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Digital Games for Learning: Beyond edutainment and serious games - - PowerPoint PPT Presentation

Digital Games for Learning: Beyond edutainment and serious games Esplora, Villa Bighi, Triq Marina, Il-Kalkara 17th January2018 Dr Gearid Silleabhin Department of Technology Enhanced Learning Overview Computer and Video


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Digital Games for Learning:

Beyond edutainment and serious games

Dr Gearóid Ó Súilleabháin

Department of Technology Enhanced Learning

Esplora, Villa Bighi, Triq Marina, Il-Kalkara

17th January2018

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Overview

  • Computer and Video Games: a

quick history

  • The affordances of today’s

games for teaching and learning

  • Games + Learning: bad and

good examples

  • Edutainment v Serious Games
  • Some stuff we made
  • Barriers to mainstreaming
  • Integrating games into your

teaching and training

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Games I Grew Up Playing…

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What I Played Them On…

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How Games Have Changed…

adammus95 https://www.youtube.com/watch?v=vRvclH7tRvk

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So Today’s Games Are Complex (in a good way)

  • The “clearest measure of the cognitive

challenges posed by modern games” = the “sheer size of the cottage industry devoted to publishing game guides” (Johnson)

  • Older games typically offer only one kind of

learning challenge, today’s games “a sophisticated mixture of difficult challenges that typically intertwine and support each

  • ther” (Prensky)
  • Researchers are looking now more to games

like StarCraft than Chess to study the cognitive processes (SFU Cognitive Science Lab).

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But Today’s Games Are Adaptive Too

  • Today’s games can adapt or manipulate

difficulty levels in response to player choice, progress, performance (cf. dynamic difficulty adjustment) etc.

  • Adaptivity something of a “holy grail” in

CAL/TEL circles

Image based on http://www.history.com/topics/crusades/videos/ask-history-is-there-really-a-holy-grail

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Adaptivity and Flow

(Csíkszentmihályi’s “flow state”)

Image from http://bausprouse.tumblr.com/post/69759659414/final-paper-on-video-games-in-the-museum-space

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Adaptivity and Flow

Image from http://www.ellisinwonderland.nl/paper-flow-in-games/

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Adaptivity, Flow and Feeling

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And Games Give Us Feelings…

Phil Toledano

Robbie Cooper

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And Feelings Are Good…

  • From a cognitivist perspective

feeling drive attention (which in turn drives learning)

  • From a neurological

perspective emotions seem to “amplify learning” (e.g., LeDoux, 2000)

  • In my own PhD research into

learning transfer and games “felt experience” emerges as key in the interplay between past learning and new learning efforts (http://learningtransfer.moonfrui t.com/)

Image from https://s-media-cache-ak0.pinimg.com/736x/9c/15/5f/9c155fa537ce6c8f4a4fadb1d7ea31a0.jpg

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Games Are Good at Making Us Want to Play them

  • Games developed in a Darwinian way to

leverage our natural desires for, e.g., mastery/learning, achievement, being the hero, ownership, accomplishment, empowerment, self-expression and competition..

  • “Since games have spent decades (or even

centuries depending on how you qualify a game) learning how to master motivation and engagement, we are now learning from games, and that is why we call it Gamification.” – Yu-kai Chou, creator of the Octalysis gamification framework

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We Play Together…

“Most people think video games are all about a child staring at a TV with a joystick in his hands. I don't. They should belong to the entire family.”

  • Shigeru Miyamoto
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…Sometimes On a Very Large (And Very Epic) Scale…

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And Social is Good

  • Social learning theorists, social constructivists, situated cognitivists,

connectivists agree that, in a profound way, learning is social – this is where and how it is made; this is, in a sense, what it is made of

  • “Gamers are virtuosos at weaving a tight social fabric…we like people

better after we play a game with them, even if they've beaten us badly…it takes a lot of trust to play a game with someone” (McGonigal, 2010)

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Games are Popular…More Than is Realised

  • More ways to play than ever before

– Full size consoles; handheld consoles; mobile games; desktop games; web-based/casual games; social network games; mixed reality games etc

  • More people playing than ever before

– % of people who play computer and/or video games (Survey Age: 6-64) : 41% UK, 40% Spain, 60% France, 50% Germany (Game Track Digest, Q2 2014) – 59% of Americans play computer and/or video (Entertainment Software Association)

  • More different kinds of people playing than ever before

– Family gamers, grey gamers, casual gamers

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(Nearly) Everybody’s Playing…

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This Is No Longer Your Typical Gamer…

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Actually though this might be….

The face of the UK average gamer, “Joe”.

Combines 2,000 faces of real gamers with data from a 2014 UK survey of over 1,000 gamers (nearly 1/5 of gamers are women, 1/3 over 35, and 54% in relationships).

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So Yey for Game + Learning?

  • This is not the first time we’ve become interested in using games for

learning, before we had “serious games” we had…edutainment.

  • Early edutainment and gamification tends to follow much the same

formula (Egenfeldt Nielsen, 2008):

– Little intrinsic motivation – Drill and practice learning (v.s. understanding/deep learning) – Very Simple Gameplay (Gen X type games) – Separation of gameplay or game mechanics from learning content/objectives

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Yey?

Mavis Beacon Teaches Typing

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IF “edutainment” =

behaviourist drill n practice gen X games …

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THEN… “serious games” = ?

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“Games that do not have entertainment, enjoyment or fun as their primary purpose”

  • Michael & Chen, 2005
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Serious Games = An Oxymoron?

(Can games be serious and remain games?)

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Serious Games = A False Distinction?

“I really think our brain is wired to consume entertainment and enjoy entertainment, precisely because of the fact that it’s inherently educational…we’ve made this artificial distinction between the two…a chasm there that didn’t exist”

  • Will Wright
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Serious Games V Edutainment

  • A challenge to set ourselves?

– “Educational games are preferred to standard classroom instruction, but – and this is a big but – students would never voluntarily play such a game

  • utside of class”
  • LSDA, 2004
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Some Stuff We Did #1

Touareg: A Dialogue-based Educational Game for Tourist Industry Workers

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A design comic for a project using QR codes for a mixed reality learning game in CIT

Some Stuff We Did #2

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Some Stuff We Did #3

Asteroid Chaser game developed for Blackrock Castle in Cork

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Some Stuff We Did #4

+

The Green Hipster Hotel: The original conception…

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Hacking the Compulsion Loop...?

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Some Stuff We Did #5

The Serious Sport Game For Strength and Conditioning Coaches (an EU-funded Project)

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Some Stuff We Did #5

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Some Stuff We Did #5

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A Brave New World for Game-Based Learning

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A Brave New World for Game-Based Learning

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Some Issues and Reflections…

  • “Serious games is often a misunderstood corner of

an often misunderstood medium” – Jesse Schell

  • Convincing people is hard

– The hype doesn’t help, nor does all the edutainment and other bad stuff out there. – And it’s hard to find the good stuff. – Lots of groups set up against it – Games still get a lot of bad press.

  • It’s hard to do well

– Consider what the recreational computer and video game industry tries to do (and how often it gets it wrong). – Integrating the game with the learning

  • Hitting the good stuff…felt experience, curiosity, fun,

identity etc.

  • Balancing fidelity and fun
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Some tips re integrating games into your training and teaching…

  • Consider dipping your toe by “gamifying”

aspects of your course…

– Think of offering opportunities to collect or accumulate, to have achievements recognised, to gain status, to lead others etc.

  • Take advantage of existing resources

– Try leveraging COTS recreational (inc mod- able games) and serious games – Produce games using (relatively) easy-to- learn authoring tools

  • Get students to produce as well as

consume.

– GBL Summer School in FH Joanneum – TEL dpt, CIT project with ETSS

  • Consider how to integrate and if a lead-up

and debriefing is necessary

  • Finally…try to have fun!!

Based in part on McDenial & Telep (2009)