Where is the line between good instructions and hand-holding?

Approximate Reading Time: 2 minutes

One of the great things about games is their potential for delivering just-in-time instruction.

Most games require some sort of user assistance, whether it be instructions, in-game tutorials, or a help system. Many games integrate help and tutorial information into the gameplay as much as possible. As designers, how can we know when it is is too much? At what point does a design start to keep a player from feeling autonomous because it’s too helpful?

I think the answer to this is going to be different for entertainment games than for serious games, and there is probably variation even within serious games. Games that try to change your attitude, for example, will likely need to be much more cautious about forcing people to spend time in a tutorial than a game trying to teach math. It also depends a great deal on the complexity of the game as well as the complexity of the subject matter.

Personally, I think people should have access to tutorials and other help but there is very little they should be forced to do.

A game like Machinarium has a very short intro tutorial that gets you started. I think it is very well designed. Its “help” pages are incredibly cryptic, on purpose, in keeping with the whole spirit of the game. You even have to do a mini-challenge before you can look at the help pages.

Splash 01A few years ago, we were asked to design a game to teach concepts in machine learning to middle schoolers. This one presented a huge challenge – there is nothing insightful about watching a machine while it’s learning and without an idea of how the machine is doing what it’s doing, you really can’t get any idea of what this is all about – all you see is that the machine (or program) just gets better at what it does. Also, machine learning is not part of any normal middle school curriculum.
It’s a fairly advanced topic, for good reason: it assumes a fair bit of background in probability, statistics, and CS. Our approach was to design a game where the player is the one who is asked to learn the way a machine does. The player is to create a program for a probe to be launched to Europa. It was not designed to be easy, but the intent was to give kids a feel for how machine learning works, without all the math and CS (a tall order). The publisher kept asking us to make it easier. They wanted us to add all kinds of hints and pop-ups telling players what to do next and we got into a lot of trouble for resisting. viper2Making a game easier rarely makes it more fun, and providing the right kind of help in a game can be as difficult as designing the game in the first place. In the end we created a fairly substantial ‘manual’ that players could access whenever they wanted. We had offered to do far more (video tutorials, lesson plans, etc.) but the publisher didn’t want to pay for them. The game is good, but it doesn’t stand alone. The help we created is also good, but insufficient. Good games aren’t cheap.

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Educational Videogames and Other Repeats

Approximate Reading Time: 2 minutes

ID-100184461Far too many educational games out there are nothing more than template games skinned with educational content. I wonder why people make these kinds of games. Is it because they are easy to design, or do they really not understand what it is about a game that makes it a valuable learning experience? Is it games they don’t understand, or instructional design? Both?

There are still a lot of classroom teachers who think ‘Jeopardy’ qualifies as a game in the same way as Black and White or Rollercoaster Typhoon. Jeopardy may be a fun way to skin a drill exercise, but I would not call it a game in the same sense as the other two. I think Jeopardy has a place, as do Bingo games and others. Some things need to be memorized, and if wrapping them in a game makes them a little more fun, then that might not be a bad thing.

0603-content-pillarHowever, the notion that the creation/appropriation of a few templates passes for actual game design is misguided. Personally, I’d like to see these kinds of games placed in their own category. If I can take the same mechanic and use it to create a different game, then it’s a template game. If the content in the game can easily be converted to a worksheet, then it’s a template game.

If you can design a game where the learning goals are actually integral to the game itself, it’s not a template game. These are much (MUCH) harder to design, but they have the potential to deliver a much more powerful message.

Just in case you still don’t know what I mean, here are some examples of template games that use the ‘Diner Dash’ mechanics. This is the kind of game where players must deal with a customer who places some sort of order before the customer gets tired of waiting and leaves. As educational example is Dr. Transplant. The problem with using this template for an educational game is that unless the actions within the game actually connect with the learning objectives, the game ends up being nothing more than window dressing.

I came across another example just the other day. Wonderville, Alberta’s science site for youth recently released its newest game called Allergy Invader. From the game’s description:

The body’s immune system protects the body from harmful agents but sometimes it can also react to things it should ignore like insect venom, pollen or food, an allergic reaction. As an evil apprentice take control of some common allergies (bee venom, pollen and food) and navigate the systems of the body to see how an allergic reaction is caused. You’ll have to be quick to make it through the body and cause the allergic reaction.

Sadly, the game is simply a re-skinning of a common scrolling obstacle course (like Mario, only less functional, and far less fun). There is nothing about the mechanic that connects with the content. I am disappointed at the lost opportunities to create a mechanic that actually demonstrates the actions of the B-cells and T-cells. It really wouldn’t have been all that hard to do while still using the side-scrolling idea.

Another stellar failure in this genre is the flash game called Number Cop.

Sigh.

Crappy games are crappy games – you don’t get an exemption just because it’s educational too.

Don’t make it into a game just because it’s the “now” thing to do. You are far better off making an interactive worksheet that is interesting and engaging than making an educational game that isn’t.

Being pretty isn’t enough when it comes to games. (See my posts about the decorative media principle).

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Is Learning Really Work, or is it Education that is Work?

Approximate Reading Time: < 1 minute

ID-10097423Jim Gee says, “When we think of games, we think of fun. When we think of learning we think of work”. (P. 43, 2007, Good Video Games + Good Learning)

Is that really true? Somewhere along the line kids begin to associate what they do in school with “work”, where “work” is seen to be unpleasant. I have yet to meet a single 6-year-old who feels that way, so what happened?

Is it really learning that we dislike, or is it formal education?

At some point many kids begin to associate negative feelings with schoolish subjects, yet most happily spend hours in a game and have no problem talking about what they learn there.

OK. So the leading question is probably somewhat rhetorical, but here’s one that isn’t:

What qualities does a low-budget educational game need to have in order to avoid being lumped in with all the other “education” they are required to do?

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Is Fun Really Necessary for Serious Games?

Approximate Reading Time: < 1 minute

Many people in Education seem to believe that fun and education are at odds with each other.

The "Serious Games Continuum"

The “Serious Games Continuum”

Some years ago I did a survey with public school teachers to see if they were using games in school, and if not, why not. Some of the obvious and significant barriers were highlighted: lack of admin support, lack of resources, lack of time to learn, etc.

The comment that still sticks with me today is this one:

As a parent I object to having my child “play” on the computer when he has completed some piece of work. I want my kids working at school. I can use computer games at home for there entertainment. I also think that “edutainment” as a name is attempting to give computer games some degree of educational value. My students come to school to learn not to be entertained. Would you want your university profs. entertaining you?

I do understand the pressure on teachers to not “waste” time, but the sentiment voiced by this teacher still lingers in the heads of many educators. As soon as we start to have too much fun, educators become suspicious that there is not enough learning happening.

This is something that interferes with our ability to make inroads in formal education with games. While “fun” is typically THE most important measure of viability in commercial games, it is possible that we need to use a different word when it comes to measuring serious games (and just in case you are so inclined, I think “engagement” is too nebulous to be useful).

What would you use instead of the word “fun”?

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Do All Games Include a Conflict?

Approximate Reading Time: 2 minutes

ID-100121611Yes. And: No.

It depends on how we define things.

First, I think it’s important to distinguish between digital games and non-digital or ‘analog’ games in these discussions. Few can agree on a precise definition for ‘game’ and there has been much discussion about it over the years (Wittgenstein, 1953, McLuhan, 1964, Sutton-Smith, 1997, Salen & Zimmerman, 2004, Juul, 2005, Egenfeldt-Nielsen et. al., 2008). Given that, we stand a better chance of getting to meaningful discussions of we can constrain the domain a bit. So, I am excluding non-digital games from my response.

Having established the domain, the answer to this question is completely dependent on how one defines “conflict”.  If we define “conflict” to be some sort of challenge, then yes, all games must have this. If they don’t then they are toys rather than games. The word “conflict” has negative connotations for me as well as others, and I personally tend to avoid games that have the kind of conflict that pits people against each other – even virtual ones. I’m not a fan of shooters, fighting games, or war games.

Given that, it should be no surprise that my favorite genre is puzzle games, and I would say that while puzzles can have considerable challenge, they tend not to have much in the way of conflict. On the other hand, games with a narrative, often do involve some identifiable conflict: Phoenix Wright is about finding out who committed the crime, and Professor Layton has a mystery to solve that usually includes some villain and very clear conflict.

???????????????????????????????????????Thiagarajan is a well-respected training specialist and designer who specializes in in-class and paper-based learning and development activities. He identifies five critical characteristics of training simulation games that I’ve found quite useful (Thiagarajan & Stolovitch, 1978):

  1. conflict (which can also be described as challenge) – I prefer the term ‘challenge’.
  2. constraints (on players’ behaviors; = rules)
  3. closure (the game must come to an end)
  4. contrivance – all games are contrived situations
  5. correspondence – designed to respond to some selected aspects of reality (It turns out that the degree to which people insist on this connection lies at the heart of many arguments over whether or not some learning and development activity constitutes a game or a simulation. This is a judgment call and highly subjective.)
  • Egenfeldt-Nielsen, S., Smith, J. H., & Tosca, S. P. (2008). Understanding video games : the essential introduction. New York: Routledge.
  • Juul, J. (2005). Half-real : video games between real rules and fictional worlds. Cambridge, Mass.: MIT Press.
  • McLuhan, M. (1964). Understanding media : the extensions of man (1st ed.). New York: McGraw-Hill.
  • Salen, K., & Zimmerman, E. (2004). Rules of play: game design fundamentals. Cambridge, Mass.: MIT Press.
  • Sutton-Smith, B. (1997). The ambiguity of play. Cambridge, Mass.: Harvard University Press.
  • Thiagarajan, S., & Stolovitch, H. D. (1978). Instructional simulation games. Englewood Cliffs, N.J.: Educational Technology Publications.
  • Wittgenstein, L. (1953). Philosophical investigations. New York,: Macmillan.
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Game Based Pedagogy and the Importance of Teacher Support

Approximate Reading Time: 2 minutes

0604-support-pillarIn my upcoming book I talk about the importance of teacher support for educational games. It is the 3rd pillar in my 4PEG model.

In order to gain acceptance in a traditional classroom, GBL ‘objects’ need to be “canned”, meaning they need to include everything a teacher might need to take it in to the classroom and use it right away. This is in no way meant to be critical. Teachers don’t have time to prepare lessons very often. Dedicated teachers especially don’t have time because they are busy helping their students.

Over the years I have become quite convinced that most games will never even get a second look in a traditional setting without the following three things:

  1. 0603-content-pillarCurricular Ties: Teachers are often under tremendous pressure to make “good” use of their class time. If they can’t show that this game can meet a required curricular objective, their principal is likely to tell them they can’t use it. (This is part of the second pillar)
  2. Assessment Connections: The forms of assessment provided by the game must align with the assessment currently being used in the class. If it doesn’t, then the designers need to make explicit connections between the in-game assessment (scoring, leveling up, etc.) and the assessment being used in the class. (This is also part of the second pillar)
  3. Teacher Support: This one’s huge. Teacher’s simply don’t have time to play a bunch of games on the off chance they might end up being useful in one of their classrooms. If this information is not supplied with the game, most teachers won’t give the game a second look. If we expect them to use the game in class, then we need to provide lesson plans and other materials.

Example: I did a Google search (Just now – August 4 2015) using these two terms: webquest flight. The result: About 84,800 results (0.38 seconds). The first page of hits included several ready-to-use webquests about flight. They included grade level, activities, evaluation – basically everything I needed to use that lesson in my classroom tomorrow. It took a total of 3 minutes to find them, have a quick look at them, and pick one I could use tomorrow. Then I did another search: “educational game” flight air. I even put quotes around “educational game” to narrow the search. I had to  add the word “air” because without it I got a lot of links to a games about refugees and fleeing. This is the result. educational game  flight air   Google SearchThere are some games that involve airplanes, but they are all drill games – the plane is the wrapping, not the subject. I got NOTHING that was of any use to me for tomorrow’s class. While I think there are quite a lot of games out there that have educational potential – both big and small, VERY few of them are useful immediately. Almost all of them require the teacher to play the game, analyse it, and build a lesson from scratch, including assessments that the principal will approve of AND ties to the required curriculum so that the use of that game can be justified to administration.

 

If you are a builder of educational games, be sure to include teacher support.

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4PEG Review: Gambling Never Pays [Magic Bullet Games]

Approximate Reading Time: < 1 minute

A number of chapters in my upcoming book talk about how to review games, and I go into my 4PEG model in detail. I review 7 games in the book. Here’s another.

This review is of an educational game, and I examine level 4 of the e-Bug Detective Game.

This is the summary of the review. Note that if we ignore the missing teacher support component, this game does OK. If we don’t count the teacher support component, it scores a 3.4/5. The teacher support is really important though folks. If you are an educational game maker and you don’t provide teachers with some guides and lesson plans, you will get very little uptake of your game.

For the full review, see: reviews:gambling-never-pays [Magic Bullet Games].

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Worth Sharing: Advice for New Students From Those Who Know (Old Students) – The New York Times

Approximate Reading Time: 6 minutes

This all good advice. I asked my students this one year when I was still teaching at the UofCalgary. Their comments are below.

Advice for New Students From Those Who Know (Old Students) – The New York Times.

  1. Extend Yourself.
  2. Do the Work
  3. Understand the system, and work it.
  4. Be Yourself
  5. Tend to Yourself
  6. Develop People Skills
  7. Don’t Get Stuck

 

Sage Advice from Senior Students
…from those who’ve come before to those just starting….

What follows is a collection of comments from senior computer science students. They were asked: “What advice would you give to new students just entering the program?” [i.e. “What do you wish some one had told you?”]

You are entering the Department of Computer Science. If you have a job, a girlfriend, or a social life, pick the one most important to you and say good bye to the other two! If you plan on taking more than two CPSC courses per semester, say good bye to the other one as well.

Top 10 list [Highlights]

  • Start Assignments Early: they will take longer than you think.
  • Make friends.
  • Ask questions.
  • Practice Programming. Try Stuff.
  • Make sure Computer Science is really what you want to do.
  • Choose options you will enjoy.
  • Go to class.
  • Don’t take too many CPSC courses in one semester.
  • Plan your programs on paper before you start typing.
  • Remember to have fun.

Some of my favorite comments:

  • Wear antiperspirant & comb your hair.
  • Work Hard; Play Hard
    • Play Hard, Play Hard == FAIL
    • Work Hard, Work Hard == BURNOUT
  • Doing this for the money is stupid — it’s probably less work to join the mob.
  • Be open minded – you are not the smartest person here.
  • CPSC is very time consuming. Adopt good time management skills.
  • You aren’t a robot. Trying to live like one will screw up your academic and personal lives eventually.
  • If the prof says “figure out this problem in the next 5 minutes” TRY TO FIGURE OUT THE PROBLEM
  • Be nice to people. You never know when they will be able to help (or hinder) you in the future.
  • DON’T GIVE UP. It does get easier after 1st-2nd year. You learn to be a student.
  • You’ll enjoy it more if you treat your work as a full-time hobby, and not just a path to a job.
  • Be honest.

Other Comments: (in no particular order)

  • 80 percent of the marks you get, or the fun you have, comes from 20 percent of the course material (not necessarily the same 20 percent in both cases).
  • Some TA’s are morons. If you aren’t, it doesn’t matter.
  • Working in groups tends to be harder, not easier.
  • Work hard. Be honest. Never copy from others or you will suffer later on and in industry. Stay focused. Try to do as much programming as you can.
  • Building block courses (like 231/233/355) are key to the ease or difficulty you will have with the entire balance of your program. Everything builds up from there. Don’t coast through them – try to get the best mark you can, don’t take any “shortcuts” with assignments. Your extra time now will pay off many, many times later.
  • Gain real world experience as early as you can. You’d be surprised what the demand is for good 1st, 2nd, or 3rd year students. Real world experience will put you ahead of everyone else in the faculty. Also, it gives you the opportunity to find out if CPSC is really what you want to do.
  • Try and get a job in your field – even just for summers.
  • Keep a glossary. Terms and definitions keep coming up over and over again. Learning basic concepts like definitions makes it easier later on.
  • Use a day-timer religiously. It really helps stay organized.
  • Time management is very important.
  • Figure out how much you can handle.
  • Print out web notes, examples, etc. BEFORE class and take them with you.
  • Do not sell your textbooks.
  • Consider Mount Royal for your first two years.
  • Be prepared to spend half of your school time in the lab.
  • Be prepared to do a lot of research and learning – and projects – on your own time.
  • Learn to socialize: expect lots of group work after first year. Learn to get along with your group.
  • If you take advantage of CT, go prepared and go early.
  • Study.
  • Consider the internship program.
  • A PC is not a computer. If you entered CPSC because of your love of home computing, you will be disappointed. CPSC teaches you the computers of real life; business; science; etc. The vast majority of your work will NOT give you easy to click on GUIs. (Note: this was written in 2005. )
  • Someone in society has to understand how the computer works at the most basic bit and byte level. That is YOU. People who think they are computer scientists because of their advanced skills with application programs aren’t computer scientists.

Programming Advice:

  • Plan before you start coding.
  • Read other people’s code. You can learn a lot from it.
  • Get in the habit of commenting as you go. It will help you and save you time in the long run.
  • If your program doesn’t work, try a different method.
  • If you’ve been working on a specific problem for more than half an hour – take a break.
  • Learn UNIX and it’s standard functions – the sooner the better. You will learn Windows later in business. (Note: this was written in 2005. )
  • Learn to like lab culture.
  • Learn or ask someone to show you how to use UNIX shortcuts like history, completion. (Note: this was written in 2005. )
  • Learn classes, namespaces, templates as early as possible.
  • Read the ‘.h’ files. Don’t write something if it’s already part of the C++ standard. (Note: this was written in 2005. )
  • Use ‘makefiles’
  • Learn where objects are created and destroyed (put ‘cout’s in the constructors and deconstructors)
  • Learn where objects are created and destroyed by operators.
  • Learn how to return an object.

General University Life:

  • Take advantage of the facilities on campus – recreation, shows, job fairs, etc. There is lots to do besides homework. Balance in your life is important.
  • Wear a condom.
  • Plan your courses ahead – know what courses you need to get into the courses you want later on (e.g. Graphics requires Math)
  • Learn to write.

Top 10 list [Director’s Cut]

1. Start Assignments Early: they will take longer than you think.

  • Don’t leave things to the last minute.
  • Programming takes 2 X longer than you expect.
  • Attempt everything. Even if you don’t get done and the TA is harsh and gives you 0, at least you tried and you almost certainly learned more about what you have to do in the course. This will make the next assignment easier because you won’t be so far behind. Then start earlier next time.
  • Everything you learn in one assignment is a potential tool for your next ones. You will learn a lot of different things that will each fill their own niche in your programming repertoire.
  • The most important thing is to keep up with the work. Study as much as you can.
  • WARNING: assignments are sometimes more difficult than they appear! Do not assume something is easy and wait till the last day.
  • Allow time in your work assuming nothing works on the system. Might be because of a misunderstanding or lack of knowledge on your part, systems crashes, etc. Note that the system is typically the most stressed 24 hours before any major assignment in any class (not just yours), which is why the system is most likely to crash when you need it the most.
  • Smart students realize that there are student access computer labs in many places on campus. For basic applications or even some advanced ones (if you know where to look). Don’t let a full lab or system failure of the CPSC systems necessarily stop you.

2. Make friends.

  • They will probably be your best resource.
  • This is one of the best parts of university.
  • Pull all nighters with friends. They keep you fresh and entertained. You should only need 1 all nighter per year.
  • Get to know people who program at a similar level to you to talk about stuff. It’s great to know people who know a lot more, but sometimes it just gets confusing.
  • Brainstorming always helps and it’s a lot of fun.
  • Try to talk to students who are farther ahead in their programs – you can usually get information on courses from them you won’t find anywhere else. Use this information to plan and schedule your classes. Use it to get head starts.

3. Ask questions.

  • Ask and get help. Try to understand what goes on without just nodding and pretending you do.
  • If people answer with “That’s trivial” tell them you wouldn’t ask if it was “trivial” to you.
  • Make use of the TAs and the prof.
  • Don’t just feel frustrated when you don’t understand. Ask classmates, TAs and your prof. Most profs (there are exceptions) are totally willing to talk after class and help.

4. Practice Programming. Try Stuff.

  • The best way to learn coding is by example and trial and error.
  • Don’t be afraid to make mistakes. That’s the best way to learn.
  • If the prof says “try this” TRY IT!

5. Make sure Computer Science is really what you want to do.

  • If you don’t like math, choose another major.
  • CPSC is really hard; consider it carefully.
  • Give programming a chance. If you really hate programming by midterms of 231, stick with it. Very likely things will take a while before the actual mind set needed to program sinks in.
  • Try out other courses in other faculties; make sure Computer Science is really what you want to do, not just the money maker.

6. Choose options you will enjoy.

  • Don’t take courses just because they are easy (that’s a waste of money). Take them because they interest you (you’ll enjoy them even if they are hard work).
  • Plan your options carefully. They can make your semester a lot easier or a lot harder.

7. Go to class.

  • Always: it’s 1 hour in class vs 3 hours studying later to catch up.

8. Don’t take too many CPSC courses in one semester.

  • Don’t take too many total courses to start with – 4 per semester Max.

9. Plan your programs on paper before you start typing.

  • Write your assignments in pseudo code on paper before you go near a computer – it will save you hours of time.

10. Remember to have fun.

  • Like what you are doing. Like problem solving.
  • If you are frustrated and annoyed 80% of the time, this is not for you.
  • Pay more attention! Take less notes; MAX 2-sides/ class (loose-leaf paper). Write neatly! Your noteless friends will see you as GOD!

 

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