10 things we know about designing games for learning from research

54
10 Things We Know about Games for Learning From Research Karl Kapp Professor, Bloomsbug University September 2014 @kkapp

Upload: karl-kapp

Post on 14-Dec-2014

1.573 views

Category:

Education


0 download

DESCRIPTION

This decidedly nonacademic presentation provides a broad scientific overview of what we know from research about the effectiveness of games and game-elements to changing learner behaviors. You will examine 10 findings from research and see how those findings directly relate to the creation of instructional games, games that make an impact on learner behavior. And, yes, you will play a game in this session! Learn to apply: -Findings from game-based research to create effective learning content. -Three principles for adding game elements to online and stand up instruction. -Four motivational aspects of games to improve learning recall and application.

TRANSCRIPT

Page 1: 10 Things We Know about Designing Games for Learning From Research

10 Things We Know about Games for Learning From Research

Karl Kapp Professor, Bloomsbug University

September 2014 @kkapp

Page 2: 10 Things We Know about Designing Games for Learning From Research

For: Notes Slides

Additional Ideas www.karlkapp.com

www.karlkapp.com/kapp-notes

Page 3: 10 Things We Know about Designing Games for Learning From Research

Instructions • A statement is presented

– Type in “Code word”

• Text Response:

Take out your text-machines

Standard Texting Fees Apply!

Page 4: 10 Things We Know about Designing Games for Learning From Research

How To Participate via Texting

1. Polleverywhere has no access to your phone number 2. Capitalization doesn’t matter, but spaces and spelling do

AMZ01

IAMZ02

ALRIGHT01

AMZ01

Page 5: 10 Things We Know about Designing Games for Learning From Research
Page 6: 10 Things We Know about Designing Games for Learning From Research

Lectures are NOT effective for fostering higher level thinking?

Gibbs, G., (1981). Twenty Terrible Reasons for Lecturing, SCED Occasional Paper No. 8, Birmingham. http://www.brookes.ac.uk/services/ocsld/resources/20reasons.html and Bligh, D., (1972). What’s the Use of Lectures? Penguin.

Bloom, B. S., (1953). “Thought Processes in Lectures and Discussions.” Journal of General Education Vol. 7. Isaacs, G., (1994). “Lecturing Practices and Note-taking Purposes.” Studies in Higher Education, 19:2.

Page 7: 10 Things We Know about Designing Games for Learning From Research

During lectures students'

thoughts involved attempting to solve

problems, or synthesize information 1% of the

time.

78% of the lecture is spent in ‘passive thoughts about the subject’ and ‘irrelevant thoughts’.

Page 8: 10 Things We Know about Designing Games for Learning From Research

21 studies found lecturing to be less

effective than: discussion, reading

and individual work in class.

Page 9: 10 Things We Know about Designing Games for Learning From Research

Active learning increases student performance in science, engineering, and mathematics Scott Freemana,1, Sarah L. Eddya, Miles McDonougha, Michelle K. Smithb, Nnadozie Okoroafora, Hannah Jordta, and Mary Pat Wenderotha. PNAS Early Edition (Proceedings of the National Academy of Sciences) Aoproved April 15, 2014

Page 10: 10 Things We Know about Designing Games for Learning From Research

“Study of 2,300 people found only 6% of organizations are successful in influencing

behavior change among employees.” --Al Switzler

Page 11: 10 Things We Know about Designing Games for Learning From Research

10. Games Can Influence People to Behave in a Pro-

social Manner

Page 12: 10 Things We Know about Designing Games for Learning From Research
Page 13: 10 Things We Know about Designing Games for Learning From Research
Page 14: 10 Things We Know about Designing Games for Learning From Research

First Experiment indicated that playing the game Darfur is Dying resulted in a greater willingness to help the Darfurian people than reading a text conveying same information.

Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of Communications. 60, 723-724. Chapter 5 of “The Gamificaiton of Learning and Instruction.

Page 15: 10 Things We Know about Designing Games for Learning From Research

Second Experiment indicated that playing the game Darfur is Dying resulted in a greater role taking and willingness to help than either game watching or text reading.

Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of Communications. 60, 723-724. Chapter 5 of “The Gamificaiton of Learning and Instruction.

Page 16: 10 Things We Know about Designing Games for Learning From Research

Rosenberg, R.S. Baughman, S.L., Bailenson, J.N. (2013) Virtual Superheroes: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior. PLOS One., 8(1), 1-9.

Flying around a virtual world as a superhero made subjects nicer in the real world. physical

world

Page 17: 10 Things We Know about Designing Games for Learning From Research

Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial behavior. Journal of Personality and Social Psychology. Vol. 98 . No. 2., 211-221.

Page 18: 10 Things We Know about Designing Games for Learning From Research

28% helped to pick up pencils

Page 19: 10 Things We Know about Designing Games for Learning From Research

33% helped to pick up pencils

Page 20: 10 Things We Know about Designing Games for Learning From Research

67% helped to pick up pencils

Page 21: 10 Things We Know about Designing Games for Learning From Research
Page 22: 10 Things We Know about Designing Games for Learning From Research

22% intervened

Page 23: 10 Things We Know about Designing Games for Learning From Research

56% intervened

Page 24: 10 Things We Know about Designing Games for Learning From Research

9. Games Must be Embedded into the Curriculum to be

Effective for Learning.

Page 25: 10 Things We Know about Designing Games for Learning From Research

Engagement

Pedagogy Game

Educational Simulation

Instructional games should be embedded in instructional programs that include debriefing and feedback.

Instructional support to help learners understand how to use the game increases instructional effectiveness of the gaming experience.

Hays, R. T. (2005). The effectiveness of instructional games: A literature review and discussion. Naval Air Warfare Center Training Systems Division (No 2005-004). Chapter 4 “The Gamification of Learning and Instruction.”

Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .Review of 65 studies

Page 26: 10 Things We Know about Designing Games for Learning From Research

Example

Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Sek E.D. (2013), February 4). A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games. Journal of Educational Psychology. Advanced online publication. Doi: 10.1037/a0031311 39 Studies.

Page 27: 10 Things We Know about Designing Games for Learning From Research

8. Games are more effective than traditional instruction when multiple sessions are

involved.

Page 28: 10 Things We Know about Designing Games for Learning From Research

Conventional instruction for a one-off is better vs. one game session

Multiple game sessions better than multiple conventional sessions

Wouters, P., van Nimwegen, C., van Oostendorp, H., & vam der S[el. E.D. (2013), February 4). A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games. Journal of Educational Psychology. Advanced online publication. Doi: 10.1037/a0031311 39 Studies.

Page 29: 10 Things We Know about Designing Games for Learning From Research

7. Games are more effective than traditional instruction

when players work in groups.

Page 30: 10 Things We Know about Designing Games for Learning From Research

With serious games, both learners playing individually and those playing in a group learn more than the comparison group, but learners who play serious games in a group learn more

Wouters, P., van Nimwegen, C., van Oostendorp, H., & vam der S[el. E.D. (2013), February 4). A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games. Journal of Educational Psychology. Advanced online publication. Doi: 10.1037/a0031311 39 Studies.

Page 31: 10 Things We Know about Designing Games for Learning From Research

6. Instruction with serious games yields higher learning

gains than conventional instruction.

Page 32: 10 Things We Know about Designing Games for Learning From Research

Type of Knowledge/Retention

% Higher

Declarative 11% Procedural 14% Retention 9%

Percentages of Impact

Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .Review of 65 studies

Wouters, P., van Nimwegen, C., van Oostendorp, H., & vam der S[el. E.D. (2013), February 4). A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games. Journal of Educational Psychology. Advanced online publication. Doi: 10.1037/a0031311 39 Studies.

Page 33: 10 Things We Know about Designing Games for Learning From Research

Twittermission

Page 34: 10 Things We Know about Designing Games for Learning From Research

First Person

Page 35: 10 Things We Know about Designing Games for Learning From Research

Third Person

Page 36: 10 Things We Know about Designing Games for Learning From Research

5. Third person view in a game is better for changing a person’s behavior than first

person.

Page 37: 10 Things We Know about Designing Games for Learning From Research

First Person

Carey, B. (2007) This is Your Life (and How You Tell it). The New York Times. And Sestir, M. & Green, M. C. (2010). You are who you watch: Identification and transportation effects on temporary self-concept. Social Influence, 5, 272-288 and research by Libby, L.K., Shaeffer, E.M., Eibach, R.P., & Slemmer, J.A. ( 2007) Picture yourself at the polls: Visual perspective in mental imagery affects self-perception and behavior. Psychological Science. Vol. 18: 199-203.

Page 38: 10 Things We Know about Designing Games for Learning From Research

Third Person

Page 39: 10 Things We Know about Designing Games for Learning From Research

Third Person View

Carey, B. (2007) This is Your Life (and How You Tell it). The New York Times. And Sestir, M. & Green, M. C. (2010). You are who you watch: Identification and transportation effects on temporary self-concept. Social Influence, 5, 272-288 and research by Libby, L.K., Shaeffer, E.M., Eibach, R.P., & Slemmer, J.A. ( 2007) Picture yourself at the polls: Visual perspective in mental imagery affects self-perception and behavior. Psychological Science. Vol. 18: 199-203.

“Seeing oneself as acting in a movie or a play is not merely fantasy or indulgence; it is fundamental to how people work out who it is they are, and may become.” Ben Casey

Page 40: 10 Things We Know about Designing Games for Learning From Research

5. While playing a game, learners will voluntarily do

harder problems.

Page 41: 10 Things We Know about Designing Games for Learning From Research

A math facts game deployed on a handled computer encouraged learners to complete greater number of

problems at an increased level of difficulty.

Learners playing the handheld game completed nearly 3 times the number of problems in 19 days

and voluntarily increased the level of difficulty.

Lee, J., Luchini, K., Michael, B., Norris, C., & Soloway, E. (2004). More than just fun and games: Assessing the value of educational video games in the classroom. Paper presented at the CHI '04 Extended Abstracts on Human Factors in Computing Systems, Vienna, Austria.

Page 42: 10 Things We Know about Designing Games for Learning From Research

Who is more likely to run 24 hours later? A. Person who watched an avatar not like

them running B. Person who watch an avatar like them

running C. Person watching an avatar like them

loitering

Page 43: 10 Things We Know about Designing Games for Learning From Research

Within 24 hours of watching an avatar like themselves run, learners were more likely to run than watching an avatar not like them or

watching an avatar like them loitering .

Fox, J., Arena, D., & Bailenson, J.N. (2009). Virtual Reality: A survival guide for the social scientist. Journal of Media Psychology, 21 (3), 95-113.

Page 44: 10 Things We Know about Designing Games for Learning From Research

If learners watch an avatar that looks like them exercising & losing weight,

they will subsequently exercise more in the real world as compared to a control

group.

Fox, J., Arena, D., & Bailenson, J.N. (2009). Virtual Reality: A survival guide for the social scientist. Journal of Media Psychology, 21 (3), 95-113.

Page 45: 10 Things We Know about Designing Games for Learning From Research

4. An experience as an avatar can change a person's real life

perceptions.

Page 46: 10 Things We Know about Designing Games for Learning From Research

An experience as an avatar can change a person's real life perceptions. In a study conducted by Yee and Bailenson (2006), it was found that negative stereotyping of the elderly was significantly reduced when participants were placed in avatars of old people compared with those participants placed in avatars of young people.

Yee, N. & Bailenson, J.N. (2006). Walk A Mile in Digital Shoes: The Impact of Embodied Perspective-Taking on The Reduction of Negative Stereotyping in Immersive Virtual Environments.. Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. August 24 – 26, Cleveland, Ohio, USA

Page 47: 10 Things We Know about Designing Games for Learning From Research

3. Simulation/games build more confidence for on the job

application of learned knowledge than classroom instruction.

Page 48: 10 Things We Know about Designing Games for Learning From Research

Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .

20% higher confidence levels.

Simulation/games build more confidence for on the job application of learned knowledge

than classroom instruction.

Page 49: 10 Things We Know about Designing Games for Learning From Research

2. Games don’t have to be considered “entertaining” to be

instructional.

Page 50: 10 Things We Know about Designing Games for Learning From Research

Games do not have to be entertaining to be instructional.

Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .

Page 51: 10 Things We Know about Designing Games for Learning From Research

1. An instructional game will only be effective if it is designed to

meet specific instructional objectives and was designed as it

was intended.

Page 52: 10 Things We Know about Designing Games for Learning From Research

Focusing on non-instructional elements will make the game “fun” but not necessarily educational. Clear instructional objectives must be met in the game. Game must be designed to meet the objectives.

Hays, R. T. (2005). The effectiveness of instructional games: A literature review and discussion. Naval Air Warfare Center Training Systems Division (No 2005-004). Chapter 4 “The Gamification of Learning and Instruction.”

Page 53: 10 Things We Know about Designing Games for Learning From Research

1) An instructional game will only be effective if it is designed to meet specific instructional objectives and was designed as it was intended.

2) Games don’t have to be considered “entertaining” to be instructional. 3) Simulation/games build more confidence for on the job application of

learned knowledge than classroom instruction 4) An experience as an avatar can change a person's real life perceptions. 5) While playing a game, learners will voluntarily do harder problems and

work. 6) Instruction with serious games yields higher learning gains than

conventional instruction. 7) Games are more effective than traditional instruction when players work

in groups. 8) Games are more effective than traditional instruction when multiple

sessions are involved. 9) Games Must be Embedded into the Curriculum to be Effective for

Learning. 10) Games can influence people to behave in a pro-social manner.

Take-Away

Page 54: 10 Things We Know about Designing Games for Learning From Research

Questions/More Information

• Email: [email protected] • Email: [email protected] • Twitter: @kkapp • Pinterest: Gamification Happenings • Facebook: http://www.facebook.com/gamificationLI