Theories of Games and Interaction for Design (2: Education vs Learning)

Approximate Reading Time: 3 minutes

This is a re-posting of my reflection for the first course of the Graduate Certificate Program in Serious Game Design and Research at Michigan State University.

Please note: these posts are not intended as any kind of commentary on or assessment of the course I’m taking, or its instructor, OR of Michigan State University or the College of Communication Arts and Sciences, or the Department of Telecommunication, Information Studies and Media. They are solely my thoughts and reactions that stem from the readings.

Feel free to comment, disagree, or what have you.

Week 2

These are the readings for this week:

  • Ritterfeld, U. Cody, M & Vorderer, P. (Eds.). (2009). Serious games: Mechanisms and effects. New York: Routledge. [Ch. 2, 3, 4, 8]

These are the games:

 My Response

On page xv (Ritterfeld, et. al., 2009) Ben Sawyer says, “Too many people who work within, and study the notion of serious games are themselves casting too narrow a net.” The worst case of all is the notion of games for learning, because despite it being the most prevalent use, the very proponents of this use have often succeeded in leaving many audiences for their work as equating serious games only as games for learning.”

I have to wonder if the authors of this week’s readings caught that part of the preface. In fact, I can tell you from my own conversations with Ben that this is something that just drives him nuts. Serious Games are NOT synonymous with games for learning, or even with games for education.

I was surprised to see “Educational Content” as one of the primary categories for the classification of serious games (Ch. 2). It presupposes that ALL content in serious games is somehow, educational – even marketing, it seems. To me, this exposes a fundamental misapprehension about the nature of education and of learning. They are not the same thing.

First, allow me to re-post Ben’s own taxonomy of serious games, presented with Peter Smith at the Games For Health Conference in 2008 (http://www.ieducate.eu/admin/upload_data/Pages/Documents/serious-games-taxonomy-2008_web.pdf)

Now, while I would argue that learning is an integral part of ALL games (that is, after all how we get to the end of the game), I make fundamental distinctions between education and learning, without which I would suggest it is very difficult to get a proper handle on how to design serious games in general, and educational games in particular.

All education involves learning, but all learning is NOT education. Education is a special sub-category of learning and has several features that distinguish it as a particular kind of learning.

Learning happens all the time – as a species, it’s what we DO. Learning is in-discriminant: we can learn things that are bad for us as well as things that are good for us; we can learn things that are useLESS as well as things that are useFUL. What counts as Education, on the other hand, is determined by the society in which it happens. Education is a value-laden proposition. A medieval peasant would have been given an education that we likely wouldn’t  call education anymore, and what counts as education in Bhutan may bear little resemblance to a university degree here. That’s as it should be, and referring to all learning as education glosses over this important difference.

It is certainly true that one sub-group of serious games is educational games, and I often broaden this category in my own talks and writings to: games for learning. However, I have serious (pun intended) objections to referring to marketing as a form of education – propaganda maybe, but education: really?

Defining serious games as those designed for purposes other than (or in addition to) pure entertainment does not exclude entertainment games from being used for serious purposes, but I think it is important to define something based on its designed intent. If we don’t anything can become anything else, depending on how it’s used, and that’s not useful.

I do think educational games should be a distinct category of serious games, but it is a mistake to imply that all serious games have educational content. Casting the net too widely is also limiting.

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Theories of Games and Interaction for Design (2: 3 Responses)

Approximate Reading Time: 5 minutes

These are public postings of my writings for the first course of the Graduate Certificate Program in Serious Game Design and Research at Michigan State University.

Each week, we are required to post three responses/reactions to queries posted by other members of the class in the previous week. These are mine.

I have paraphrased the queries to preserve my classmates’ privacy.

Please note: these posts are not intended as any kind of commentary on or assessment of the course I’m taking, or its instructor, or my classmates, OR of Michigan State University or the College of Communication Arts and Sciences, or the Department of Telecommunication, Information Studies and Media. They are solely my thoughts and reactions that stem from the readings.

Feel free to comment, disagree, or what have you.

Week 2

1. Do All Games Include a Conflict?

My response to this one is: Yes. 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.

 

2. How Can GBL Succeed in Traditional High Schools?

Through Baby Steps.

Telling the “Powers that Be” they are doing it all wrong and need to do things your way has rarely, if ever, succeeded. The only way that games will make serious and lasting inroads into traditional schooling is if they are clearly shown to be useful. That means it is essential that we connect all the dots.

There are many things that all have to be perceived as good enough for game based learning to succeed in traditional settings. First off, the games actually have to be good. Many, if not most educational games still aren’t very good, but more on that later. 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. 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 (I consider them 3 of the 4 essential pillars – the 4th being a good game):

  1. Curricular 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.
  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.
  3. Teacher Support: Teachers don’t have a lot of time to explore games and figure out where and how they might connect with what they have to teach. 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.

If we have these three things, the game stands a chance. In order to succeed, of course, it also needs to be a good game, and in education, a good game is one that delivers on its learning objectives. This is ultimately more important than having a game that is fun (although a game that isn’t engaging is unlikely to deliver on its learning objectives).

3. What Gaming Experience in Your Past is the Most Memorable?

My most memorable gaming experience actually involves watching my son play. He was born in the 80’s and I was teaching Computer Science at a university at the time. I was quite anti-games at the time, having bought in to the arch typical complaints: anti-social, don’t teach you anything, frivolous, etc. We would not allow our kids to have a gaming console, but did allow them to play various computer games, the justification being that computers are useful for more than games, while game consoles are not.

In the early-mid 90’s, my son played various games on our PC: Carmen Sandiego, Myst, and a host of “educational games”. One of these games was a math game whose name I don’t recall, but one part involved answering math drill questions to help your character climb a rope. Correct answers helped him climb higher, and incorrect ones made him slide. The problem was that the end of the rope was burning and got shorter as time passed. The memory that sticks in my mind to this day is that this game had a profound negative impact on my son. He would get more and more flustered as the rope got shorter, whereupon he would get more and more incorrect answers (of course). It upset him so that he would invariably end up in tears.

While it is clear that not all kids would have been bothered by this game this way, I realized that educational games must be designed much more carefully than entertainment games. Entertainment games are played voluntarily, and although the designers probably hope everyone will want to play this game, most realize that most games will draw a particular type of player. Educational games are typically designed for a demographic characterized by age, discipline, or some characteristic unrelated to the type of game being played. Furthermore, players are often not playing voluntarily, and that changes everything.

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Link: PurposeGames.com – Create & Play Online Games

Approximate Reading Time: < 1 minute

Posted from Diigo. The rest of my favorite links are here.

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Links: A couple of Geography Quizzes

Approximate Reading Time: < 1 minute

Here are a couple of sites that let you test your knowledge of geography.

There are some kinds of learning for which simple rote learning and repitition are appropriate – this is one.

Posted from Diigo. The rest of my favorite links are here.

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Link: The 20 Best Blogs About Game-Based Learning – Online Colleges

Approximate Reading Time: < 1 minute
  • August 7, 2012 Adults these days (especially those who love themselves some Dateline) seem really into chastising video games those crazy kids are into as symptomatic of the human race’s inevitable, steady decline. Like every hobby and medium, legitimate concerns regarding these technologies certainly exist, but their complete lack of validity is decidedly not amongst them. Intrepid educators, developers, administrators, and parents alike know that new and digital media can be harnessed for more productive ends, such as helping students soak up various academic subjects or training new employees. Even the FBI recognizes and uses video games as valuable learning tools! Because the push toward incorporating these resources still exists in a comparatively inchoate state, anyone curious about how they apply to educational settings should keep up with the latest movements and technologies currently shaping the movement’s future. Blogs can help with that.

    tags: blogs learning online colleges

Posted from Diigo. The rest of my favorite links are here.

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Link: » Blog Archive » Women Gamers: Gaslamp Games forums are amazing

Approximate Reading Time: < 1 minute
  • I’m about to tell you a story about videogames, kitchens, and internet forums that has a happy ending. Stop laughing, I’m serious. What happened here has never happened to me before in my life, or to any other woman I have ever heard of, so listen up. Listen well all of you. If you’re a Game Dev or you moderate an internet community, or you’re a bunch of women who know how this usually plays out–no matter who the hell you are I promise you that you’ve never seen this before.

    tags: blog archive gamers games forums women

Posted from Diigo. The rest of my favorite links are here.

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Coursera Gamification Course, Assignment 1.

Approximate Reading Time: 2 minutes

I’m still playing along with the coursera course on Gamification. (See my initial reaction here)

Today our first assignment is due.

Here’s the scenario:

You are an employee of Cereals Incorporated, a large manufacturer of breakfast food products.  Your supervisor, Madison County, approaches you because she knows you recently took a course on gamification, which she has heard will revolutionize marketing.

She tells you that Cereals Inc. is about to release a new line of ready-to-eat breakfast pastries, and she wants to know whether to use gamification as part of the marketing strategy.  The breakfast pastries will be aimed at the 18-35 age bracket. Surveys show members of this demographic often skip breakfast because they don’t want to eat the typical cereals of their youth, and they are too active to cook their own breakfasts.  Market research indicates that the pastries are likely to appeal more to women than men by a 65%-35% ratio. Cereals Inc. has a 35% share of the overall breakfast food market, but only a 10% share of the fragmented ready-to-eat segment.

Provide as many reasons as you can why gamification could be a useful technique to apply to the situation your manager has presented to you.  Explain why these reasons address the specific scenario provided.
  At this stage, focus on the problem rather than the solution.  In other words, describe the goals of the project, not the particular game elements or other techniques you plan to use.  We strongly encourage you to watch this week’s lecture segments before attempting this assignment.

Here’s my response:

Given that we are to concentrate more on generalities and not on specific game elements, the following are a few reasons that gamification could help this scenario.

This situation suffers from the following challenges:

  1. The target demographic is unlikely to choose a breakfast food that seems too childish, but they also don’t cook.
  2. The product has been shown to appeal more to women than men.

This solution assumes that Cereals Incorporated already has a web presence that it uses to advertise itself and its products. If not, this would be a prerequisite for Gamification.

The following are reasons to use Gamification:

  1. Gamifying the website is likely to increase engagement with the product because the target age group are mostly gamers already and so they are predisposed to view this approach positively. This could also increase the relative proportions of males vs females who are likely to try the product.
  2. Gamification could be used to get people to taste the product through motivation (badges, etc.) and social interaction (sharing information, thoughts, reviews, etc.).
  3. Attitudes towards the product could potentially be shifted through gamification as it can become associated with fun. This could address the problem of the target demographic not wanting to eat something that might seem like ‘kid food’.
  4. The more ‘normal’ interaction with the product becomes through more time spent on the website, the more likely people are to try the product.

Gamification could get more people to try the product initially, but if the product does not live up to the promise, it won’t change things for long. Ultimately, if the product isn’t sufficiently tasty/nutritious/economical, Gamification will fail to increase consumption.

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Where I’ve Been Online (Weekly: Sept. 2 – 8 )

Approximate Reading Time: 2 minutes

~ A record of places on the web I want to remember ~

07 Sep 12

Title: Early Spay and Neuter | AKC Canine Health Foundation

About:In this podcast we hear from Dr. Benjamin Hart, a distinguished professor emeritus and active researcher at the UC Davis School of Veterinary Medicine. Dr. Hart is a diplomate of the American College of Veterinary Behaviorists and discusses his CHF-funded research into the health implications of spay and neuter in Golden Retrievers, the results of which he and his research team have just submitted for publication.

This podcast was made possible thanks to the generous support of the Kenneth A. Scott Charitable Trust, a KeyBank Trust.

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More from:www.akcchf.org
Tags:canine health foundation spay

Title: An anthology of digital media projects.

About:This site contains assignments for and created by participants in the most kick butt online open course anywhere, ds106, Digital Storytelling (more…).

As of Sep 7, 2012 it includes 400 ds106 assignments and 3879 examples created from them.
Do you feel lucky? Would you like to spin for a randomly chosen assignment?

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Tags:projects ds106 creativity teaching assignments video

02 Sep 12

Title: The Pedagogies in Game Based Learning: A Case Study of Teacher Attitudes & Perceptions | AvatarGeneration

About:GBL project & study
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Title:The 20 Best Blogs About Game-Based Learning – Online Colleges

About:August 7, 2012

Adults these days (especially those who love themselves some Dateline) seem really into chastising video games those crazy kids are into as symptomatic of the human race’s inevitable, steady decline. Like every hobby and medium, legitimate concerns regarding these technologies certainly exist, but their complete lack of validity is decidedly not amongst them. Intrepid educators, developers, administrators, and parents alike know that new and digital media can be harnessed for more productive ends, such as helping students soak up various academic subjects or training new employees. Even the FBI recognizes and uses video games as valuable learning tools! Because the push toward incorporating these resources still exists in a comparatively inchoate state, anyone curious about how they apply to educational settings should keep up with the latest movements and technologies currently shaping the movement’s future. Blogs can help with that.

Comments:
More from:www.onlinecolleges.net
Tags:blogs learning online colleges
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