SlideShare ist ein Scribd-Unternehmen logo
1 von 44
Downloaden Sie, um offline zu lesen
Designing GBL for
Learning
David Farrell
david.farrell@gcu.ac.uk
What is the point of
GBL?

You will have heard a *lot* about motivation and
serious games.

Is that all SG / GBL have to offer?

If so, what is special about games?
Chen & Wang 2009
“Engaging learners in the learning process is the
pre-requisite for effective e-learning.”

“However, making learning more engaging relies
on considerate design of learning activities”

C&W argue for the value of interactivity in quality
learning

Thus - games - but what is “considerate” design?
Learning Theories
Two main schools:

 Objectivism

   Learning == transfer of knowledge

 Constructivism

   Learning == individual’s creating their own
   version of knowledge
Objectivism
Skinner

  Behaviourism / Operant Conditioning

    Farmville?




    Also Atkinson / Gagne
Procedural /
Declarative
We have evidence to support games for simple
declarative / procedural knowledge improvement.

Skill and Drill / Edutainment

  factual & procedural knowledge depend on
  strength of memory and ease of recall

  so “all” you have to do is repeat until it’s muscle
  memory. Memory, not thought.
Skill & Drill Pedagogy

Motivation of games is the main benefit.

Goal is repeated practice of a skill until automatic

Math Blaster, Brain Training, “training games”

Gamification type approaches to incentivise
Constructivism

Knowledge is created through contact between
thoughts and the world.

The model is IN YOUR HEAD and is modified by
how you interpret input you get.

Dewey / Piaget / Vygotski / Bruner / Gardiner /
Papert
Daniel Willingham
Motor learning is the change in capacity to
perform skilled movements that achieve
behavioural goals in the environment. A
fundamental and unresolved question in
neuroscience is whether there are specific neural
systems for representing sequential motor
responses. Defining such systems with brain
imaging and other methods requires a careful
delineation of what specifically is being learned for
a given sequencing task.
Daniel Willingham

A chiffon cake replaces butter— the traditional fat
in cakes— with oil. A fundamental and unresolved
question in baking is when to make a butter cake
and when to make a chiffon cake. Answering this
question with expert tasting panels and other
methods requires a careful description of what
characteristics are required for a cake.
Schema

We don’t easily store “facts”, we have networks of
related concepts.

When we encounter something new, we
understand it in context of what we already know.

So knowledge creating is a subtle modifying over
time of these networks of concepts.
Games as
Microworlds
The Shaffer & Svarovski paper I spoke about last
week (SodaConstructing) introduces two
concepts:

  Exploratoids (extension of Explanatoid)

  Microworlds (robust simulation of some domain)
Problem Based
Learning
Step 1: Topic Introduction - why it’s important

Step 2: problem statement

Step 3: generate hypotheses

Step 4: acquire data

Step 5: test hypothesis
So why didn’t this game teach?
Kristian Kiili: PBL
Constructive
Alignment
Biggs 1996:

  Learners construct meaning from what they do

  Teacher makes deliberate alignment between
  planned learning activities and desired learning
  outcomes.
So here’s my idea


Cognitive Walkthrough for Learning Through
Game Mechanics

CWLTGM!
Cognitive
Walkthrough
One or more experts will “walk” through a set of
steps required to accomplish a task.

Before beginning, you detail as much as you can
about:

  What the user knows

  What steps are required to accomplish the task

Then you walk through each step questioning:
CW Questions

1: Will the user try to achieve the right effect?2:
Will the user notice that the correct action is
available?3: Will the user associate the correct
action with the effect to be achieved?4: If the
correct action is performed, will the user see that
progress is being made toward solution of the
task?
Success or failure
story
For each step you try to come up with a
(believable) success or failure story.

  the user knows to click the print icon because
  she recognises the shape of the printer as
  representing the print function

  the user fails to find the left-align icon because
  she does not know to expand the “hidden
  icons” area
Cognitive Walkthrough all
the things!
CW for GBL


I did two things:

  Contextualise

  Extend
Contextualise: Inputs

Who are players and what do they know?

What are the desired learning outcomes of the
task?

How are game and domain entities represented?

What are the interactions required for player to
learn the content
Contextualise:
walkthrough
Step 1: will player attempt the desired task?

Step 2: Will player understand what game actions
would achieve the task?

Step 3: Will player associate their correct action as
making progress towards task completion?

Assuming player executes correct actions, is it
reasonable to expect learning to take place?
Step 4/1
List every logical connection that must be made by the player
in order to learn through playing this part of the game.

  Must the player recognise domain-entity mappings?

  Must player understand semantic meaning of an animation
  or in-game action to subject domain?

  How many game elements must the player consider at once
  to understand the subject domain system?

Generally - you want to avoid making LEAPS of logic, you
want to detail each small logical link.
Step 4/2

For each of the logical links identify - reconsider it
and ask if it is actually two or more steps of logic -
if so, split it

   by just FORMALLY going over each item, you
  find mistakes

Rinse and repeat
Step 4/3
When you are satisfied that each link is explicit, consider each
logical link and ask whether it is reasonable to expect the player
to make this connection / logical inference.

  Will the imagined player understand the visual metaphors?

  Will the player read and understand required text?

  Will the player’s attention be drawn to the elements mentioned
  in the logical link?

  Will the players understand the relationship between the in-
  game entities, but fail to recognise how that applies to the
  subject domain?
At the end of step 4


This is where you write your “success” or “failure”
story for each item of your logical chain.

I categorise into low, medium, or high risk.
What’s the point?

Firstly, we can understand WHY things worked or
did not work in a given design.

But more powerfully (in theory) by applying the
technique to designs PRIOR to implementation,
we can identify flaws that would not be spotted.
What next
I have handouts:

  The e-Bug evaluation paper (has the table
  explaining results)

  An overview of Cog Walk

  My (in progress) Cog Walk paper

I want you to read these before the lab if you can.
Labs
Between now and the labs, I’m going to move to
the next turn of CareerQuest.

So we’ll do that in the labs for 5 mins.

The rest of the lab will be you applying CWLTGM
to evaluate the “white blood cell” bit of the game.

I want to see if you end up with the same answers
as me!
References
Chen, M., & Wang, L. (2009). The Effects of Type of Interactivity in Experiential Game-Based Learning, 273–
282.

Svarovsky, G., & Shaffer, D. (2006). Sodaconstructing an Understanding of Physics: Technology-Based
Engineering Activities for Middle School Students. Proceedings. Frontiers in Education. 36th Annual
Conference, 17–23. doi:10.1109/FIE.2006.322594

Farrell, David (City University, L., Kostkova, P (City University, L., Lecky, D. (Health P. A., & McNulty, C.
(Health P. A. (2009). Teaching Children Hygiene Using Problem Based Learning: The Story Telling
Approach to Games Based Learning. International Conference on Web-based Learning (ICWL), Second
Workshop on Story-Telling and Educational Games (Vol. 37).

Willingham, D. T. (2009). Why don’t students like school: A cognitive scientist answers questions about
how the mind works and what it means for the classroom. Jossey-Bass.

Queens University, Problem Based Learning. http://meds.queensu.ca/pbl/pbl_in_practice/pbl_process

Biggs, J. (1996). Enhancing teaching through constructive alignment. Higher education. Retrieved from
http://www.springerlink.com/index/l2q3820h2436l607.pdf

Wharton, C., & Rieman, J. (1994). The cognitive walkthrough method: A practitioner’s guide. In J. Nielsen &
R. Mack (Eds.), Usability Inspection Methods. New York: John Wiley & Sons. Retrieved from http://psych-
www.colorado.edu/ics/techpubs/pdf/93-07.pdf

Weitere ähnliche Inhalte

Was ist angesagt?

Games Design 2 - Lecture 9 - User Evaluation
Games Design 2 - Lecture 9 - User EvaluationGames Design 2 - Lecture 9 - User Evaluation
Games Design 2 - Lecture 9 - User EvaluationDavid Farrell
 
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - IntroductionGame Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - IntroductionDavid Farrell
 
Critique and The Design Process: Facilitating Better Feedback
Critique and The Design Process: Facilitating Better FeedbackCritique and The Design Process: Facilitating Better Feedback
Critique and The Design Process: Facilitating Better FeedbackAaron Irizarry
 
Design for Results - Considerations for experimental prototyping and play tes...
Design for Results - Considerations for experimental prototyping and play tes...Design for Results - Considerations for experimental prototyping and play tes...
Design for Results - Considerations for experimental prototyping and play tes...Mirjam Eladhari
 
Bad Game Design: Spooky Usability in Games
Bad Game Design: Spooky Usability in GamesBad Game Design: Spooky Usability in Games
Bad Game Design: Spooky Usability in GamesDavid Antognoli
 
Steve Bromley - Running User Tests for VR Games
Steve Bromley - Running User Tests for VR GamesSteve Bromley - Running User Tests for VR Games
Steve Bromley - Running User Tests for VR Gamesuxbri
 
Recsys 2016 tutorial: Lessons learned from building real-life recommender sys...
Recsys 2016 tutorial: Lessons learned from building real-life recommender sys...Recsys 2016 tutorial: Lessons learned from building real-life recommender sys...
Recsys 2016 tutorial: Lessons learned from building real-life recommender sys...Xavier Amatriain
 
Test sketching by Anthony O' Reilly
Test sketching by Anthony O' Reilly Test sketching by Anthony O' Reilly
Test sketching by Anthony O' Reilly Anthony O'Reilly
 
Designing Interactions Downloadable PDF Doc
Designing Interactions Downloadable PDF DocDesigning Interactions Downloadable PDF Doc
Designing Interactions Downloadable PDF DocConnie Malamed
 
Creating a Virtuous Cycle - The Research and Design Feedback Loop
Creating a Virtuous Cycle - The Research and Design Feedback LoopCreating a Virtuous Cycle - The Research and Design Feedback Loop
Creating a Virtuous Cycle - The Research and Design Feedback LoopJulie Stanford
 
Coaching teams in creative problem solving
Coaching teams in creative problem solvingCoaching teams in creative problem solving
Coaching teams in creative problem solvingFlowa Oy
 
RecSys 2016 Talk: Feature Selection For Human Recommenders
RecSys 2016 Talk: Feature Selection For Human RecommendersRecSys 2016 Talk: Feature Selection For Human Recommenders
RecSys 2016 Talk: Feature Selection For Human RecommendersKatherine Livins
 
Survey Design Disaster Avoidance, Part 2 | SoGoSurvey
Survey Design Disaster Avoidance, Part 2 | SoGoSurveySurvey Design Disaster Avoidance, Part 2 | SoGoSurvey
Survey Design Disaster Avoidance, Part 2 | SoGoSurveySogolytics
 
Succeding in Game Development
Succeding in Game DevelopmentSucceding in Game Development
Succeding in Game DevelopmentananseKmensah
 
Testing Paper Prototypes (IxDworks.com)
Testing Paper Prototypes (IxDworks.com)Testing Paper Prototypes (IxDworks.com)
Testing Paper Prototypes (IxDworks.com)Valeria Gasik
 
Intro to Games User Research Methods - March 2013
Intro to Games User Research Methods - March 2013Intro to Games User Research Methods - March 2013
Intro to Games User Research Methods - March 2013Ben Lewis-Evans
 

Was ist angesagt? (20)

Games Design 2 - Lecture 9 - User Evaluation
Games Design 2 - Lecture 9 - User EvaluationGames Design 2 - Lecture 9 - User Evaluation
Games Design 2 - Lecture 9 - User Evaluation
 
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - IntroductionGame Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
 
Critique and The Design Process: Facilitating Better Feedback
Critique and The Design Process: Facilitating Better FeedbackCritique and The Design Process: Facilitating Better Feedback
Critique and The Design Process: Facilitating Better Feedback
 
Design for results2
Design for results2Design for results2
Design for results2
 
Design for Results - Considerations for experimental prototyping and play tes...
Design for Results - Considerations for experimental prototyping and play tes...Design for Results - Considerations for experimental prototyping and play tes...
Design for Results - Considerations for experimental prototyping and play tes...
 
Bad Game Design: Spooky Usability in Games
Bad Game Design: Spooky Usability in GamesBad Game Design: Spooky Usability in Games
Bad Game Design: Spooky Usability in Games
 
Steve Bromley - Running User Tests for VR Games
Steve Bromley - Running User Tests for VR GamesSteve Bromley - Running User Tests for VR Games
Steve Bromley - Running User Tests for VR Games
 
Recsys 2016 tutorial: Lessons learned from building real-life recommender sys...
Recsys 2016 tutorial: Lessons learned from building real-life recommender sys...Recsys 2016 tutorial: Lessons learned from building real-life recommender sys...
Recsys 2016 tutorial: Lessons learned from building real-life recommender sys...
 
Test sketching by Anthony O' Reilly
Test sketching by Anthony O' Reilly Test sketching by Anthony O' Reilly
Test sketching by Anthony O' Reilly
 
Designing Interactions Downloadable PDF Doc
Designing Interactions Downloadable PDF DocDesigning Interactions Downloadable PDF Doc
Designing Interactions Downloadable PDF Doc
 
Creating a Virtuous Cycle - The Research and Design Feedback Loop
Creating a Virtuous Cycle - The Research and Design Feedback LoopCreating a Virtuous Cycle - The Research and Design Feedback Loop
Creating a Virtuous Cycle - The Research and Design Feedback Loop
 
Coaching teams in creative problem solving
Coaching teams in creative problem solvingCoaching teams in creative problem solving
Coaching teams in creative problem solving
 
Psych of good ux
Psych of good uxPsych of good ux
Psych of good ux
 
RecSys 2016 Talk: Feature Selection For Human Recommenders
RecSys 2016 Talk: Feature Selection For Human RecommendersRecSys 2016 Talk: Feature Selection For Human Recommenders
RecSys 2016 Talk: Feature Selection For Human Recommenders
 
Automated Prediction of Preferences Using Facial Expressions
Automated Prediction of Preferences Using Facial ExpressionsAutomated Prediction of Preferences Using Facial Expressions
Automated Prediction of Preferences Using Facial Expressions
 
Survey Design Disaster Avoidance, Part 2 | SoGoSurvey
Survey Design Disaster Avoidance, Part 2 | SoGoSurveySurvey Design Disaster Avoidance, Part 2 | SoGoSurvey
Survey Design Disaster Avoidance, Part 2 | SoGoSurvey
 
Succeding in Game Development
Succeding in Game DevelopmentSucceding in Game Development
Succeding in Game Development
 
Testing Paper Prototypes (IxDworks.com)
Testing Paper Prototypes (IxDworks.com)Testing Paper Prototypes (IxDworks.com)
Testing Paper Prototypes (IxDworks.com)
 
Connecting distant learners
Connecting distant learnersConnecting distant learners
Connecting distant learners
 
Intro to Games User Research Methods - March 2013
Intro to Games User Research Methods - March 2013Intro to Games User Research Methods - March 2013
Intro to Games User Research Methods - March 2013
 

Andere mochten auch

Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)
Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)
Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)David Farrell
 
Game Design 2 (2013): Lecture 5 - Game UI Prototyping
Game Design 2 (2013): Lecture 5 - Game UI PrototypingGame Design 2 (2013): Lecture 5 - Game UI Prototyping
Game Design 2 (2013): Lecture 5 - Game UI PrototypingDavid Farrell
 
Mindset Training 2 - Goal Orientation
Mindset Training 2 - Goal OrientationMindset Training 2 - Goal Orientation
Mindset Training 2 - Goal OrientationDavid Farrell
 
Mindset Training 1 - what are growth and fixed mindsets
Mindset Training 1 - what are growth and fixed mindsetsMindset Training 1 - what are growth and fixed mindsets
Mindset Training 1 - what are growth and fixed mindsetsDavid Farrell
 
Game Design 2: Lecture 5 - Game UI Wireframes and Paper Prototypes
Game Design 2: Lecture 5 - Game UI Wireframes and Paper PrototypesGame Design 2: Lecture 5 - Game UI Wireframes and Paper Prototypes
Game Design 2: Lecture 5 - Game UI Wireframes and Paper PrototypesDavid Farrell
 
Game Design 2 (2013): Lecture 3 - Use of Text in design.
Game Design 2 (2013): Lecture 3 - Use of Text in design.Game Design 2 (2013): Lecture 3 - Use of Text in design.
Game Design 2 (2013): Lecture 3 - Use of Text in design.David Farrell
 
GCU Game Design 2 (2013): Lecture 2 - Menu Flow
GCU Game Design 2 (2013): Lecture 2 - Menu FlowGCU Game Design 2 (2013): Lecture 2 - Menu Flow
GCU Game Design 2 (2013): Lecture 2 - Menu FlowDavid Farrell
 
Game Design 2 (2013): Lecture 4 - UI Components
Game Design 2 (2013): Lecture 4 - UI ComponentsGame Design 2 (2013): Lecture 4 - UI Components
Game Design 2 (2013): Lecture 4 - UI ComponentsDavid Farrell
 
Game design 2 (2013): Lecture 13 - Colour
Game design 2 (2013): Lecture 13 - ColourGame design 2 (2013): Lecture 13 - Colour
Game design 2 (2013): Lecture 13 - ColourDavid Farrell
 
Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design
 Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design
Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI DesignDavid Farrell
 

Andere mochten auch (10)

Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)
Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)
Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)
 
Game Design 2 (2013): Lecture 5 - Game UI Prototyping
Game Design 2 (2013): Lecture 5 - Game UI PrototypingGame Design 2 (2013): Lecture 5 - Game UI Prototyping
Game Design 2 (2013): Lecture 5 - Game UI Prototyping
 
Mindset Training 2 - Goal Orientation
Mindset Training 2 - Goal OrientationMindset Training 2 - Goal Orientation
Mindset Training 2 - Goal Orientation
 
Mindset Training 1 - what are growth and fixed mindsets
Mindset Training 1 - what are growth and fixed mindsetsMindset Training 1 - what are growth and fixed mindsets
Mindset Training 1 - what are growth and fixed mindsets
 
Game Design 2: Lecture 5 - Game UI Wireframes and Paper Prototypes
Game Design 2: Lecture 5 - Game UI Wireframes and Paper PrototypesGame Design 2: Lecture 5 - Game UI Wireframes and Paper Prototypes
Game Design 2: Lecture 5 - Game UI Wireframes and Paper Prototypes
 
Game Design 2 (2013): Lecture 3 - Use of Text in design.
Game Design 2 (2013): Lecture 3 - Use of Text in design.Game Design 2 (2013): Lecture 3 - Use of Text in design.
Game Design 2 (2013): Lecture 3 - Use of Text in design.
 
GCU Game Design 2 (2013): Lecture 2 - Menu Flow
GCU Game Design 2 (2013): Lecture 2 - Menu FlowGCU Game Design 2 (2013): Lecture 2 - Menu Flow
GCU Game Design 2 (2013): Lecture 2 - Menu Flow
 
Game Design 2 (2013): Lecture 4 - UI Components
Game Design 2 (2013): Lecture 4 - UI ComponentsGame Design 2 (2013): Lecture 4 - UI Components
Game Design 2 (2013): Lecture 4 - UI Components
 
Game design 2 (2013): Lecture 13 - Colour
Game design 2 (2013): Lecture 13 - ColourGame design 2 (2013): Lecture 13 - Colour
Game design 2 (2013): Lecture 13 - Colour
 
Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design
 Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design
Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design
 

Ähnlich wie Serious games cwltgm

香港六合彩
香港六合彩香港六合彩
香港六合彩taoyan
 
Primer on Play: Case Study for Knowledge Guru
Primer on Play: Case Study for Knowledge GuruPrimer on Play: Case Study for Knowledge Guru
Primer on Play: Case Study for Knowledge GuruMarlo Gorelick
 
What every teacher should know about cognitive research
What every teacher should know about cognitive researchWhat every teacher should know about cognitive research
What every teacher should know about cognitive researchStephanie Chasteen
 
Gadgets, Games and Gizmos for Learning: Teach on the Beach
Gadgets, Games and Gizmos for Learning: Teach on the BeachGadgets, Games and Gizmos for Learning: Teach on the Beach
Gadgets, Games and Gizmos for Learning: Teach on the BeachKarl Kapp
 
Presentation11 091715
Presentation11 091715Presentation11 091715
Presentation11 091715Dennis C King
 
August 18, 2015 Presentation
 August 18, 2015 Presentation August 18, 2015 Presentation
August 18, 2015 PresentationDennis Glenn, MFA
 
The Power of Play: Learning with The Knowledge Guru
The Power of Play: Learning with The Knowledge GuruThe Power of Play: Learning with The Knowledge Guru
The Power of Play: Learning with The Knowledge GuruScott Thomas, MBA
 
Systematic inventive thinking and game testing
Systematic inventive thinking and game testingSystematic inventive thinking and game testing
Systematic inventive thinking and game testingJohan Hoberg
 
User Experience 6: Qualitative Methods, Playtesting and Interviews
User Experience 6: Qualitative Methods, Playtesting and InterviewsUser Experience 6: Qualitative Methods, Playtesting and Interviews
User Experience 6: Qualitative Methods, Playtesting and InterviewsMarc Miquel
 
Playpower Labs : Diploma Document
Playpower Labs : Diploma DocumentPlaypower Labs : Diploma Document
Playpower Labs : Diploma DocumentNikhil Joshi
 
Emerging Learning and Development Models: Part One
Emerging Learning and Development Models: Part OneEmerging Learning and Development Models: Part One
Emerging Learning and Development Models: Part OneSahil Parikh
 
Serious Games - How to use the most powerful communication tool of the next g...
Serious Games - How to use the most powerful communication tool of the next g...Serious Games - How to use the most powerful communication tool of the next g...
Serious Games - How to use the most powerful communication tool of the next g...Nico King
 
Tools of Engagement: Storytelling, Audience Response Systems, and Learning S...
Tools of Engagement:  Storytelling, Audience Response Systems, and Learning S...Tools of Engagement:  Storytelling, Audience Response Systems, and Learning S...
Tools of Engagement: Storytelling, Audience Response Systems, and Learning S...Karl Kapp
 
NWRESA - Digital Learning Academy - Games and Learning
NWRESA - Digital Learning Academy - Games and LearningNWRESA - Digital Learning Academy - Games and Learning
NWRESA - Digital Learning Academy - Games and LearningLucas Gillispie
 
Learning Technology
Learning TechnologyLearning Technology
Learning TechnologyKarl Kapp
 
Unit IV Web AssignmentThis assignment allows you to demonstrate .docx
Unit IV Web AssignmentThis assignment allows you to demonstrate .docxUnit IV Web AssignmentThis assignment allows you to demonstrate .docx
Unit IV Web AssignmentThis assignment allows you to demonstrate .docxouldparis
 

Ähnlich wie Serious games cwltgm (20)

香港六合彩
香港六合彩香港六合彩
香港六合彩
 
Ev681 computing 1
Ev681   computing 1Ev681   computing 1
Ev681 computing 1
 
Primer on Play: Case Study for Knowledge Guru
Primer on Play: Case Study for Knowledge GuruPrimer on Play: Case Study for Knowledge Guru
Primer on Play: Case Study for Knowledge Guru
 
What every teacher should know about cognitive research
What every teacher should know about cognitive researchWhat every teacher should know about cognitive research
What every teacher should know about cognitive research
 
Gadgets, Games and Gizmos for Learning: Teach on the Beach
Gadgets, Games and Gizmos for Learning: Teach on the BeachGadgets, Games and Gizmos for Learning: Teach on the Beach
Gadgets, Games and Gizmos for Learning: Teach on the Beach
 
Cets 2015 glenn path to mastery serious games
Cets 2015 glenn path to mastery serious gamesCets 2015 glenn path to mastery serious games
Cets 2015 glenn path to mastery serious games
 
Presentation11 091715
Presentation11 091715Presentation11 091715
Presentation11 091715
 
August 18, 2015 Presentation
 August 18, 2015 Presentation August 18, 2015 Presentation
August 18, 2015 Presentation
 
402 w2
402 w2402 w2
402 w2
 
The Power of Play: Learning with The Knowledge Guru
The Power of Play: Learning with The Knowledge GuruThe Power of Play: Learning with The Knowledge Guru
The Power of Play: Learning with The Knowledge Guru
 
Systematic inventive thinking and game testing
Systematic inventive thinking and game testingSystematic inventive thinking and game testing
Systematic inventive thinking and game testing
 
User Experience 6: Qualitative Methods, Playtesting and Interviews
User Experience 6: Qualitative Methods, Playtesting and InterviewsUser Experience 6: Qualitative Methods, Playtesting and Interviews
User Experience 6: Qualitative Methods, Playtesting and Interviews
 
Playpower Labs : Diploma Document
Playpower Labs : Diploma DocumentPlaypower Labs : Diploma Document
Playpower Labs : Diploma Document
 
Emerging Learning and Development Models: Part One
Emerging Learning and Development Models: Part OneEmerging Learning and Development Models: Part One
Emerging Learning and Development Models: Part One
 
Serious Games - How to use the most powerful communication tool of the next g...
Serious Games - How to use the most powerful communication tool of the next g...Serious Games - How to use the most powerful communication tool of the next g...
Serious Games - How to use the most powerful communication tool of the next g...
 
21CLHK9 - Building Heroes
21CLHK9 - Building Heroes21CLHK9 - Building Heroes
21CLHK9 - Building Heroes
 
Tools of Engagement: Storytelling, Audience Response Systems, and Learning S...
Tools of Engagement:  Storytelling, Audience Response Systems, and Learning S...Tools of Engagement:  Storytelling, Audience Response Systems, and Learning S...
Tools of Engagement: Storytelling, Audience Response Systems, and Learning S...
 
NWRESA - Digital Learning Academy - Games and Learning
NWRESA - Digital Learning Academy - Games and LearningNWRESA - Digital Learning Academy - Games and Learning
NWRESA - Digital Learning Academy - Games and Learning
 
Learning Technology
Learning TechnologyLearning Technology
Learning Technology
 
Unit IV Web AssignmentThis assignment allows you to demonstrate .docx
Unit IV Web AssignmentThis assignment allows you to demonstrate .docxUnit IV Web AssignmentThis assignment allows you to demonstrate .docx
Unit IV Web AssignmentThis assignment allows you to demonstrate .docx
 

Mehr von David Farrell

Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game CommunicationGame Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game CommunicationDavid Farrell
 
Game Design 2 (2013): Lecture 8 - Layering and Separation for Game Communication
Game Design 2 (2013): Lecture 8 - Layering and Separation for Game CommunicationGame Design 2 (2013): Lecture 8 - Layering and Separation for Game Communication
Game Design 2 (2013): Lecture 8 - Layering and Separation for Game CommunicationDavid Farrell
 
Game Design 2 (2013): Immersion Through Game UI
Game Design 2 (2013): Immersion Through Game UIGame Design 2 (2013): Immersion Through Game UI
Game Design 2 (2013): Immersion Through Game UIDavid Farrell
 
Game Design 2: UI in Games - Revision Lecture
Game Design 2: UI in Games - Revision LectureGame Design 2: UI in Games - Revision Lecture
Game Design 2: UI in Games - Revision LectureDavid Farrell
 
Game Design 2: Micro and Macro Data Visualisation
Game Design 2: Micro and Macro Data VisualisationGame Design 2: Micro and Macro Data Visualisation
Game Design 2: Micro and Macro Data VisualisationDavid Farrell
 
Game Design 2: Lecture 13 - Layering and Separation of Data Visualisation
Game Design 2: Lecture 13 - Layering and Separation of Data VisualisationGame Design 2: Lecture 13 - Layering and Separation of Data Visualisation
Game Design 2: Lecture 13 - Layering and Separation of Data VisualisationDavid Farrell
 
Game Design 2: Lecture 12 - Platform Specific Design
Game Design 2: Lecture 12 - Platform Specific DesignGame Design 2: Lecture 12 - Platform Specific Design
Game Design 2: Lecture 12 - Platform Specific DesignDavid Farrell
 
Game Design 2: Lecture 11 - Colour
Game Design 2: Lecture 11 - ColourGame Design 2: Lecture 11 - Colour
Game Design 2: Lecture 11 - ColourDavid Farrell
 
Game Design 2: Lecture 8 - Semiotics and Icon Design
Game Design 2: Lecture 8 - Semiotics and Icon DesignGame Design 2: Lecture 8 - Semiotics and Icon Design
Game Design 2: Lecture 8 - Semiotics and Icon DesignDavid Farrell
 
Game Design 2: Lecture 9 - Immersion through UI
Game Design 2: Lecture 9 - Immersion through UIGame Design 2: Lecture 9 - Immersion through UI
Game Design 2: Lecture 9 - Immersion through UIDavid Farrell
 
The impact of affect in serious games
The impact of affect in serious gamesThe impact of affect in serious games
The impact of affect in serious gamesDavid Farrell
 
Comu346 lecture 6 - evaluation
Comu346   lecture 6 - evaluationComu346   lecture 6 - evaluation
Comu346 lecture 6 - evaluationDavid Farrell
 

Mehr von David Farrell (13)

Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game CommunicationGame Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
 
Game Design 2 (2013): Lecture 8 - Layering and Separation for Game Communication
Game Design 2 (2013): Lecture 8 - Layering and Separation for Game CommunicationGame Design 2 (2013): Lecture 8 - Layering and Separation for Game Communication
Game Design 2 (2013): Lecture 8 - Layering and Separation for Game Communication
 
Game Design 2 (2013): Immersion Through Game UI
Game Design 2 (2013): Immersion Through Game UIGame Design 2 (2013): Immersion Through Game UI
Game Design 2 (2013): Immersion Through Game UI
 
Game Design 2: UI in Games - Revision Lecture
Game Design 2: UI in Games - Revision LectureGame Design 2: UI in Games - Revision Lecture
Game Design 2: UI in Games - Revision Lecture
 
Game Design 2: Micro and Macro Data Visualisation
Game Design 2: Micro and Macro Data VisualisationGame Design 2: Micro and Macro Data Visualisation
Game Design 2: Micro and Macro Data Visualisation
 
Game Design 2: Lecture 13 - Layering and Separation of Data Visualisation
Game Design 2: Lecture 13 - Layering and Separation of Data VisualisationGame Design 2: Lecture 13 - Layering and Separation of Data Visualisation
Game Design 2: Lecture 13 - Layering and Separation of Data Visualisation
 
Game Design 2: Lecture 12 - Platform Specific Design
Game Design 2: Lecture 12 - Platform Specific DesignGame Design 2: Lecture 12 - Platform Specific Design
Game Design 2: Lecture 12 - Platform Specific Design
 
Game Design 2: Lecture 11 - Colour
Game Design 2: Lecture 11 - ColourGame Design 2: Lecture 11 - Colour
Game Design 2: Lecture 11 - Colour
 
Game Design 2: Lecture 8 - Semiotics and Icon Design
Game Design 2: Lecture 8 - Semiotics and Icon DesignGame Design 2: Lecture 8 - Semiotics and Icon Design
Game Design 2: Lecture 8 - Semiotics and Icon Design
 
Game Design 2: Lecture 9 - Immersion through UI
Game Design 2: Lecture 9 - Immersion through UIGame Design 2: Lecture 9 - Immersion through UI
Game Design 2: Lecture 9 - Immersion through UI
 
Mindset talk
Mindset talkMindset talk
Mindset talk
 
The impact of affect in serious games
The impact of affect in serious gamesThe impact of affect in serious games
The impact of affect in serious games
 
Comu346 lecture 6 - evaluation
Comu346   lecture 6 - evaluationComu346   lecture 6 - evaluation
Comu346 lecture 6 - evaluation
 

Serious games cwltgm

  • 1. Designing GBL for Learning David Farrell david.farrell@gcu.ac.uk
  • 2. What is the point of GBL? You will have heard a *lot* about motivation and serious games. Is that all SG / GBL have to offer? If so, what is special about games?
  • 3. Chen & Wang 2009 “Engaging learners in the learning process is the pre-requisite for effective e-learning.” “However, making learning more engaging relies on considerate design of learning activities” C&W argue for the value of interactivity in quality learning Thus - games - but what is “considerate” design?
  • 4. Learning Theories Two main schools: Objectivism Learning == transfer of knowledge Constructivism Learning == individual’s creating their own version of knowledge
  • 5.
  • 6. Objectivism Skinner Behaviourism / Operant Conditioning Farmville? Also Atkinson / Gagne
  • 7. Procedural / Declarative We have evidence to support games for simple declarative / procedural knowledge improvement. Skill and Drill / Edutainment factual & procedural knowledge depend on strength of memory and ease of recall so “all” you have to do is repeat until it’s muscle memory. Memory, not thought.
  • 8. Skill & Drill Pedagogy Motivation of games is the main benefit. Goal is repeated practice of a skill until automatic Math Blaster, Brain Training, “training games” Gamification type approaches to incentivise
  • 9.
  • 10.
  • 11. Constructivism Knowledge is created through contact between thoughts and the world. The model is IN YOUR HEAD and is modified by how you interpret input you get. Dewey / Piaget / Vygotski / Bruner / Gardiner / Papert
  • 12. Daniel Willingham Motor learning is the change in capacity to perform skilled movements that achieve behavioural goals in the environment. A fundamental and unresolved question in neuroscience is whether there are specific neural systems for representing sequential motor responses. Defining such systems with brain imaging and other methods requires a careful delineation of what specifically is being learned for a given sequencing task.
  • 13. Daniel Willingham A chiffon cake replaces butter— the traditional fat in cakes— with oil. A fundamental and unresolved question in baking is when to make a butter cake and when to make a chiffon cake. Answering this question with expert tasting panels and other methods requires a careful description of what characteristics are required for a cake.
  • 14. Schema We don’t easily store “facts”, we have networks of related concepts. When we encounter something new, we understand it in context of what we already know. So knowledge creating is a subtle modifying over time of these networks of concepts.
  • 15.
  • 16. Games as Microworlds The Shaffer & Svarovski paper I spoke about last week (SodaConstructing) introduces two concepts: Exploratoids (extension of Explanatoid) Microworlds (robust simulation of some domain)
  • 17.
  • 18. Problem Based Learning Step 1: Topic Introduction - why it’s important Step 2: problem statement Step 3: generate hypotheses Step 4: acquire data Step 5: test hypothesis
  • 19.
  • 20. So why didn’t this game teach?
  • 22.
  • 23. Constructive Alignment Biggs 1996: Learners construct meaning from what they do Teacher makes deliberate alignment between planned learning activities and desired learning outcomes.
  • 24.
  • 25.
  • 26.
  • 27.
  • 28. So here’s my idea Cognitive Walkthrough for Learning Through Game Mechanics CWLTGM!
  • 29. Cognitive Walkthrough One or more experts will “walk” through a set of steps required to accomplish a task. Before beginning, you detail as much as you can about: What the user knows What steps are required to accomplish the task Then you walk through each step questioning:
  • 30. CW Questions 1: Will the user try to achieve the right effect?2: Will the user notice that the correct action is available?3: Will the user associate the correct action with the effect to be achieved?4: If the correct action is performed, will the user see that progress is being made toward solution of the task?
  • 31. Success or failure story For each step you try to come up with a (believable) success or failure story. the user knows to click the print icon because she recognises the shape of the printer as representing the print function the user fails to find the left-align icon because she does not know to expand the “hidden icons” area
  • 33. CW for GBL I did two things: Contextualise Extend
  • 34. Contextualise: Inputs Who are players and what do they know? What are the desired learning outcomes of the task? How are game and domain entities represented? What are the interactions required for player to learn the content
  • 35. Contextualise: walkthrough Step 1: will player attempt the desired task? Step 2: Will player understand what game actions would achieve the task? Step 3: Will player associate their correct action as making progress towards task completion? Assuming player executes correct actions, is it reasonable to expect learning to take place?
  • 36. Step 4/1 List every logical connection that must be made by the player in order to learn through playing this part of the game. Must the player recognise domain-entity mappings? Must player understand semantic meaning of an animation or in-game action to subject domain? How many game elements must the player consider at once to understand the subject domain system? Generally - you want to avoid making LEAPS of logic, you want to detail each small logical link.
  • 37. Step 4/2 For each of the logical links identify - reconsider it and ask if it is actually two or more steps of logic - if so, split it by just FORMALLY going over each item, you find mistakes Rinse and repeat
  • 38. Step 4/3 When you are satisfied that each link is explicit, consider each logical link and ask whether it is reasonable to expect the player to make this connection / logical inference. Will the imagined player understand the visual metaphors? Will the player read and understand required text? Will the player’s attention be drawn to the elements mentioned in the logical link? Will the players understand the relationship between the in- game entities, but fail to recognise how that applies to the subject domain?
  • 39. At the end of step 4 This is where you write your “success” or “failure” story for each item of your logical chain. I categorise into low, medium, or high risk.
  • 40. What’s the point? Firstly, we can understand WHY things worked or did not work in a given design. But more powerfully (in theory) by applying the technique to designs PRIOR to implementation, we can identify flaws that would not be spotted.
  • 41. What next I have handouts: The e-Bug evaluation paper (has the table explaining results) An overview of Cog Walk My (in progress) Cog Walk paper I want you to read these before the lab if you can.
  • 42. Labs Between now and the labs, I’m going to move to the next turn of CareerQuest. So we’ll do that in the labs for 5 mins. The rest of the lab will be you applying CWLTGM to evaluate the “white blood cell” bit of the game. I want to see if you end up with the same answers as me!
  • 43.
  • 44. References Chen, M., & Wang, L. (2009). The Effects of Type of Interactivity in Experiential Game-Based Learning, 273– 282. Svarovsky, G., & Shaffer, D. (2006). Sodaconstructing an Understanding of Physics: Technology-Based Engineering Activities for Middle School Students. Proceedings. Frontiers in Education. 36th Annual Conference, 17–23. doi:10.1109/FIE.2006.322594 Farrell, David (City University, L., Kostkova, P (City University, L., Lecky, D. (Health P. A., & McNulty, C. (Health P. A. (2009). Teaching Children Hygiene Using Problem Based Learning: The Story Telling Approach to Games Based Learning. International Conference on Web-based Learning (ICWL), Second Workshop on Story-Telling and Educational Games (Vol. 37). Willingham, D. T. (2009). Why don’t students like school: A cognitive scientist answers questions about how the mind works and what it means for the classroom. Jossey-Bass. Queens University, Problem Based Learning. http://meds.queensu.ca/pbl/pbl_in_practice/pbl_process Biggs, J. (1996). Enhancing teaching through constructive alignment. Higher education. Retrieved from http://www.springerlink.com/index/l2q3820h2436l607.pdf Wharton, C., & Rieman, J. (1994). The cognitive walkthrough method: A practitioner’s guide. In J. Nielsen & R. Mack (Eds.), Usability Inspection Methods. New York: John Wiley & Sons. Retrieved from http://psych- www.colorado.edu/ics/techpubs/pdf/93-07.pdf

Hinweis der Redaktion

  1. The first paragraph is understandable if you take your time. 1: definition 2: problem 3: a descritpion of the thing under study is necessary before the problem can be addressed. The 2nd paragraph is written with same structure - but which will you remember tomorrow? You already know a lot about cakes. A cake is buttery, not oily so the use of oil unusual. Also the sentence “what characteristics are required” - you already kind of know for cakes.
  2. But as Squire says, you can’t use Civ in classrooms because it doesn’t align with curricula!
  3. Note the use of reflection. This could be a key element of the design that I missed. Let’s spend some time thinking about this model. Can you design using this?
  4. Remember Civ? How it’s not aligned with curricula. There lies a KEY angle for designers.
  5. This is why I designed e-bug the way I did.
  6. This is why I used a MDA style approach.
  7. You can see (hopefully) how I was trying to design these activities. But there is a gap. The models aren’t enough. The game doesn’t REALLY work.
  8. Why do YOU think the game wasn’t more successful? And why the inconsistency? Same designer / programmer / artists / scientists / teachers. I didn’t know! Had some vague ideas. But that’s a crazy way to design. You can’t rely on “vague ideas”.
  9. They key is to ask those questions while SIMULATING THE USER IN YOUR BRAIN
  10. I realised that there is NOTHING UI specific about CW. It’s actually about UX not UI. You just need to ask different questions - the general process is universal.
  11. At this point, it’s not really ALL THAT different from existing practice. But Step 4 is the magic - and that is the extension. I divide step 4 into sub steps.
  12. Links can be categorised as low risk if it is likely that the player will make the connection; moderate risk if the player should make the connection, but there is enough doubt to warrant further attention; high risk if it is unlikely that the player will make the connection.