designing games for learning

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DESIGNING GAMES FOR LEARNING 1 CHARLES M. REIGELUTH, PH.D. PROFESSOR EMERITUS, INDIANA UNIVERSITY RODNEY D. MYERS, PH.D. INDEPENDENT SCHOLAR

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This presentation is based on a report by the authors that was commissioned by the U.S. Air Force Research Laboratory to provide up-to-date information and guidance on the design of serious games to support learning. It provides a vision of serious games, followed by elaborations on the elements of the game space and the instructional space. Charles Reigeluth and I presented this in a Presidential Session at the November, 2014 AECT conference in Jacksonville, FL.

TRANSCRIPT

Page 1: Designing Games for Learning

DESIGNING

GAMES FOR

LEARNING

1

CHARLES M. REIGELUTH, PH.D.

PROFESSOR EMERITUS, INDIANA UNIVERSITY

RODNEY D. MYERS, PH.D.

INDEPENDENT SCHOLAR

Page 2: Designing Games for Learning

BACKGROUND

Oct 2009 – IPA agreement with AFRL to “… provide

recommendations about instructional and learning theory …

Contract in Feb 2013 to prepare a report providing research-

based guidelines for the design of serious games in the Air

Force.

Instructional aspects

Gaming aspects

2

Page 3: Designing Games for Learning

INTRODUCTION

3

Benefits of serious games

• Games capitalize on the relationship between action and

cognition (learning by doing)

• Authentic practice in specific roles and contexts

• Games promote team development, social learning, and

social cohesion

• Collaboration, distributed knowledge, and collective efficacy

• Games enhance learner engagement and effort

• Immersion and flow prolonged and focused engagement

• Control, autonomy, self-efficacy

Page 4: Designing Games for Learning

INTRODUCTION

4

Benefits of serious games

• Games provide a safe environment for learning

• Scaffold learners toward required competencies

• Games are customizable

• Variable levels of authenticity

• Dynamic difficulty adjustment for optimal challenge

Page 5: Designing Games for Learning

INTRODUCTION

Criteria for selecting serious games as an instructional

strategy

• Effectiveness

• Skills as game actions

• Tasks include variations and are increasingly complex

• Risk requires safe environment for practice

• Efficiency

• Time and cost of development

• Time and cost of learning

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Page 6: Designing Games for Learning

FUZZY VISION

Six fundamental design principles

1. Authenticity

• Scenario, roles, and contextual factors are consistent with whole, real-

world tasks

2. Levels of difficulty

• Must be mastered by each player before progressing to the next level

• Designed using Simplifying Conditions Method (Elaboration Theory)

3. Scaffolding

• 3 Forms: Adjust task environment, Coaching, Instructional overlay

• Virtual mentor – just-in-time coaching and instruction

• When: Automatic, triggered by player action, requested by player

• Quicker, easier, more enjoyable

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Page 7: Designing Games for Learning

FUZZY VISION

Six fundamental design principles

4. Part-task mastery

• When the game is paused, KSAs are mastered before game continues

• Ensures mastery across range of situations, automatization

5. Feedback

• Natural consequences during game play

• Player can request explanations by virtual mentor

• Virtual mentor provides debriefing at end of each performance

• Immediate feedback is provided in instructional overlay

6. Motivation

• A score for each role

• Collaboration (when appropriate), authenticity, confidence (levels)

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Page 8: Designing Games for Learning

ELEMENTS OF THE

GAME SPACE

• Goal(s)

• Game mechanics

• Rules

• Players

• Environment

• Objects

• Information

• Technology

• Narrative

• Aesthetics

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Page 9: Designing Games for Learning

ELEMENTS OF THE

GAME SPACE

9

Page 10: Designing Games for Learning

ELEMENTS OF THE

GAME SPACE

Goal(s)

To achieve the configuration of game elements that matches the winning

state defined in the rules

• Desired learning outcomes Goals of game (authenticity)

• Achieving the goals of the game = Achieving the learning goals

• Subgoals (authenticity, levels of difficulty, motivation)

• Whole, authentic tasks > Subgoals > Final goals

• Levels: progressive difficulty/complexity

• Game (learning) cycles Motivation

• Acquire tools and abilities

• Develop skillfulness by completing tasks

• Achieve subgoals through mastery

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Goal(s) | Game mechanics | Rules | Players | Environment

Objects | Information | Technology | Narrative |Aesthetics

Page 11: Designing Games for Learning

ELEMENTS OF THE

GAME SPACE

Game mechanics

Actions governed by rules that a player may take with or on one or more game elements

• Desired learning outcomes Actions (authenticity)

• Core mechanics

• Must master to achieve goals

• Should become skill-based (automatic) through practice

• Compound mechanics

• Two or more mechanics combined by a rule

• Recur less frequently than core mechanics

• Peripheral mechanics

• Optional/non-vital in achieving goals

• Novel (non-recurrent) and knowledge-based

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Goal(s) | Game mechanics | Rules | Players | Environment

Objects | Information | Technology | Narrative |Aesthetics

Page 12: Designing Games for Learning

ELEMENTS OF THE

GAME SPACE

Rules

Define the possibilities of and constraints on actions in a game, as well as

the rewards and penalties for those actions

• Tightly bound with mechanics

• Player expectations based on precedent

• Outcomes and feedback consistent with real world (authenticity and

feedback)

• Game balancing

• Designing the relationships among all of the elements to promote the

desired game experience

• Playtest frequently to observe results of design decisions

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Goal(s) | Game mechanics | Rules | Players | Environment

Objects | Information | Technology | Narrative |Aesthetics

Page 13: Designing Games for Learning

ELEMENTS OF THE

GAME SPACE

Players

The individuals who choose to undergo the experience of a game

• Possible single- and multi-player configurations (Avedon, 1971)

• Intra-individual, extra-individual, aggregate, inter-individual, unilateral,

multi-lateral, intra-group, inter-group

• Roles and avatars

• Game dynamics

• Emergent patterns of interplay between mechanics, rules, and players

• Observed during playtesting

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Goal(s) | Game mechanics | Rules | Players | Environment

Objects | Information | Technology | Narrative |Aesthetics

Page 14: Designing Games for Learning

ELEMENTS OF THE

GAME SPACE

Environment

The setting in which the action of the game takes place

• Movement

• Structure: discrete or continuous (or a combination)

• Dimensionality: linear, rectilinear, 2D, 3D

• Perspective

• Isometric (or top-down): 2D simulations and strategy games

• First-person: 3D subjective

• Third-person: 3D objective (“camera” perspective)

• Physics

• Time

• Play time and event time (Juul, 2004)

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Goal(s) | Game mechanics | Rules | Players | Environment

Objects | Information | Technology | Narrative |Aesthetics

Page 15: Designing Games for Learning

ELEMENTS OF THE

GAME SPACE

Objects

The components of the game system that embody and enable the game

mechanics or are affected by the player’s use of game mechanics

• Diegetic objects

• Exist in the game setting; accessible to an avatar

• Non-diegetic objects

• Exist outside the game setting; accessible to the player

• Properties (or attributes)

• Static or dynamic states

• Affordances make apparent how the object is used

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Goal(s) | Game mechanics | Rules | Players | Environment

Objects | Information | Technology | Narrative |Aesthetics

Page 16: Designing Games for Learning

ELEMENTS OF THE

GAME SPACE

Information

• About avatars

• Role and attribute states, inventory, location

• About objects

• Attribute states related to game mechanics

• About events

• Feedback: immediate result of the use of game mechanics

• Narrative information: descriptions of past performance, backstory, cut scenes, pending tasks, and other information related to the story

• About the environment

• Maps, sensory cues (esp. for tone and mood)

• About the system

• Game state, available system procedures

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Goal(s) | Game mechanics | Rules | Players | Environment

Objects | Information | Technology | Narrative |Aesthetics

Page 17: Designing Games for Learning

ELEMENTS OF THE

GAME SPACE

Technology

• Equipment

• Physical pieces required to play

• Videogames

• Computing device (platform)

• Screen and speakers

• Physical interface

• Virtual interface

• Network for multiplayer

• Data storage

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Goal(s) | Game mechanics | Rules | Players | Environment

Objects | Information | Technology | Narrative |Aesthetics

Page 18: Designing Games for Learning

ELEMENTS OF THE

GAME SPACE

Narrative

A sequence of events that tells a story

• Episodic memory

• Familiar frame of reference (genre)

• Cognitive frame of reference (schema)

• Structure

• Linear

• Branching

• Foldback (multiple paths leading to a single event)

• Roles

• Shaffer’s (2006) epistemic frame: a set of “skills, knowledge,

identities, values, and epistemology that professionals use to think in

innovative ways” (p. 12)

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Goal(s) | Game mechanics | Rules | Players | Environment

Objects | Information | Technology | Narrative |Aesthetics

Page 19: Designing Games for Learning

ELEMENTS OF THE

GAME SPACE

Aesthetics

A player’s emotional responses and felt experiences as a result of interacting with/in a game system

• How will the player feel? (Hunicke, LeBlanc, & Zubek, 2004)

• Challenge (obstacle course)

• Fellowship (social framework)

• Discovery (uncharted territory)

• Expression (self-discovery)

• Fantasy (make-believe)

• Authenticity and realism

• Physical (feels real)

• Perceptual (seems real)

• Functional (acts real)

• Cognitive (matches mental model)

• Emotional (evokes reality)

19

Goal(s) | Game mechanics | Rules | Players | Environment

Objects | Information | Technology | Narrative |Aesthetics

Page 20: Designing Games for Learning

ELEMENTS OF THE

GAME SPACE

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Goal(s) | Game mechanics | Rules | Players | Environment

Objects | Information | Technology | Narrative |Aesthetics

Page 21: Designing Games for Learning

ELEMENTS OF THE

SCAFFOLDING

• Adjusting

• Coaching

• Instructing

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Page 22: Designing Games for Learning

ELEMENTS OF THE

SCAFFOLDING

Adjusting

• Definition

• Adjusts aspects of the game for ZPD, behind the scenes

• Indications

• When the task is too difficult for the player

• When adjusting is better than coaching or instructing

• Kinds of Adjusting

• Provide easier cases first (SCM)

• Provide artificial prompts – with fading

• Perform parts of the task for the player – with fading

• Access (Timing)

• Universal, Triggered, or Requested

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Page 23: Designing Games for Learning

ELEMENTS OF THE

SCAFFOLDING

Coaching

• Definition

• Provides cognitive and/or emotional support to the player, usually during performance, without teaching – can pause the game

• Indications

• When the task is too difficult for the player

• When coaching is better than adjusting or instructing (just a little help)

• Kinds

• Provide information, a hint or tip, or an understanding

• Inquisitory (Socratic) or expository form

• Timing

• Before, during, or after a performance

• Access

• Universal, Triggered, or Requested (without freezing time if authentic)

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Page 24: Designing Games for Learning

ELEMENTS OF THE

SCAFFOLDING

Instructing

• Definition

• Provides information and activities appropriate for the kind of learning

– must pause the game, is offered JIT

• Indications

• When a significant amount of learning effort is required

• Access

• Universal, Triggered, Requested, or Suggested

• Formats

• Part-task selection (customized?), Virtual mentor (present?)

• Strategies for instruction and assessment

• Coming up

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Page 25: Designing Games for Learning

ELEMENTS OF THE

SCAFFOLDING

Instructing

• Strategies for memorization

• Primary strategies

• Present, Practice (Test) (Consistent with real task)

• Secondary strategies

• Repetition, Chunking, Spacing, Prompting, Mnemonics, Review

• Use more with increasingly difficult tasks

• Control strategies

• System control, or Player control over …

• Presentation or practice, amount of repetition, chunking, spacing,

prompting, mnemonics, review

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Page 26: Designing Games for Learning

ELEMENTS OF THE

SCAFFOLDING

Instructing

• Strategies for skills

• Primary strategies

• Generality, Example, Practice (Test), Feedback (Consistent)

• Secondary strategies

• G: Attention-focusing devices, Alternative rep, Simultaneous E

• E: Attention-focusing devices, Alternative rep, Easy-dif, Diverg

• P: Easy-difficult sequence, Divergence, Prompting, Overlearning

• FB: Attention-focusing devices, Alternative representations

• Control strategies

• System control, or Player control over …

• Inductive or deductive, G-E-P, all secondary strategies

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Page 27: Designing Games for Learning

ELEMENTS OF THE

SCAFFOLDING

Instructing

• Strategies for causal understanding

• Primary strategies

• Acquisition (G, E), Application (P, FB) (Consistent)

• Secondary strategies

• G: Expository or Confirmatory with prototyp E; Atten foc, Alt rep

• E: Passive or Active (manipulation of c or e); Atten foc, Alt rep

• P: Easy-difficult, Divergent, Overlearning

• FB: Natural or Artificial; Confirmatory, Hint, or Explanation;

Informational or Motivational; Atten foc, Alt rep

• Performance strategies

• Explanation, Prediction, Solution; Performance Routine (GEP)

• Control strategies – System or Player Control

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Page 28: Designing Games for Learning

ELEMENTS OF THE

SCAFFOLDING

Instructing

• Strategies for process understanding – similar to those for

causal understanding except …

• Performance strategies

• Description of the natural process (events, sequence)

• Performance routine

• Primary strategies

• G-E-P-FB for the natural process (Consistent)

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Page 29: Designing Games for Learning

ELEMENTS OF THE

SCAFFOLDING

Instructing

• Strategies for conceptual understanding

• Dimensions of understanding

• Superordinate, Coordinate, and Subordinate (in which the

concepts may be either parts or kinds of each other)

• Analogical, Experiential, Functional, etc.

• Primary strategies

• Description (G), Application (P), Feedback (Consistent)

• Secondary strategies

• G: Expository or Confirmatory

• P: No. of dimensions, separate or integrated with the task

• FB: Confirmatory, Hint, Description; Informational, Motivational

• Control strategies – System or Player Control

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Page 30: Designing Games for Learning

ELEMENTS OF THE

SCAFFOLDING

Instructing

• Strategies for attitudes and values

• Primary strategies for

• Cognitive component: Persuasion

• Affective component: Operant conditioning

• Behavioral component: Practice for habit

• Secondary strategies

• Move all three components along continuum simultaneously

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Page 31: Designing Games for Learning

CONCLUDING

REMARKS

Fundamental

Design Principles

• Authenticity

• Levels of

difficulty

• Scaffolding

• Part-task

mastery

• Feedback

• Motivation

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Elements of the Game Space

• Goal(s)

• Game mechanics

• Rules

• Players

• Environment

• Objects

• Information

• Technology

• Narrative

• Aesthetics

Elements of

Scaffolding

• Adjusting

• Coaching

• Instructing

Page 32: Designing Games for Learning

QUESTIONS AND

COMMENTS?

32

Chapter in Green Book IV

Full Report available at: www.reigeluth.net/

Click on “Publications” > “Instructional Theory” and scroll to

bottom of page for the PDF.

Emails:

[email protected]

[email protected]