     spectrum, showing early level that is
  Personal Needs addresses fundamental                                                                                                     impossible to lose on top along with a less-
  emotional needs as identified by Anthony                                                                                                 constrained and more complex final stage.
  Robbins,
  Game Attributes identifies methods in which
  games enable new players to become skilled
  extremely quickly.                                                                                                                                 Skill trees are a hierarchically-
                                                                                                                                                      ordered, graphical
                                                                                                                                          representation relating where the player
                                                                                                                                          currently stands to what they are capable
                                                                                                                                          of achieving within the game. The tree-
                                                                                                                                          based structure allows players to choose a
                                                                                                                                          branch of skill specialization. Depth within
                                                                   Flow State: Matching users to a correct level of learning material     any given area is easily elucidated from this
                                                                   complexity is critical for optimizing productivity and                                                                          World of Warcraft: Skill Tree. The first two columns
                                                                                                                                          visual, and crossovers and relationships
                                                                   engagement. One-size-fits-all solutions often fit very few users                                                                show skills that have been completed, while the
                                                                                                                                          between skills are made clear.
                                                                   indeed; causing anxiety and overwhelming some while                                                                             advanced abilities in the rightmost column indicate
   Curse of Mediocrity: Skill learning over time often             frustrating others with boredom. When instructional material is
                                                                   well matched to a user's skill level, they feel confident in their
                                                                                                                                                                                                   possible future paths for the player.
   asymptotically approaches the minimum level required to
   achieve given tasks. The gains in efficiency that come from     abilities and proud of the challenges they can overcome.
   utilizing more advanced features aren't tangible enough to
   motivate users to climb their steep learning curve. Games
   make both incremental increases in skill level and their
   associated rewards explicit to users. With the motivation
   necessary for users to explore unknown territory and seek out
   available learning resources, users are able to soar past the
   curve of mediocrity.
                                                                                                                                                                  Game Learning Model
                                          Research                                                                                         In the world of games, the separation between the user, environment, and goals has largely been
                                                                                                                                           removed. One of the most central ideas to games, and the reason games tend to be so engaging to
                                          Highlights                                                                                       players, is that there is a very strong relationship between the user, environment, and goals. In other
                                                                                                                                           words, the software environment is very rewarding of a user's personal needs, and it often helps them
                                                                                                                                           develop their interests further and create and attain goals that are both of their skill level and liking. In
   Product Mapping and Scope: Users’ software skills                                                                                       most existing software there is a division between a user’s needs and goals from the software’s
   often build off of one another, but the relationships                                                                                   functionality and environment.
   between different skills may be obscure or known only
   to advanced users. If the software’s features are
   mapped, users would know what all the software tools
   are. Creating a hierarchical mapping could help users
   to see the relationships between different features
   and discover new, relevant features.

                                                             Doable Challenge: People love to be challenged, but dislike failing.
                                                             However, the right kinds of failures make them learn and improve.
                                                             Each hard-earned success, in turn, increases their confidence.
                                                             Handing players the perfect balance of the right kinds of successes
                                                             and failures defines a doable challenge, and is a defining
                                                             characteristic of the most widely popular video games in the
                                                             industry. This means that users are never driven to frustration by
                                                             the failures, bored or overconfident because of the successes, but
                                                             instead learn from failures and strengthens their learning and
                                                             confidence from their successes. This is a major basis of the
                                                             learning systems developed from, or as a part of games.
                                                                                                                                        Professional Software                                                   Game Industry

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Senior Design Project

  • 1. Olin SCOPE Team Inspiring Self-Paced Learning in Professional Software 2010-2011 Project Overview Game Mechanics The team was inspired by games as a pedagogical phenomenon: many Student Members players invest significant amounts of time, effort, and money into honing Maia Bittner their skills at creatively solving challenging, yet artificially-constructed Adam Kenvarg problems. Well-designed games keep the player entertained while Hari Iyer encouraging skill growth, helping them to develop expertise around their Marco Morales interests. The team investigated the most effective way to integrate game Keerthik Omanakuttan mechanics into the existing professional ecosystem, respecting the needs of Andrew Pethan all involved stakeholders. Faculty Advisor Mark Chang Starcraft II: Fog of War concept. An unknown In a scaffold learning environment, attacking force is represented as red exclamation Autodesk Liaisons a game begins with very basic John Helfen points on the map. principles, and then presents additional Jerry Jackson complexity and raises the bar over time. The Autodesk makes sophisticated 2D and 3D design software for use in the architecture, engineering, player is expected to have carried over the manufacturing and entertainment industries. Autodesk sponsored a SCOPE team to rethink the way skill and knowledge from their previous self-paced learning could be integrated into their suite of professional software products. Working experience while acquiring more expertise at in collaboration with the Autodesk Education Group, the SCOPE team designed a novel new way to the same rate. Scaffolding supports players teach professional software. when necessary and pushes them to avoid stagnation in their learning. Improving the learning experience for Autodesk users in a way that adapts to expertise, design context, and learning style would improve the overall experience of designing with Autodesk products. The gaming industry has elegantly solved these objectives, leveraging psychological principles to achieve implicit learning. Inspired by common gaming concepts, the team designed solutions for professional software that would motivate users to fully explore and learn the products on their own . The fog of war concept prevents a player from seeing most of game map. The fog is cleared away as Research & Synthesis player controlled units approach the unexplored areas, encouraging players to move out of their position and explore their The team synthesized research into a environment. The fog concept gives the players representation named the "Autodesk a good sense of where they are in the world, Learning Insight Deck." This deck, containing where they have been, and what is yet to be five “suits”, serves as both the tangible explored. When a user is using professional representation of the research findings and software tools, there is little knowledge of the rationale for the team’s specific concept these two concepts. Neither the user’s own ideas. progress and proficiency nor what is waiting to Learning Obstacles focuses on what it takes be explored is clear, and so, the user’s growth for people to maintain or lose interest, is stifled. Strategies for Instruction identifies which learning methods are useful in particular Game Case environments, CAD Mental Models displays models for how Studies students from various institutions think about Plants versus Zombies: Learning Scaffold CAD, spectrum, showing early level that is Personal Needs addresses fundamental impossible to lose on top along with a less- emotional needs as identified by Anthony constrained and more complex final stage. Robbins, Game Attributes identifies methods in which games enable new players to become skilled extremely quickly. Skill trees are a hierarchically- ordered, graphical representation relating where the player currently stands to what they are capable of achieving within the game. The tree- based structure allows players to choose a branch of skill specialization. Depth within Flow State: Matching users to a correct level of learning material any given area is easily elucidated from this complexity is critical for optimizing productivity and World of Warcraft: Skill Tree. The first two columns visual, and crossovers and relationships engagement. One-size-fits-all solutions often fit very few users show skills that have been completed, while the between skills are made clear. indeed; causing anxiety and overwhelming some while advanced abilities in the rightmost column indicate Curse of Mediocrity: Skill learning over time often frustrating others with boredom. When instructional material is well matched to a user's skill level, they feel confident in their possible future paths for the player. asymptotically approaches the minimum level required to achieve given tasks. The gains in efficiency that come from abilities and proud of the challenges they can overcome. utilizing more advanced features aren't tangible enough to motivate users to climb their steep learning curve. Games make both incremental increases in skill level and their associated rewards explicit to users. With the motivation necessary for users to explore unknown territory and seek out available learning resources, users are able to soar past the curve of mediocrity. Game Learning Model Research In the world of games, the separation between the user, environment, and goals has largely been removed. One of the most central ideas to games, and the reason games tend to be so engaging to Highlights players, is that there is a very strong relationship between the user, environment, and goals. In other words, the software environment is very rewarding of a user's personal needs, and it often helps them develop their interests further and create and attain goals that are both of their skill level and liking. In Product Mapping and Scope: Users’ software skills most existing software there is a division between a user’s needs and goals from the software’s often build off of one another, but the relationships functionality and environment. between different skills may be obscure or known only to advanced users. If the software’s features are mapped, users would know what all the software tools are. Creating a hierarchical mapping could help users to see the relationships between different features and discover new, relevant features. Doable Challenge: People love to be challenged, but dislike failing. However, the right kinds of failures make them learn and improve. Each hard-earned success, in turn, increases their confidence. Handing players the perfect balance of the right kinds of successes and failures defines a doable challenge, and is a defining characteristic of the most widely popular video games in the industry. This means that users are never driven to frustration by the failures, bored or overconfident because of the successes, but instead learn from failures and strengthens their learning and confidence from their successes. This is a major basis of the learning systems developed from, or as a part of games. Professional Software Game Industry