BAM! EEEEEK! POW! What Video Games Can Teach Us About e
Transcription
BAM! EEEEEK! POW! What Video Games Can Teach Us About e
202 BAM! EEEEEK! POW! What Video Games Can Teach Us About e-Learning Feedback Julie Dirksen, Allen Interactions December 7 & 8, 2006 Produced by Designing & Developing Online Assessments & Evaluations Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 What Video Games Can Teach Us About e-Learning Feedback OR Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 1 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 What games do you play? • Types of games (poll) – Adventure / Strategy – Role-playing game (RPG) – MMOGs (Massive Multiplayer Online Games) – Sports / Racing Arcade – First person shooter (FPS) – Puzzle (Tetris and the like) • Platforms (poll) – Console games (xBox, Playstation, Nintendo) – Online single player games – Online multi-player games – Other PC or Mac Games • What are some favorites? Please type your response in Chat – Simulation Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 2 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 Evaluation in e-learning: Let’s play a game Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 3 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 What types of evaluation did you see? • Please type your response. Evaluation in e-learning: Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 4 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 Points Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 5 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 How games do evaluation: Collecting How games do evaluation: Time Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 6 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 How games do evaluation: Leveling How can this work for eLearning evaluation? • Please type your response. Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 7 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 And just what are we evaluating? Comprehension Conscious Action Synthesis Knowledge Analysis Conscious Effort Application Cognitive Familiarization Proficiency Psychomotor Skills Comprehension Unconscious Competence Affective What are you hoping for? • • • • • • Familiarization Comprehension Conscious Effort Conscious Action Proficiency Unconscious Competence - From Electronic Performance Support Systems by Gloria Gery Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 8 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 Points in eLearning • Example: Manpower Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 9 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 What potential benefits are there for Points in eLearning? • • • • Greater degree of ambiguity Multiple points-based outcomes --What could you use this for? Please type your response in Chat Collecting • Example: New Hire Orientation Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 10 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 What potential benefits are there for Collecting in eLearning? • • • • • Different types of elements to be collected Motivational element Tracking progress ---What could you use it for? (Please type your response). Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 11 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 Special Collecting: The Power-up • Improve the abilities of the player Leveling • Examples: Dialog Coach Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 12 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 • Examples: Dialog Coach Leveling Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 13 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 What potential benefits are there for Leveling in eLearning? • • • • • Intermittent goals and overall goal Variable mastery of levels Gradual improvement of skills --What could you use it for? Please type your response in Chat What if completion was enough... Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 14 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 Completion • Build enough factors into completion, and you have conclusive evidence that the learner knows the material to a specific level. • Completion=Proficiency Completion=Proficiency • Can this work? Please type your response in Chat Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 15 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 Making this work • Is using learning games: Learning? Or Evaluation? Or Learning? Or Evaluation? Or Learning? Or Evaluation? Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 16 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 Cycles of Expertise • Principle: Expertise is formed in any area by repeated cycles of learners practicing skills until they are nearly automatic, then having those skills fail in ways that cause the learners to have to think again and learn anew... • Games: Good games create and support the cycle of expertise...This is, in fact, part of what constitutes good pacing in a game. - James Paul Gee It’s all integrated • If you do it right, the game / learning experience will provide the evaluation. • If you are not proficient enough, you don’t move on until you are proficient. • Completion = proficiency Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 17 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 So, can we just put more levels into eLearning? Module 1 Module 2 Module 3 Module 4 Module 5 Module 6 TEST TEST TEST TEST TEST What does this get us? Please type your response in Chat Making this work • It’s all integrated. • People have to be ENGAGED. • So how are games different? Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 18 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 Why can it work in games? “It may sound trite, but for us educational games are first and foremost games. Whether a bona-fide contest with logical rules and a winning condition, or a Sim City-style sandbox playtoy, a game experience needs to have certain basic elements to be a meaningful experience for players.” - Eric Zimmerman What are those basic elements? • Please type your response. Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 19 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 It’s all about the brain What is going on when you are learning something new? Well, your frontal cortex gets busy. It starts burning a lot of fuel, and fills up pretty quickly. Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 20 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 What is going on when you using a regular pattern you already know? That leverages the basal ganglia – a part of the brain that can run without a lot of conscious attention. How is most eLearning structured? Module 1 Intro Module 2 New Info Module 3 More new Info Module 4 Even more new Info Module 5 Yet again with the new info Module 6 Summary Whew! Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 21 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 How are most games structured? Level 1 Some new stuff, pretty easy though Level 2 Stuff you know plus a bit more Level 3 Stuff you know, maybe a little faster Level 4 Stuff you know plus a bit more Level 5 Stuff you know, kicked up a notch Level 6 Boss Fight Ability It’s a lot like flow: w Flo el nn a Ch Challenge - Flow: The Psychology of Optimal Experience by Mihaly Csikszentmihalyi Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 22 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 It also allows you to pay attention to what’s different. Whew! In this model, everything is new and everything is important (so nothing is). It also allows you to pay attention to what’s different. Whew! In this model, the new material is mixed in with existing stuff, so the new material stands out. Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 23 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 We all need a rest sometimes: Whew! If you don’t give people a break, they will take it anyway. Wait, this is important Brain dead, leaking out the ears Tuned out Okay, I get it Uh huh. Uh huh... Kind of distracted Pacing in games • Games: Good games create and support the cycle of expertise...This is, in fact, part of what constitutes good pacing in a game. - James Paul Gee Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 24 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 Goals, Goals and Goals • Immediate, Short-term and Long-term goals Goals in Diner Dash • Immediate Goal – Task / Level • Short-term Goal – Stage • Long-term Goal – Game Completion Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 25 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 Long-term Goal: The boss fight When you put all the skills you’ve learned together to beat the BOSS. The boss fight “On the boss fight, you are ready to fail 5-6 times until you get it. If I get a boss on the 1st try, I think it’s too easy.” - MS Hunter Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 26 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 Better than a Skinner Box • • • • Positive Feedback Negative Feedback Reward Punishment It’s not that easy • “many times we’ve seen educators entering into game development that are content to transfer the style of games onto educational tasks without understanding the substance of what makes a game work“ – Eric Zimmerman Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 27 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 What makes it work? • Getting and keeping attention What makes it work? • How many people have had to take the written drivers test lately? Right Rightof ofWay Wayand andYielding Yielding Right-of-way Right-of-wayand andyielding yieldinglaws lawshelp helptraffic trafficflow flowsmoothly smoothlyand andsafely. safely. They Theyare arebased basedon oncourtesy courtesyand andcommon commonsense. sense.Violation Violationofofthese these laws lawsisisaaleading leadingcause causeofoftraffic trafficcrashes. crashes. When Whentwo twovehicles vehiclesreach reachan anintersection intersectionatatthe thesame sametime, time,and andthere there isisno notraffic trafficlight lightor orsignal, signal,the thedriver driverofofthe thevehicle vehicleon onthe theleft leftmust must yield yieldto tothe thevehicle vehicleon onthe theright. right. -Minnesota -MinnesotaDriver’s Driver’sManual Manual • Think about how that feels. Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 28 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 Now, how about this? • How does this one feel? If there’s no urgency... Most of the burden is on the frontal cortex. Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 29 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 What’s happening here? The Amygdala is saying: “PAY ATTENTION! This could be important.” What makes it work? • Balanced gameplay: expectation, surprise and reward Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 30 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 Good surprises are good • Pleasant surprises cause a dopamine spike “PAY ATTENTION! If this is good, then you want more. Even bad surprises are good • Unpleasant surprises cause a dopamine drop. “PAY ATTENTION! This is bad. Avoid in future.” Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 31 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 No surprises are bad Hmm. I wonder what I should have for dinner... Games do this well Gold Coin Gold Coin Gold Coin Gold Coin Super Platinum Hammer of Death™ that lets you SQUASH evildoers!!! Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 32 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 It’s also about the rewards "The feedback and reward needs to be equal to the frustration and effort." - MS Hunter It’s all integrated • Some of this is more about game design than game as evaluation. • It’s the same thing. Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 33 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 What’s the catch? • Games are good at teaching you how to play games (not necessarily how to actually do things) Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 34 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 Examples Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 35 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 36 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 Examples Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 37 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 Questions? Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 38 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 References • Books – Electronic Performance Support System by Gloria Gery – Flow: The Psychology of Optimal Experience by Mihaly Csikszentmihalyi (A reasonable Wikipedia explanation can be found at http://en.wikipedia.org/wiki/Flow_(psychology) ) – What Video Games Have to Teach Us About Learning and Literacy by James Paul Gee • Game Articles: References – Learning to Play to Learn - Lessons in Educational Game Design by Nick Fortugno & Eric Zimmerman http://www.ericzimmerman.com/texts/learningtoplay.htm - originally published in Gamasutra http://www.gamasutra.com/features/20050405/zimmerman_01.shtml (Other publications by Eric Zimmerman http://www.ericzimmerman.com/writings.html) – Behavioral Game Design by John Hopson http://www.gamasutra.com/features/20010427/hopson_01.htm – Proof of Learning: Assessment in Serious Games by Sande Chen http://www.gamasutra.com/features/20051019/chen_01.shtml – Learning by Design: Games as Learning Machines by James Paul Gee http://www.gamasutra.com/gdc2004/features/20040324/gee_01.shtml Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 39 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 References • General Articles – The Neuroscience of Leadership by David Rock and Jeffrey Schwartz http://www.strategy-business.com/press/freearticle/06207 – The New Science of Change by Christopher Koch http://www.cio.com/archive/091506/change.html – Hijacking the Brain Circuits With a Nickel Slot Machine by Sandra Blakeslee http://select.nytimes.com/search/restricted/article?res=F70A14F7355B0C7 A8DDDAB0894DA404482 (paid access) – Getting past the brain's crap filter Posted by Kathy Sierra on December 22, 2004 on Creating Passionate Users Blog http://headrush.typepad.com/creating_passionate_users/2004/week52/inde x.html References • Egghead stuff – Predictability Modulates Human Brain Response to Reward by Gregory S. Berns, Samuel M. McClure, Giuseppe Pagnoni, and P. Read Montague http://www.ccnl.emory.edu/greg/Koolaid_JN_Print.pdf (Other recent publications by Gregory Berns http://www.ccnl.emory.edu/greg/) – When Things Are Better or Worse than Expected: The Medial Frontal Cortex and the Allocation of Processing Resources http://www.hnl.bcm.tmc.edu/articles/JNeuroScience2006PottsMontague .pdf Geoffrey F. Potts, Laura E. Martin, Philip Burton, and P. Read Montague (Other recent publications by Read Montague http://www.hnl.bcm.tmc.edu/faculty.html) – Reward signaling by dopamine neurons by Wolfram Schultz http://www.biopsychiatry.com/dopaminerev.htm – Recent publications by Jonathan Cohen http://www.csbmb.princeton.edu/ncc/jdc.html Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 40 Designing & Developing Online Assessments and Evaluations December 7 & 8, 2006 References • Games – Diner Dash: http://www.shockwave.com/gamelanding/dinerdash.jsp – Driver's Ed Game: http://www.venisproductions.com/games/drivers_ed/drivers_ed.h tml – Super Collapse 3: http://www.shockwave.com/gamelanding/collapse3.jsp – Luck Charm Deluxe: http://www.shockwave.com/gamelanding/luckcharm.jsp Session 202 – BAM! EEEEEK! POW! What Video Games Can Teach Us About eLearning Feedback, Julie Dirksen, Allen Interactions Page 41