Educational Games - Games that Teach, not Preach

Transcription

Educational Games - Games that Teach, not Preach
Educational Games
G
Games
th
thatt T
Teach,
h nott Preach
P
h
Paul Waelchi
[email protected]
WHICH GAME IS A BETTER
TEACHER?
Game Design: Learning Principles
y
y
y
y
Small increasingly
gy
difficult problems
Successive challenges
Provides tutorial
practice
Skills taught just in
time
http://transgamingg.org/gamesdb/screeenshots/images/10004.jpg
Analytical thinking
http://www.wakinnglimb.com/Images/ggta5.jpg
Problem Solving
http://xbox3600media.ign.com/xbox3360/image/article/696//696080/viva-pinata-200060315055453427-0000.jpg
Adaptation
p
Clear goals
http://www.ixbt.com/news/games/_console/god_of_war2_screen/l/2.jpg
Practice of skills
http://xbox360media.ign.com/xbox360/image/article/708/708417/dance-dance-revolution-universe-20060512023606429-000.jpg
Monitored practiced
http://dsmedia.ign.com/ds/image/article/694/694805/brain-age-train-your-brain-in-minutes-a-day-20060309070735068.jpg
Continuous feedback
www.game-joint.com/images/guitar-hero-2/1.php
Individual
Indi id al adj
adjustment
stment
by patryck.net: http://www.flickr.com/photos/patryck/355720006/in/set-72157594476721951/
Motivation
http://www.zeldauniverse.net/games/z10/maps/ganon.gif
Learning through Video Games
y
How to learn
◦ Game design as educational theory
y
What to learn
◦ Procedural literacy and gaming experience
Game Design: Learning Principles
Simulate specific
p
experiences
p
provide
p
understanding to other learning
relationships
p
y Games are a metaphor & model
y
Learning Principle - Just in Time
y
y
y
New skills introduced
when needed
Provide context for
skills
Solving abstract
problems
◦ Pieces fitting together
IF A GAME PROVIDES A TUTORIAL WITHOUT A
CONTEXT, HOW EFFECTIVE IS THE TEACHING?
Game Design: Learning Principles
y Identity
◦ Create personal investment
◦ “Captures”
Captures a player
Vs.
Game Design: Learning Principles
yInteraction
Game Design: Learning Principles
y Production
Game Design: Learning Principles
x Which genres lend themselves to this?
x What genres could?
Game Design: Learning Principles
C t i ti
Customization
Photos via jackcheng, http://flickr.com/photos/jackcheng/
Game Design: Learning Principles
y Risk Taking
Infinite
p
patience
http://criticalmass.sourceforge.net/oldweb/pics.v09/gameOver.jpeg
Write down one ggame for each of the
learning principles discussed that
provides a clear example.
example
Write down one class where these
principles are experienced.
Game Design: Learning Principles
y Agency
Game Design: Learning Principles
Well – Ordered Problems
y Build on previous skills for solving current
p ob e s
problems
y Scaffolding
y
Game Design: Learning Principles
y
Challenges
◦ “Cycles of Expertise”
Game Design: Learning Principles
y Situated
Meaning
◦ Knowledge gained from concepts,
reading and terminology
reading,
Game Design: Learning Principles
y Pleasantly
Frustrating
◦ Edge of abilities
Go back through
g the last 6 principles
p
p
and an element from your case study
game for each of these
Game Design: Learning Principles
y Explore, Think, Rethink
Game Design: Learning Principles
y Distributed
Knowledge
◦ Understanding skills needed to succeed
across players
l
/ NPC
NPCs
Game Design: Learning Principles
y Cross
Functional Teams
◦ Collaboration necessary for success
Game Design: Learning Principles
y Performance
before Competence
◦ Thrown into action before mastery
◦ Is competence possible in controlled
environments?
Game Design: Learning Principles
y System Thinking
◦ Relationships, not specific facts
Small group activity
◦ Look at notes from former check points
◦ How does the case study game match up to
the principles?
◦ Identify 8 more principles in your case study
games
◦ Be prepared to discuss results
What to learn – Procedural Literacy
y
Games create opportunities
pp
for pplayers
y
to
empathize with real world situations that
theyy would not normallyy experience
p
y
Ayiti:The Cost of Life – free online
Procedural Literacy
y
Interaction with abstract models of
specific real or imagined processes in
g
gameplay
p y
Ian Bogost
y
“Video ggames teach biased perspectives
p p
about how things work. And the way they
teach such p
perspectives
p
is through…
g
direct engagement and criticism.”
The Redistricting Game – http://www.redistrictinggame.org/
Games that Teach
Video ggames do more than just
j provide
p
meaning and metaphor
yC
Create
eate meaning
ea g for
o worlds
wo s and
a
relationships
y
Games that Teach - Procedural
y
Learningg experiences
p
go
g beyond
y
simulation
x History RTS games may help teach specific events, but
more learning
l
i hhappens ffrom the
h process
x Less about the moments and more about the underlying
conditions
Procedural Experience
y
McDonald’s Game vs. PETA’s Super Chick
Bros.
◦ Serious content doesn’t mean serious experience
Procedural Experience
Window dressingg
y Abstract rules
y Serious skin doesn’t
doesn t make serious game
y
“rules” and “fiction”
y
JJasper
p JJuul’s
◦ Procedural representation using traditional
gameplay can still evoke powerful learning
experiences
◦ Genocide Tetris
Developing Procedural Literacy
xWhat are the rules of the
system?
Developing Procedural Literacy
xWhat is the significance
g
of these
rules?
Developing Procedural Literacy
xWhat claims about the world do
these rules make?
Developing Procedural Literacy
• How does the pplayer
y respond
p
to
those rules?
What do games teach?
How to think
y How to play
y How to view each other
y How to view the world
y
How do games teach?
y
Game design
g = learningg principles
p
p
y
Procedural Literacy – learn by doing