Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
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Online games: Computer Games and Learning (Daniel Schwarz)
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SAFER INTERNET FORUM 2010
COMPUTER GAMES & LEARNING
Daniel Schwarz
takomat GmbH
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
Presentation
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SAFER INTERNET FORUM 2010
Who plays what?
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
Who plays? (Germany )
â˘
FREQUENT playing adolescents: 67%of MALE 22% of
FEMALE
â˘
FREQUENTLY playing kids: 65%of MALE 47% of FEMALE
⢠NON-PLAYERS ADOLESCENTS: 19%
â˘
NOTE: 53%of all PLAYERS in Germany are adults (>=18)
2009: adolescent players: 12-19 y
2008: playing Kids: 6-13 y
KIM (2008) & JIM (2009) Studies from
Medienpädagogischer Forschungsverbund Sßdwest
n > 1000
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SAFER INTERNET FORUM 2010
Who plays what?
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
What do
they play? (Germany )2009: adolescent players: 12-19 y
2008: playing Kids: 6-13 y
Adolescent players Playing Kids Total German
Market 2009
Favorite game
genre:
Strategy Games Action (Fun) Action
(Fun+Shooter)
Favorite game
title:
âThe Simsâ âSuper Marioâ âCall of Duty:
Modern Warfareâ
Favorite game
platform:
PC & Console in
equal meassure
PC & Console in
equal meassure
PC & Console in
equal meassure
Online/Offline No difference Offline -
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SAFER INTERNET FORUM 2010
Who plays what?
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
What
do the play? (United Kingdom )
2005: adolescent players: 11-15 y
2005: playing Kids: 6-10 y
Adolescent players Playing Kids Total UK Market
2005
Favorite game
genre:
Simulation Games Action-Adventure Action
(Sports+Racing)
Favorite game
title:
âThe Simsâ âShrekâ âFIFA06â
Favorite game
platform:
Consoles PC PC & Console in
equal meassure
Online/Offline - - -
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SAFER INTERNET FORUM 2010
Why do they play?
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
Why do the play?
Ran
k
Adolescent players +
Adults (>=16) in eighty
European Countries
2010
US-Teens, 2005 German
Adolescents (12-
19), 2009
1
FUN (61%) Fun & Excitement Fun
2 Relaxation (53%) Something to do when
bored
Relaxation
3 Positive way to pass
time (53%)
Challenge of figuring
things out
Communication /
Social Aspects
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SAFER INTERNET FORUM 2010
Why do they play?
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
...Well, âFUNâ...
...what does that actually mean?
...and what is it good for?
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SAFER INTERNET FORUM 2010
Why do they play?
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
⢠CONFIDENCE
⢠EMPOWERMENT (âI am entitled - I can do it!â)
⢠PARTICIPATION (âI am in the screen!â)
⢠SELF-EFFICACY & FEEDBACK(âI can influence something, immediate recation to
actions!â, âI can achieve the goal if I really try!â, âI can proove my skills!â)
⢠CHALLENGE (âI want to win!â, âI want success!â)
⢠BECOME BETTER through learning and aquiring skills
⢠FEELING COMPETENT
⢠FEELING OF POWER AND CONTROL
⢠(PARA)SOCIAL
⢠MEANINGFUL, VALUE
⢠ACTION, POWER OVER FUNCTIONS
⢠Self-paced usage
⢠REWARD,SATISFACTION
⢠FLOW
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SAFER INTERNET FORUM 2010
Why do they play?
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
When are gamers eminently fascinated?
⢠SELF-EFFICACY â RESOLVE UNCERTAINTY â UNFOLD
STORY+PROGRESSION
⢠FRUSTRATION/BOREDOM -> SUCCESS+FEELING of COMPETENCE
⢠FLOW
⢠INDIVIDUALITY: CONNECTION TO THEIR REAL LIFE/DESIRES:...when the
players find contact points in the game experience to real-world experience and
needs? (SIMS: Some train relationships with it)
⢠SANDBOX enables AGENCY+STYLE: Wide scope of actions in a open world to
express oneself (GTAIV: The gore is not decisive, but the possibility to act freely in
the simulation of a city) and give player the feeling of control, influence
⢠TRY YOURSELF and self-actualize, act out
⢠THRILL/SUSPENSE through action&story: uncertain ending âWill I make it?â
⢠RESOLVE CONFLICT
⢠RELIEF
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SAFER INTERNET FORUM 2010
Why do they play?
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
How do they feel when they play?
⢠Happier
⢠More active
⢠More creative
⢠More excited
⢠More engaged
...than when using other media like TV, radio
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SAFER INTERNET FORUM 2010
Next Gen. LEARNING GAMES, part
1
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
401 students
validated
401 students
validated
EU-STAR
PROJECT
EU-STAR
PROJECT2006-
2008
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SAFER INTERNET FORUM 2010
Lessons learnt from
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
FINDINGS & INSIGHTS: ELEKTRAâs 4Mâs4Mâs
⢠MMOTIVATION:
⢠NEUROSCIENCE: Virtual 3D-Characters can establish para-
social learning and enrich the encoding of learning content in
the brain when they show believable emotions.
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SAFER INTERNET FORUM 2010
Lessons learnt from
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
FINDINGS & INSIGHTS: ELEKTRAâs 4Mâs4Mâs
⢠MMOTIVATION:
⢠PEDAGOGY: Parasocial dimension of learning: Link fate of
game characters to the playerâs learning performance.
⢠MEDIA PSYCHOLOGY: Background music fosters learnerâs
motivation without distracting from learning task; Similarity-
Attraction principle is valid for virtual characters; Character
should have flaws and quirks (authentic); female players should
be able to choose female player character
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SAFER INTERNET FORUM 2010
Lessons learnt from
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
Motivation to
influence
the fate of
avatar and
NPCs
Motivation to
fulfill the
learning task
in order to
help Lisa
Disliking
Enmity
Identification
Liking
Caring
Liking
Caring
Friendly and
helping NPCs /
Galileo, Lisa
Avatar /
George
Hostile NPCs /
Black Galileans
Taking
action /
Learning
Story links the
fate of
characters to
learning tasks
Lisa trapped behind a door
George must open door
In order to open the door,
he must understand
propagation of light
Learning
situations on
propagation
of light
Door
opens /
Lisa is
free
⢠LEARNING & STORYTELLING: Link learning tasks with
story
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SAFER INTERNET FORUM 2010
Lessons learnt from
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
FINDINGS & INSIGHTS: ELEKTRAâs
4Mâs4Mâs
⢠MMICROADAPTIVITY:
⢠COGNITIVE SCIENCE: Maintaining challenge
and flow within a learning situation through
adaptive interventions based on the skill state
and learning behavior of the player in the
situation
⢠MMACROADAPTIVITY:
⢠PEDAGOGY:Didactic Design of
ELEKTRA Game covers
8 LEARNING EVENT MODEL
⢠ExperimentsExperiments
⢠Creates
⢠Meta-LearnsMeta-Learns
⢠Debates
⢠ImitatesImitates
⢠ReceivesReceives
⢠Practices
⢠ExploresExplores
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SAFER INTERNET FORUM 2010
Lessons learnt from
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
FINDINGS & INSIGHTS: ELEKTRAâs 4Mâs4Mâs
⢠MMETACOGNITION:
⢠PEDAGOGY: Metacognition was integrated as a pedagogical
feature in a Game Design for the very first time. It enabled self-
assessment (metacognition) and improved cognitive learning.
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SAFER INTERNET FORUM 2010
Next Gen. LEARNING GAMES, part
2
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
2008-
2010
658 pupils validated
(until now)
658 pupils validated
(until now)
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SAFER INTERNET FORUM 2010
Lessons learnt from
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
FINDINGS & INSIGHTS:
Didactic Game Design for constructivist learning
⢠PEDAGOGY:
Games as constructivist learning environments result in better learning
compared to static learning content: Pupils learnt better in the game
when the learning content was mediated through ACTION than
through static text and images as in traditional school media.
âHOLY GRAIL OF LEARNING GAME DESIGN:
Transform factual knowledge into procedural
knowledge!
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SAFER INTERNET FORUM 2010
Lessons learnt from
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
FINDINGS & INSIGHTS:
Microadaptivity in personalized adaptive Learning
⢠COGNITIVE SCIENCE+PSYCHOLOGY:
Non-invasional assessment of the learnerâs cognitive performance
and motivation in a learning situation.
GAME CHARACTER TECHNOLOGY:
The virtual character must be able to react interactively in a learning
game situation and to provide adaptive hinting or motivational
feedback to the learner.
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SAFER INTERNET FORUM 2010
Lessons learnt from
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
FINDINGS & INSIGHTS:
Macroadaptivity in personalized adaptive Learning
⢠COGNITIVE SCIENCE+PSYCHOLOGY:
Link the development of storytelling to the development of the
learnerâs knowledge and to her motivational state. A pedagogical
strategy decides on basis of the learnerâs assessment (skill
state+motivation) what game scene and learning content should
be presented next.
â HOLY GRAIL OF INTERACTIVE STORYTELLING:
There is still a debate between partners about a plot-based or
character-centred approach, but both character engine and story
engine are much further developed than comparable technologies in
the game industry.
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SAFER INTERNET FORUM 2010
Next Gen. LEARNING GAMES, part
3
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
MAY
2010
10.000 players
so far
10.000 players
so far
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SAFER INTERNET FORUM 2010
Next Gen. LEARNING GAMES, part 3
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
Up to 37
attributes
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SAFER INTERNET FORUM 2010
Next Gen. LEARNING GAMES, part
3
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
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SAFER INTERNET FORUM 2010
Next Gen. LEARNING GAMES, part
3
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
Online Highscore
on OCT. 18th.
Online Highscore
on OCT. 18th.
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SAFER INTERNET FORUM 2010
Next Gen. LEARNING GAMES, part
3
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
Online Highscore
on OCT. 18th.
Online Highscore
on OCT. 18th.
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SAFER INTERNET FORUM 2010
Next Gen. LEARNING GAMES, part
3
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
Online Highscore
on OCT. 18th.
Online Highscore
on OCT. 18th.
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SAFER INTERNET FORUM 2010
Lessons learnt from
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
FINDINGS & INSIGHTS:
Empower young learners â and they will learn!
⢠EMPOWER YOUNG LEARNERS!
You want the young generation to solve the upcoming challenges of
the 21st century? Then give them the power and means to do so.
⢠LEARNING GAME DESIGN:
In simulation games players always learn the game mechanics in
order to master the game system. If the game mechanics
incorporate all the physical, social, economical and ecological
facts and interrelations of the complex topic , then they will learn
it. Not as a list of facts, but as a complex systemic knowledge
space.
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SAFER INTERNET FORUM 2010
Lessons learnt from
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
FINDINGS & INSIGHTS:
Games are scientific simulations â with a human
touch!
DLR-Scientist after finishing the design and development work
on E.2010:
âI have never seen such a simulation before. It combines
scientifically correct data and models about the energy
production, -supply and -transportation with the social,
economic and ecologic implications!â
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SAFER INTERNET FORUM 2010
CONCLUSION
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
Nefertiti, Akhenaton, and three of their daughters, exhibiting the Amarna style of family values,
throw golden collars, rings, vessels and other ornaments to the priest Aye and his wife. From the
tomb of Ay.
http://www.nilemuse.com/nefertiti/amarna.html#Ancient
SO, HOW DO WE HANDLE KNOWLEDGE IN OUR SOCIETY TODAY?
TODAY, we smirk at the
times in which a pocket
calendar provided power
over people
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SAFER INTERNET FORUM 2010
CONCLUSION
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
Nefertiti, Akhenaton, and three of their daughters, exhibiting the Amarna style of family values,
throw golden collars, rings, vessels and other ornaments to the priest Aye and his wife. From the
tomb of Ay.
http://www.nilemuse.com/nefertiti/amarna.html#Ancient
RULER SLAVES
SUPPRESSIVE
TECHNOLOGY
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SAFER INTERNET FORUM 2010
CONCLUSION
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
Nefertiti, Akhenaton, and three of their daughters, exhibiting the Amarna style of family values,
throw golden collars, rings, vessels and other ornaments to the priest Aye and his wife. From the
tomb of Ay.
http://www.nilemuse.com/nefertiti/amarna.html#Ancient
BUT ARE WE REALLY DOING BETTER TODAY?
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SAFER INTERNET FORUM 2010
CONCLUSION
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
For young learners Computer games are the doors of perception
for 21st. Century Skills
GAP:
Currently we prevent our children
from the access to the digital means of our
Knowledge Creation
Computer
simulation for
entertainment
Knowledge
constructionConsumption Knowledge Representation
Computer
simulation as
instrument for the
creation of
scientific
knowledge
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SAFER INTERNET FORUM 2010
END
Thank you!
dan@takomat.com
Daniel Schwarz
takomat GmbH | Neptunplatz 6b | 50823 Cologne, Germany
www.takomat.com
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010