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How to m a ke

games,
 media tools
   interactives
       and



             t h a t don ’t stink.

     Ba r bar a C h a m b e r l i n • bc hamber@nmsu.edu
Treadsylvania.org
NinjaKitchenGame.org
how do you think people learn?
learning
  external                                        little       answering
                    from      memorization
  rewards                                       guidance       questions
                experiences




   succeed
                                 lots of      opportunities      positive
 at one thing    discipline
                                guidance         to fail      reinforcement
then the next




  reading
                 teaching     opportunities     asking
 watching                                                          fun
                  others        to reflect      questions
 observing



understand
  why and                                       internal
                 adversity    set own goals                   consequences
 how they                                      motivation
are learning
opportunities to ask
            questions
                                                      discover new things



reflect on what

           how do I
  I’ve learned



       find good games?
                                                             understand
                                                              concepts
  share what I know
     with others
                           how does this app or game facilitate learning?
what I see
             when p e o p l e learn
sustains interest long enough to
       reach understanding

                                        driven by learner’s interest



                  opportunity for learning


 offered in appropriate
       place and time                         gives practice and
                                           application when needed


                          is relevant
what I see
              when p e o p l e learn

  hard enough when learners
    want to learn something



                designing learning experience

                                very difficult when they don’t

  we have to use other
  tools to drive learning
How do
we make   educational
experiences
       STINK?
that
What do we want the learner to be able to do?



       inquiry-based learning



                                create an environment
   have them do it                where they decide
   & reward them                     how to do it
                                      themselves
                 gamification
myths   of   educational     design


It

SEEMS
e d u c a t i o n a l ,
                so it
                        must B E .
myths       of   educational   design




I f t h ey
                 HEAR IT
they will



L E A R N it.
myths     of      educational   design


Learn what

I want you to know
in the way it is
most convenient
            for me to
                      teach.
I       h a v e   a n

IDEA
 great
for a             game .
I    h a v e
something
that must be learned,


     and I’m
    not sure   how.
let’s hear it
define
                           design
                         prototype
 idea
                           refine
  for
                          rethink
  the
                        communicate
thing                                               make
                                                     the
        audience                                    thing
           environment for use
                outcomes
                     platform
                        game, sim, or interactive
E D U C AT I O N A L
                       game designm o d e l
                                   math: multiple representations of
 Start with...                  numbers, numberline, order of operations


• Broad educational goals.
6th graders lacking conceptual understanding + parents and teachers
• Any of the following:
     •   audience (age, info, existing knowledge)
     •   use environment (where, by whom, seat time,
         platform)
     •   budget                        RCT in classrooms

     • timeline
                                     4 years
E D U C AT I O N A L
                       game designm o d e l
                          Food safety to mid schoolers:
 Start with...         temperature, handwashing, separation


 • Broad educational goals.
 •
mid schoolof the following:- just learning to cook
     Any kids in class or home

     •   audience (age, info, existing knowledge)
     •   use environment (where, by whom, seat time,
         platform)
     • budget                at home by in class, afteron web, 20-30 mins
                                         themselves, school

     • timeline                      16 months
E D U C AT I O N A L
                       game designm o d e l
 Start with...                          ATV safety to teenagers.


 • Broad educational goals.
 • Any of the following: kids 8-18, never ridden, don’t own ATV



     •   audience (age, info, existing knowledge)
     •   use environment (where, by whom, seat time,
         platform)
     • budget            at home by themselves, on web, 20-30 mins

     • timeline                 6 months
what do they
                   already know?



                                     why this audience?


self-directed or
  teacher led?               audience


                                   why aren’t they learning this
                                          another way?
          why would they
         want to use this?
what types of
                      what other         computers will
                       learning          be used to access
  what other        strategies will be         this?
things will be      used before, with
 vying for the        or after this?
user’s attention?                                   how long will this be
                                                         used for?

                    environment where used

        what is learner’s                              will users return
       motivation to use?           who will be        to it repeatedly or
                                    with the user        just use once?
                                    when this is
                                        used?
what does work with other
            approaches? What would this do?


                                what isn’t working with other
why is technology                      approaches? Why?
needed? How is this
 better than other
   approaches?
                       outcomes               what needs to be
                                               practiced or
                                               understood?
      conceptual
    understanding?


practice or application?                after using, what
                                      can the user do?
          behavior change?
E D U C AT I O N A L
                       game designm o d e l
             ... what doesn’t work:
      • game makers serve as educational designers

            • educators make their own games

           educators               developers
             design                  make
To make the best educational games...


        don’t
      try to just   teach,
                        don’t
                      try to just make a game,


       think about how to design a


learning experience
$
No one will pay you to
        make a game.
Ask for money to

        educate.
    shape attitudes.
    change behavior.
Continuum of Development
Demographics
    Calculator                 Food Safety Sim
     iPhone App                Web-Based Interactive

             Landscaping Tool
           Database (Web and Mobile)
$                                                      $$$


            Exergaming
            Case Studies
            3 Minute Videos      Financial Literacy
                                    2-10 hour game
Technology b e t t e r .       doesn’t make it



    mobile devicer .
Being on a

doesn’t make it bette
Being

  better                  makes it
                                       better.
             -- Barbara Chamberlin, Educational Designer
How to m a ke

games,
 media tools
   interactives
       and



             t h a t don ’t stink.

     Ba r bar a C h a m b e r l i n • bc hamber@nmsu.edu

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How to make games, media tools and interactives that don't stink

  • 1. How to m a ke games, media tools interactives and t h a t don ’t stink. Ba r bar a C h a m b e r l i n • bc hamber@nmsu.edu
  • 3.
  • 5.
  • 6.
  • 7.
  • 8. how do you think people learn?
  • 9. learning external little answering from memorization rewards guidance questions experiences succeed lots of opportunities positive at one thing discipline guidance to fail reinforcement then the next reading teaching opportunities asking watching fun others to reflect questions observing understand why and internal adversity set own goals consequences how they motivation are learning
  • 10. opportunities to ask questions discover new things reflect on what how do I I’ve learned find good games? understand concepts share what I know with others how does this app or game facilitate learning?
  • 11. what I see when p e o p l e learn sustains interest long enough to reach understanding driven by learner’s interest opportunity for learning offered in appropriate place and time gives practice and application when needed is relevant
  • 12. what I see when p e o p l e learn hard enough when learners want to learn something designing learning experience very difficult when they don’t we have to use other tools to drive learning
  • 13. How do we make educational experiences STINK? that
  • 14. What do we want the learner to be able to do? inquiry-based learning create an environment have them do it where they decide & reward them how to do it themselves gamification
  • 15. myths of educational design It SEEMS e d u c a t i o n a l , so it must B E .
  • 16. myths of educational design I f t h ey HEAR IT they will L E A R N it.
  • 17. myths of educational design Learn what I want you to know in the way it is most convenient for me to teach.
  • 18. I h a v e a n IDEA great for a game .
  • 19. I h a v e something that must be learned, and I’m not sure how.
  • 21. define design prototype idea refine for rethink the communicate thing make the audience thing environment for use outcomes platform game, sim, or interactive
  • 22. E D U C AT I O N A L game designm o d e l math: multiple representations of Start with... numbers, numberline, order of operations • Broad educational goals. 6th graders lacking conceptual understanding + parents and teachers • Any of the following: • audience (age, info, existing knowledge) • use environment (where, by whom, seat time, platform) • budget RCT in classrooms • timeline 4 years
  • 23. E D U C AT I O N A L game designm o d e l Food safety to mid schoolers: Start with... temperature, handwashing, separation • Broad educational goals. • mid schoolof the following:- just learning to cook Any kids in class or home • audience (age, info, existing knowledge) • use environment (where, by whom, seat time, platform) • budget at home by in class, afteron web, 20-30 mins themselves, school • timeline 16 months
  • 24. E D U C AT I O N A L game designm o d e l Start with... ATV safety to teenagers. • Broad educational goals. • Any of the following: kids 8-18, never ridden, don’t own ATV • audience (age, info, existing knowledge) • use environment (where, by whom, seat time, platform) • budget at home by themselves, on web, 20-30 mins • timeline 6 months
  • 25. what do they already know? why this audience? self-directed or teacher led? audience why aren’t they learning this another way? why would they want to use this?
  • 26. what types of what other computers will learning be used to access what other strategies will be this? things will be used before, with vying for the or after this? user’s attention? how long will this be used for? environment where used what is learner’s will users return motivation to use? who will be to it repeatedly or with the user just use once? when this is used?
  • 27. what does work with other approaches? What would this do? what isn’t working with other why is technology approaches? Why? needed? How is this better than other approaches? outcomes what needs to be practiced or understood? conceptual understanding? practice or application? after using, what can the user do? behavior change?
  • 28. E D U C AT I O N A L game designm o d e l ... what doesn’t work: • game makers serve as educational designers • educators make their own games educators developers design make
  • 29. To make the best educational games... don’t try to just teach, don’t try to just make a game, think about how to design a learning experience
  • 30. $ No one will pay you to make a game. Ask for money to educate. shape attitudes. change behavior.
  • 31. Continuum of Development Demographics Calculator Food Safety Sim iPhone App Web-Based Interactive Landscaping Tool Database (Web and Mobile) $ $$$ Exergaming Case Studies 3 Minute Videos Financial Literacy 2-10 hour game
  • 32. Technology b e t t e r . doesn’t make it mobile devicer . Being on a doesn’t make it bette Being better makes it better. -- Barbara Chamberlin, Educational Designer
  • 33. How to m a ke games, media tools interactives and t h a t don ’t stink. Ba r bar a C h a m b e r l i n • bc hamber@nmsu.edu

Hinweis der Redaktion

  1. instuctional design process - sabbatical\n\nguiding questions, into user testing.\n
  2. We’ve gotten pretty good at teaching weird content... stuff that you might not think you need to know, stuff that you prolly won’t learn else where... stuff most people don’t want to teach you... so it makes snese to go to math which is stuff you need to know but may not want to learn, people want to teach you but may not know how. \n
  3. vocabulary is very casual... they answer questions, they test and answer. We don’t tell them what a hyptohesis is. We don’t have them read about independent and dependent variables... ist’s scaffolded.\n
  4. \n
  5. This is a diner dash... time management. \n
  6. \n
  7. \n
  8. \n
  9. The truth is... you don’t need to know how I think learning happens, and I don’t need to know how you think learning happens, but you need to know how you think learning happens, and apply it in a meaningful way.\n
  10. \n
  11. If these conditions are met... a magazine article on an inflight magazine may be all that is needed... it can be educational... but too often, we design from our perspective of what we want to teach, rather than what the learner’s perspective is, of what they want to learn... But of course... our job is to teach content to people they don’t necessarily want ot know, certainly, don’t think they need to know, may not even understand that they don’t know it.\n
  12. when they want to... that is what eXtension is... content there for people who are looking for it... are driven by it, and curious and hungry and are asking the right questions... BUT... OUR jobs have to move beyond that. When they don’t want to learn it or don’t know they don’t know it, or don’t know that that knowledge is even out there. \n\nWe drive learning with incentives, sure... but what we want to create are experiences. Experiences of humor or challenge or success or visualization or contextually relevent moments. Things that either convince people they do need to learn it, or provide opportunity to learn it in a way that is meaningful at the time so they have it when they need it later. \n
  13. How do we create educational experiences that stink? \n
  14. \n
  15. We design it... we think putting educational content into a game of jeopardy, or simply adding content to a game does the trick. Just because it seems educational doesn’t mean it actually changes behavior or leads to knowledge. \n
  16. \n
  17. We design it... we think putting educational content into a game of jeopardy, or simply adding content to a game does the trick. Just because it seems educational doesn’t mean it actually changes behavior or leads to knowledge. \n
  18. Our ideas are a starting point, but we don’t think about them in terms of what makes a good game, what is a good experience...w e think about what could be a game, or what is like a game we’ve played and how we could maybe throw education into it... it may not be a good game... it may just be a game we’ve played and we can see how it is adapted. Regardless... \n
  19. Our ideas are a starting point, but we don’t think about them in terms of what makes a good game, what is a good experience...w e think about what could be a game, or what is like a game we’ve played and how we could maybe throw education into it... it may not be a good game... it may just be a game we’ve played and we can see how it is adapted. Regardless... \n
  20. \n
  21. \n
  22. You need to start with some of this, so you know who you need on your team. Braod educationa goals... not all of this...s ome needs to emerge. We budget games like we buy houses... \n
  23. You need to start with some of this, so you know who you need on your team. Braod educationa goals... not all of this...s ome needs to emerge. We budget games like we buy houses... \n
  24. You need to start with some of this, so you know who you need on your team. Braod educationa goals... not all of this...s ome needs to emerge. We budget games like we buy houses... \n
  25. \n
  26. \n
  27. \n
  28. - We know what doesn't work:\n- designers hand designs to developers and tell them to  'make it' (so much is lost when they don’t design together)\n- game makers create educational games without understanding the content and pedagogy (they don’t know best practices and teach the way they were taught)\n- educators make games without understanding game design (they are wasting time on the wrong stuff, and often doen’t understand games)\nNot sure this is fair... I certainly use a different blended approach... but it isn’t the teams that are the primary problem, but the educational approach. game makers can have insight on education, educators can certainly have insight on games... it isn’t the teams... but the lack of the collaboration between, and the lack of a process that helps keep them on track. This makes me happy... that, having spent 20 years refining and defining our approach, these whippersnappers with a mere 4, 6, 7 years experiene haven’t beat me to the punch. So, here’s what we do. \n
  29. and to do this, you have to start with what you want your learner to do. Now where you want a game delivered, not that you even want a game, not that you want to be on the iPad, not that you have a game idea... but what you want your learner to know or do... \n
  30. \n
  31. We don’t usually do $15k apps\n
  32. \n
  33. instuctional design process - sabbatical\n\nguiding questions, into user testing.\n