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Learning vs. Experience
                                     IT 7220
                                 January 26, 2009




Monday, January 26, 2009                             1
Agenda


                  Personal Web pages
                


                 Chap 2 - Learning Basics


                 Chap 3 - Experience Basics


                 Game Exercise


                 Flash HOT - Chapters 4-6




Monday, January 26, 2009                       2
Personal Web Pages


                     Some information about you
                


                     Picture
                


                     Links
                


                     Is it engaging?
                




Monday, January 26, 2009                          3
Chap 2 - Learning Basics
                     Individual learning is about:
                


                           Engaging in activity
                      



                           Encountering a problem
                      



                           Reflecting to create an abstract conception
                      



                           Testing the conception
                      




Monday, January 26, 2009                                                 4
Instruction Cycle
                     Designing instruction means adding examples of
                


                     performance and feedback




Monday, January 26, 2009                                              5
Instructional Frameworks
                           Bloom
                      



                              Taxonomy of knowledge we have and use
                            



                           Gagné
                      



                              Events of learning to achieve successful learning outcomes
                            



                           Mager
                      



                              Interventions couched in learning objectives
                            



                           Reigeluth
                      



                              Elaboration of complexity and comprehensiveness until
                            


                              knowledge or skill is fully elaborated and exercised
                           Keller
                      



                              ARCS Model (attention, relevance, confidence, and satisfaction
                            


                              to address affective elements and knowledge components



Monday, January 26, 2009                                                                      6
Gagné’s Instructional Events
                           Bloom’s Taxonomy




             Keller’s ARC’s with Gagné Events of Learning
                  Attention             Relevance               Confidence            Satisfaction
                     Gain Attention     Establish Objectives     Provide Guidance     Provide Feedback

                                       Stimulate Prior Recall   Elicit Performance   Assess Performance

                                         Present Content                             Enhance Retention




Monday, January 26, 2009                                                                                  7
Basic ID Model

                   • Elements for developing a learning experience:
                     • Objective
                     • Introduction
                     • Concept
                     • Examples
                     • Practice
                     • Summary


Monday, January 26, 2009                                              8
Dealing with Content
                   • Linear Content
                      • Movies, television shows and books are all linear
                      • Modern DVD’s represent the purist extension of linear content
                              today
                            • Linear content is the province of the creator, and thus the least
                              valuable of the three content types
                   •       Cyclical Content
                            • Interface: the DNA of most computer computer games
                            • Mapped to a real activity
                   •       Open-ended Content
                            • Learners participate in the experience
                            • Focus on developing strategies, building environments, and taking
                              ownership
                            • Essential for transfer


Monday, January 26, 2009                                                                          9
Goals of Learning
                     Goal is to achieve a change in behavior that is retained over
                               time and applies in a! relevant situations
                •    Retention
                       • Learning that persists beyond learning situation
                         to apply to appropriate situations on an ongoing
                         basis. Fostered by comprehension and practice.
                •    Transfer
                       • Leaning applied to new situations not covered
                         the learning situation. Developed throurgh
                         practice across contexts.


Monday, January 26, 2009                                                             10
Cognitivist Views
                   • Cognitive apprenticeship
                     • Demonstrate behaviors
                     • Practice/Scaffolding (support is gradually
                              removed)
                            • Reflection and feedback on performance
                   •       Scenario-based learning
                            • Development of low-level knowledge skills
                              through discovery of resources internal and
                              external to learning situation--not by explicit
                              instruction

Monday, January 26, 2009                                                        11
Constructivist Views

                   • Learners must develop their own understanding
                   • Learners need to be active in engaging with
                           problems and developing hypotheses; require
                           feedback to refine models
                   •       Emphasis on social nature of learning through
                           dialogue between learners; between learners and
                           mentors; between learners and environment
                   •       Zone of Proximal Development: space between
                           competency and tasks learner can accomplish with
                           help (scaffolding) is the zone where learning occurs


Monday, January 26, 2009                                                         12
Convergence of Models



                     Move from knowledge test, where we ask learners
                     to identify the elements, to knowledge
                     application, where learners use knowledge to
                     solve a contextualized problem.




Monday, January 26, 2009                                               13
Enhanced Design Model
                   • Elements
                           • Objective
                           • Dramatic Introduction
                           • Multiply represented context
                           • Annotated examples
                           • Scaffolded practice
                           • Guided Reflection

Monday, January 26, 2009                                    14
Enhanced ID Model (Quinn)




Monday, January 26, 2009                               15
Elements for Successful
                                   Learning
                   •       Contextualized
                   •       Clear goal
                   •       Appropriate challenge
                   •       Anchored
                   •       Relevant
                   •       Exploratory
                   •       Active manipulation
                   •       Appropriate feedback
                   •       Attention getting


Monday, January 26, 2009                               16
Chap 3 - Experience Basics


                   • Game Genres
                   • Compelling Experience
                   • Human Computer Interface (HCI) Design
                   • Designing Engaging Experiences


Monday, January 26, 2009                                     17
Game Platforms

                   • Arcade games (e.g., Asteroids; PacMan)
                   • Home computers (i.e., Dungeons and Dragons)
                   • Consoles (including handheld e.g., GameBoy)
                   • PC
                   • MMOLRPG via the Web


Monday, January 26, 2009                                           18
Game Genres

                   • Action - original category; builds coordination and
                           reflexes
                   •       Fighting - version of action game; characters in
                           martial arts or combat
                   •       Driving or flying - often in competition; start out as
                           simulation and becomes a game because challenge
                           and fantasy are appealing (e.g., Microsoft Flight
                           Simulator)
                   •       Sports - mimic popular individual or team sports;
                           develop mental skills involved in those sports


Monday, January 26, 2009                                                           19
More Game Genres
                   • 3D Shooter - first-person viewpoint; requires
                           navigational capabilities
                   • Card or board - electronic versions of familiar games
                           like solitaire and chess; may include strategic
                           components
                   • Strategy - story line requires prioritizing and allocating
                           resources to grow and conquer; may require
                           negotiation and navigation skills, and planning
                   • Fantasy role playing - players control character or team
                           that combat and gain skills over time; can have
                           embedded puzzles


Monday, January 26, 2009                                                          20
Still More Game Genres
                   • Adventure - character explores and must figure out
                           to overcome puzzles to advance
                   •       Multiplayer - have developed capabilities to allow
                           players to play against one another
                   •       Combinations - combine element of rpg’s with
                           adventure or that mix driving with 3D shooter
                   •       Couple of thoughts about genres...
                            • Different genres work for different experiences;
                              aren’t necessarily interchangeable
                            • Mods are available; tend to be genre specific

Monday, January 26, 2009                                                        21
Properties of Games
                   • Game skills
                     • Physical dexterity
                     • Intellectual skills
                     • Role playing
                   • Game elements
                     • Competition
                     • Implements
                     • Territory
                     • Inventory
                     • Rules
Monday, January 26, 2009                         22
Experience: Flow

                   • Occurs when one is engaged in self-controlled,
                           goal-related, meaningful actions

                   • Management of challenge: above normal
                           requirements, but within capabilities

                   • Includes feedback tied to a goal
                   • Use of narrative; management of tension while
                           grounding action in a meaningful story


Monday, January 26, 2009                                              23
Experience: Fun
                   • Challenge
                      • Requires reasonable level of difficulty
                   • Fantasy
                      • Compelling setting for game action; temporary
                           suspension of reality
                   • Curiosity
                     • Random events so that play is not completely
                           deterministic
                   • Control
                     • Learners are confronted with choices

Monday, January 26, 2009                                                24
HCI Insights for Games
                   • Responsiveness - feedback from computer
                   • Benchmarks - indicators of outcomes and
                           progress
                   •       Acceptable uncertainty - proceeding without
                           complete understanding is ok
                   •       Safe conduct - ability to make errors without
                           affecting the real world
                   •       Learning by doing - exploration and discovery
                   •       Control - learner as an agent of action


Monday, January 26, 2009                                                   25
Designing Engaging
                                   Experiences
                   •       Thematic coherence
                   •       Clear goal
                   •       Balanced challenge
                   •       Relevance: action to domain
                   •       Relevance: problem to learner
                   •       Choices of action
                   •       Direct manipulation
                   •       Action coupling
                   •       Novel information or events


Monday, January 26, 2009                                   26
Exercise


                   • Play Games2train’s solitaire game
                   • Does it meet the criteria for a ‘fun’ experience?
                           (challenge, fantasy, curiosity, control)

                   • Does it meet the criteria for the “enhanced
                           design model” presented by Quinn?




Monday, January 26, 2009                                                 27
Flash HOT - Chap 4-6




                   • Lab and Demonstration




Monday, January 26, 2009                          28

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Learning Verses Experience

  • 1. Learning vs. Experience IT 7220 January 26, 2009 Monday, January 26, 2009 1
  • 2. Agenda Personal Web pages   Chap 2 - Learning Basics  Chap 3 - Experience Basics  Game Exercise  Flash HOT - Chapters 4-6 Monday, January 26, 2009 2
  • 3. Personal Web Pages Some information about you  Picture  Links  Is it engaging?  Monday, January 26, 2009 3
  • 4. Chap 2 - Learning Basics Individual learning is about:  Engaging in activity  Encountering a problem  Reflecting to create an abstract conception  Testing the conception  Monday, January 26, 2009 4
  • 5. Instruction Cycle Designing instruction means adding examples of  performance and feedback Monday, January 26, 2009 5
  • 6. Instructional Frameworks Bloom  Taxonomy of knowledge we have and use  Gagné  Events of learning to achieve successful learning outcomes  Mager  Interventions couched in learning objectives  Reigeluth  Elaboration of complexity and comprehensiveness until  knowledge or skill is fully elaborated and exercised Keller  ARCS Model (attention, relevance, confidence, and satisfaction  to address affective elements and knowledge components Monday, January 26, 2009 6
  • 7. Gagné’s Instructional Events Bloom’s Taxonomy Keller’s ARC’s with Gagné Events of Learning Attention Relevance Confidence Satisfaction Gain Attention Establish Objectives Provide Guidance Provide Feedback Stimulate Prior Recall Elicit Performance Assess Performance Present Content Enhance Retention Monday, January 26, 2009 7
  • 8. Basic ID Model • Elements for developing a learning experience: • Objective • Introduction • Concept • Examples • Practice • Summary Monday, January 26, 2009 8
  • 9. Dealing with Content • Linear Content • Movies, television shows and books are all linear • Modern DVD’s represent the purist extension of linear content today • Linear content is the province of the creator, and thus the least valuable of the three content types • Cyclical Content • Interface: the DNA of most computer computer games • Mapped to a real activity • Open-ended Content • Learners participate in the experience • Focus on developing strategies, building environments, and taking ownership • Essential for transfer Monday, January 26, 2009 9
  • 10. Goals of Learning Goal is to achieve a change in behavior that is retained over time and applies in a! relevant situations • Retention • Learning that persists beyond learning situation to apply to appropriate situations on an ongoing basis. Fostered by comprehension and practice. • Transfer • Leaning applied to new situations not covered the learning situation. Developed throurgh practice across contexts. Monday, January 26, 2009 10
  • 11. Cognitivist Views • Cognitive apprenticeship • Demonstrate behaviors • Practice/Scaffolding (support is gradually removed) • Reflection and feedback on performance • Scenario-based learning • Development of low-level knowledge skills through discovery of resources internal and external to learning situation--not by explicit instruction Monday, January 26, 2009 11
  • 12. Constructivist Views • Learners must develop their own understanding • Learners need to be active in engaging with problems and developing hypotheses; require feedback to refine models • Emphasis on social nature of learning through dialogue between learners; between learners and mentors; between learners and environment • Zone of Proximal Development: space between competency and tasks learner can accomplish with help (scaffolding) is the zone where learning occurs Monday, January 26, 2009 12
  • 13. Convergence of Models Move from knowledge test, where we ask learners to identify the elements, to knowledge application, where learners use knowledge to solve a contextualized problem. Monday, January 26, 2009 13
  • 14. Enhanced Design Model • Elements • Objective • Dramatic Introduction • Multiply represented context • Annotated examples • Scaffolded practice • Guided Reflection Monday, January 26, 2009 14
  • 15. Enhanced ID Model (Quinn) Monday, January 26, 2009 15
  • 16. Elements for Successful Learning • Contextualized • Clear goal • Appropriate challenge • Anchored • Relevant • Exploratory • Active manipulation • Appropriate feedback • Attention getting Monday, January 26, 2009 16
  • 17. Chap 3 - Experience Basics • Game Genres • Compelling Experience • Human Computer Interface (HCI) Design • Designing Engaging Experiences Monday, January 26, 2009 17
  • 18. Game Platforms • Arcade games (e.g., Asteroids; PacMan) • Home computers (i.e., Dungeons and Dragons) • Consoles (including handheld e.g., GameBoy) • PC • MMOLRPG via the Web Monday, January 26, 2009 18
  • 19. Game Genres • Action - original category; builds coordination and reflexes • Fighting - version of action game; characters in martial arts or combat • Driving or flying - often in competition; start out as simulation and becomes a game because challenge and fantasy are appealing (e.g., Microsoft Flight Simulator) • Sports - mimic popular individual or team sports; develop mental skills involved in those sports Monday, January 26, 2009 19
  • 20. More Game Genres • 3D Shooter - first-person viewpoint; requires navigational capabilities • Card or board - electronic versions of familiar games like solitaire and chess; may include strategic components • Strategy - story line requires prioritizing and allocating resources to grow and conquer; may require negotiation and navigation skills, and planning • Fantasy role playing - players control character or team that combat and gain skills over time; can have embedded puzzles Monday, January 26, 2009 20
  • 21. Still More Game Genres • Adventure - character explores and must figure out to overcome puzzles to advance • Multiplayer - have developed capabilities to allow players to play against one another • Combinations - combine element of rpg’s with adventure or that mix driving with 3D shooter • Couple of thoughts about genres... • Different genres work for different experiences; aren’t necessarily interchangeable • Mods are available; tend to be genre specific Monday, January 26, 2009 21
  • 22. Properties of Games • Game skills • Physical dexterity • Intellectual skills • Role playing • Game elements • Competition • Implements • Territory • Inventory • Rules Monday, January 26, 2009 22
  • 23. Experience: Flow • Occurs when one is engaged in self-controlled, goal-related, meaningful actions • Management of challenge: above normal requirements, but within capabilities • Includes feedback tied to a goal • Use of narrative; management of tension while grounding action in a meaningful story Monday, January 26, 2009 23
  • 24. Experience: Fun • Challenge • Requires reasonable level of difficulty • Fantasy • Compelling setting for game action; temporary suspension of reality • Curiosity • Random events so that play is not completely deterministic • Control • Learners are confronted with choices Monday, January 26, 2009 24
  • 25. HCI Insights for Games • Responsiveness - feedback from computer • Benchmarks - indicators of outcomes and progress • Acceptable uncertainty - proceeding without complete understanding is ok • Safe conduct - ability to make errors without affecting the real world • Learning by doing - exploration and discovery • Control - learner as an agent of action Monday, January 26, 2009 25
  • 26. Designing Engaging Experiences • Thematic coherence • Clear goal • Balanced challenge • Relevance: action to domain • Relevance: problem to learner • Choices of action • Direct manipulation • Action coupling • Novel information or events Monday, January 26, 2009 26
  • 27. Exercise • Play Games2train’s solitaire game • Does it meet the criteria for a ‘fun’ experience? (challenge, fantasy, curiosity, control) • Does it meet the criteria for the “enhanced design model” presented by Quinn? Monday, January 26, 2009 27
  • 28. Flash HOT - Chap 4-6 • Lab and Demonstration Monday, January 26, 2009 28