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The Pedagogy of Commercial Games Katrin Becker University of Calgary November 2005 This session examines successful commercial games to connect the designs of these games with known learning and instructional design theories. Prepared for the  NMC Online Conference on Educational Gaming Dec. 7-8 2005
Why are these such good teachers? Amos’n’Andy The West Wing
How Do Games Teach? Learning Theories Back Story Boss  Challenges Levels H.U.D. Heads Up Display Cut- Scenes Attract  Mode N.P.C. Non-Playable Characters A.I. Artificial  Intelligence P.O.V. / Perspective Point of View Variable  L.O.D. Level of Detail Sandbox Mode Story Mode Transmediality Gagné’s  Nine Events   Trailers Valorization Fan Sites  & Game  Communities Each of these elements can be seen as a tool that facilitates learning. 1. Gaining Attention (Reception) 2. Informing Learners of the Objective (Expectancy) 3. Stimulating Recall of Prior Learning (Retrieval) 4. Presenting the Stimulus (Selective Perception)  5. Providing Learning Guidance (Semantic Encoding)  6. Eliciting Performance (Responding)  7. Providing Feedback (Reinforcement) 8. Assessing Performance (Retrieval)  9. Enhancing Retention and Transfer (Generalization)  Tutorial Mode Click to  progress  through  events
Are Games Good Teachers Too? Each of these elements can be seen as a tool that facilitates learning. Learning Theories 1. Elaborative Sequence 2. Learning  Prerequisite  Sequences 3. Summary 4. Synthesis 5. Analogies 6. Cognitive Strategies 7. Learner Control Reigeluth ’s  Elaboration Theory   Back Story Boss  Challenges Levels H.U.D. Heads Up Display Cut- Scenes Attract  Mode N.P.C. Non-Playable Characters A.I. Artificial  Intelligence P.O.V. / Perspective Point of View Variable  L.O.D. Level of Detail Sandbox Mode Story Mode Transmediality Trailers Valorization Fan Sites  & Game  Communities Tutorial Mode Click to  progress  through  strategies
How Do  Games  Teach? ,[object Object],Some  Learning Styles  already  conjure up images of various races…. Idealists Photo: Neverwinter Nights  http:// www.boolsite.net / Guardians Photo: Neverwinter Nights  http:// www.boolsite.net /wallpapers Rationals Assimilator Artisans Keirsey ’s “ Races” Photo: Metroid Prime  nintelligent.net Photo: NOX  gamewallpapers.com Keirsey ’s “ Races” Kolb ’s “ Races” Kolb ’s “ Races” Accomodator Diverger Photo:  gamewallpapers.com Photo: Legend of Zelda  www.free-computer-wallpapers.com Photo: Shenmue  http://www.boolsite.net Converger Photo: Halo 2  www.free-computer-wallpapers.com
How Do Games Teach? ,[object Object],[object Object],Screenshot:  mobygames.com Learning Styles Abstract-Random: Katamari Damacy Abstract-Sequential: Myst Concrete-Random: Syberia Gregorc ’s System of Learning Syberia  http:// www.boolsite.net Screenshot:  mobygames.com Screenshot:  mobygames.com
How Do Games Teach? Medal of Honor Black and White Learning Styles Felder ’s Index of Learning Styles Active (doing) Reflective (thinking) versus Screenshot:  mobygames.com Felder ’s Index of Learning Styles Civilization III Harvest Moon Sensing (facts, processes) Intuitive (concepts, relationships) versus Screenshot:  gamespot.com Screenshot:  mobygames.com Felder ’s Index of Learning Styles Felder ’s Index of Learning Styles Visual (seeing, picturing) Verbal (hearing, reading, saying) versus Screenshot:  gamespot.com Electroplankton Need For Speed Felder ’s Index of Learning Styles Psychonauts Screenshot:  gamespot.com versus Global (leaps, random) Roller Coaster Tycoon Sequential (step-wise)
Next Steps Promo shot ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Knowing  why  a game is good is not the same as knowing  how  to make a game good, but it is a necessary first step. Instructional Games Design  will require a thorough grounding in BOTH   Instructional Design  AND   Games Design.

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The Pedagogy of Commercial Games

  • 1. The Pedagogy of Commercial Games Katrin Becker University of Calgary November 2005 This session examines successful commercial games to connect the designs of these games with known learning and instructional design theories. Prepared for the  NMC Online Conference on Educational Gaming Dec. 7-8 2005
  • 2. Why are these such good teachers? Amos’n’Andy The West Wing
  • 3. How Do Games Teach? Learning Theories Back Story Boss Challenges Levels H.U.D. Heads Up Display Cut- Scenes Attract Mode N.P.C. Non-Playable Characters A.I. Artificial Intelligence P.O.V. / Perspective Point of View Variable L.O.D. Level of Detail Sandbox Mode Story Mode Transmediality Gagné’s Nine Events Trailers Valorization Fan Sites & Game Communities Each of these elements can be seen as a tool that facilitates learning. 1. Gaining Attention (Reception) 2. Informing Learners of the Objective (Expectancy) 3. Stimulating Recall of Prior Learning (Retrieval) 4. Presenting the Stimulus (Selective Perception) 5. Providing Learning Guidance (Semantic Encoding) 6. Eliciting Performance (Responding) 7. Providing Feedback (Reinforcement) 8. Assessing Performance (Retrieval) 9. Enhancing Retention and Transfer (Generalization) Tutorial Mode Click to progress through events
  • 4. Are Games Good Teachers Too? Each of these elements can be seen as a tool that facilitates learning. Learning Theories 1. Elaborative Sequence 2. Learning Prerequisite Sequences 3. Summary 4. Synthesis 5. Analogies 6. Cognitive Strategies 7. Learner Control Reigeluth ’s Elaboration Theory Back Story Boss Challenges Levels H.U.D. Heads Up Display Cut- Scenes Attract Mode N.P.C. Non-Playable Characters A.I. Artificial Intelligence P.O.V. / Perspective Point of View Variable L.O.D. Level of Detail Sandbox Mode Story Mode Transmediality Trailers Valorization Fan Sites & Game Communities Tutorial Mode Click to progress through strategies
  • 5.
  • 6.
  • 7. How Do Games Teach? Medal of Honor Black and White Learning Styles Felder ’s Index of Learning Styles Active (doing) Reflective (thinking) versus Screenshot: mobygames.com Felder ’s Index of Learning Styles Civilization III Harvest Moon Sensing (facts, processes) Intuitive (concepts, relationships) versus Screenshot: gamespot.com Screenshot: mobygames.com Felder ’s Index of Learning Styles Felder ’s Index of Learning Styles Visual (seeing, picturing) Verbal (hearing, reading, saying) versus Screenshot: gamespot.com Electroplankton Need For Speed Felder ’s Index of Learning Styles Psychonauts Screenshot: gamespot.com versus Global (leaps, random) Roller Coaster Tycoon Sequential (step-wise)
  • 8.