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Mobile technologies have become an integral part of life but they have not yet been adequately integrated into educational settings and career pathways training programs. Research has shown how mobile technology, and games played on them, engages learners, increases retention and the completion of programs as well as improved outcomes for learners. This session will focus on how the learning sciences, instructional design and game mechanics can be effectively combined to increase access to, persistence in, progress through, and completion of educational games.
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UNLOCK SKILLS, LEVEL UP! HOW TO DELIVER MEASURABLE LEARNING IN SOCIAL MOBILE GAMES SERIOUS PLAY CONFERENCE; JULY 16, 2017
Why Listen To Me? IRA SOCKOWITZ • CEO of Learning Games Studios, which develops and markets mobile educational games • Former Executive Director of Learning Games Network, an R&D organization founded by members of the MIT Education Arcade and the University of Wisconsin Games+Learning+Society center • Won and managed over $130mm of development grants from U.S. Department of Education for making educational media • Consultant to NY City Department of Education, Southern Region Education Board, and numerous not for profit educational groups © 2017 LEARNING GAMES STUDIOS 2
Play, Games and Gaming Play ¡ Self-directed and unstructured Games ¡ Defined goals ¡ Rules structuring the play ¡ “Win” states or demarcated successes through points or other quantifiable outcomes Gaming ¡ Activities, literacies, knowledge and practices within a game ¡ Problem-solving, non-linear navigation, risk-taking, understanding but testing rules © 2017 LEARNING GAMES STUDIOS 3
The Four Freedoms Of Play Scot Osterweil – Creative Director, MIT Education Arcade and cofounder of the Learning Games Network. The freedom to fail – player learns as much about the nature of things from failure as from success; gradual process towards mastery; develop perseverance and persistence skills The freedom to experiment - room to maneuver and invent new approaches to whatever task is at hand The freedom of identity – beyond examining physical and social nature of things; player can try several roles as work to define themselves. https://www.youtube.com/ watch?v=9UIFi0z8jMI The freedom of effort – players may exert more or less effort, as they see fit but not in a proscribed manner. Play is on their own terms. © 2017 LEARNING GAMES STUDIOS 4
The Holy Trinity of Learning Games Integrating instructional design and learning science with game design Interdisciplinary approach – holistic collaboration in which all team members… ¡ share the responsibility for creating an engaging game that meets relevant educational goals, so it is important that team members become immersed in both aspects ¡ should have a solid understanding of the content and of successful and unsuccessful ways in which that content has been addressed previously ¡ should be familiar with types of games that address the content or could serve as a model to do so Desired Participants ¡ Instructional designers, assessment designers, SMEs, production manager, game developers © 2017 LEARNING GAMES STUDIOS 5
Chamberlin, B., Trespalacios, J., & Gallagher, R. (2012). The learning game design model: Immersion, collaboration, and outcomes-driven development. © 2017 LEARNING GAMES STUDIOS 6
Pre-Development - Conceptualizing the Game Considerations: audience, context, content, goals, and facilitation • What is fundamentally engaging about the subject • Scaffolding of core concepts • Motivate deeper exploration of the topic • Partake in those pleasures of the discipline that motivate its expert practitioners Establish core values and learning goals • Competencies and/or subject matter knowledge • Behaviors to be modeled and learned • Development of “soft” or 21stCentury skills © 2017 LEARNING GAMES STUDIOS 7
Example: Xenos Isle’s Structured Learning Learning Sciences research findings embodied ¡ CASAS standards for Essential Life and Work Skills for Youth and Adults ¡ David Nunan’s“Task Classification” framework ¡ Illinois content standards by skill for ESL Instructional Design scaffolds learning through Missions system ¡ Develops skills and increases difficulty as learners make progress ¡ Guides the learner; individualized view of learning pathway ¡ Missions act as a formative assessment Metrics for longitudinal growth ¡ Content covers three full NRS levels; equates to CASAS levels A & B ¡ Aligned to CEFR for worldwide use © 2017 LEARNING GAMES STUDIOS 8
Pre-Development - Shaping Educational Objectives ¡ How is this content currently being taught? ¡ Why is that not working? ¡ What common mistakes do learners make? ¡ How do we know if the learner fully understands this? ¡ What can they do, say or demonstrate? ¡ What would they do or say if they don’t fully understand this? ¡ What should the learner know, do, and understand to be able to learn this content? ¡ What does our learner already know or believe about this content? © 2017 LEARNING GAMES STUDIOS 9
Pre-Development - Some Guiding Principles § Authentic challenges (engagement/motivation) § Learning through doing - participatory (constructivist) § Scaffold/support increasingly complex problems (ZPD, Flow) § Social/collaborative (socio-constructivist) § Re-playability & Reflection © 2017 LEARNING GAMES STUDIOS 10
Pre-Development - Process Process for Integrating Learning Sciences, Instructional Design and Game Design § Design charette with all appropriate parties involved • Define learning objectives, game mechanics, assessment tools • Metrics defining success and user delight § Game Design Document • Includes the designs for the game mechanics that incorporate the learning goals, gameplay designs, technologies to be used, programming choices, as well as the concepts for art, audio and animation © 2017 LEARNING GAMES STUDIOS 11
Development - Game Play Transforms Learning Challenging but achievable goals ¡ Become motivated problem-solvers and exhibit persistence ¡ Scaffolded difficulty increases engagement as skills grow Social Aspects Build Community ¡ Motivates learners to practice skills with a community of peers ¡ Proven learner delight from interacting online, collaborating, and discussing content and strategies Gaining Agency in the Game ¡ Freedom of Identity ¡ Allows for cultural sensitivities © 2017 LEARNING GAMES STUDIOS 12
Development - Game Design Shapes Impact Ease of Use ¡ How much digital literacy skill is required ¡ Familiar interface reduces “drag” towards gameplay Supporting Mastery ¡ Duration fits learner’s situation ¡ Mechanics and engagement make games highly replayable ¡ Can play as long or as often as needed to master skills; progress always tracked Allows exploration, enabling learners to find interests and motivations Multiple pathways to success ¡ Failure has limited consequences – expected and not discouraging ¡ © 2017 LEARNING GAMES STUDIOS 13
Development Philosophy: Design, test & iterate ¡ Rapid prototyping ¡ Play testing – with target demographic audience ¡ Iteration – embody the results of testing into new playable prototypes. Leave adequate time in dev process for analyzing and incorporating feedback and test results! ¡ Embedded analytics – what does gameplay and telemetry data tell you? © 2017 LEARNING GAMES STUDIOS 14
Formative Evaluation During Development ¡ Refining educational objectives ¡ Defining what pre-requisite skills and knowledge the learner needs to meet the objectives ¡ Understanding how the learner can demonstrate required knowledge or behavior change ¡ Ensuring content is appropriate to the environment in which the game will be used ¡ Conducting formative testing to ensure usability and educational effectiveness ¡ Research informs Practice – outcomes of testing are baked into the product and supporting materials © 2017 LEARNING GAMES STUDIOS 15
Development - Critical Production Elements Set realistic production schedule ¡ Allow for formative evaluation, analysis of results and incorporation of findings ¡ Allow for consultation with non-developers at regular intervals ¡ Set achievable development milestones – alpha, beta, gold Support the release ¡ Not just bug fixes ¡ Continual updates from user feedback and new ideas / technology changes ¡ Meet scaling challenges © 2017 LEARNING GAMES STUDIOS 16
Dissemination - Platform Choices Where are your learners and what technology do they access? ¡ K12 ¡ Moving to Chromebooks ¡ At the expense of iPads? ¡ Higher Ed a mixed bag ¡ Adult Ed ¡ Limited technology at workplaces and adult learning programs ¡ Growing ubiquity of smartphone ownership across demographics ¡ Dual Generation learners ¡ What technology is in homes of low income families? © 2017 LEARNING GAMES STUDIOS 17
Dissemination -Accessible Learning Platform and Operating System Agnostic ¡ Works on any recent phone or tablet: Android, iOS, and Windows ¡ Works on computers: PCs and Macs ¡ Works across these platforms Anytime, anywhere learning via multiple platforms ¡ 24/7 access with single login credential via any platform Playable without an Internet connection ¡ Not all learners have constant access ¡ Progress made offline is tracked and added to progress tracker upon next connection © 2017 LEARNING GAMES STUDIOS 18
Examples of “Good” Learning Games At Play in the Cosmos Astronomy Xenos Isle English language and literacy © 2017 LEARNING GAMES STUDIOS 19
In Summary © 2017 LEARNING GAMES STUDIOS 20
Potential Shortcomings of GBL ¡ Though games are engaging, they do not necessarily guarantee learning ¡ Wide range of abilities and attitudes toward games. Learners cannot be regarded as one homogenous group of video game consumers ¡ Difficulty in measuring achievement of learning objectives ¡ Evaluations are prohibitively expensive for most developers and their clients ¡ Randomized control trial and quasi-experimental designs can cost hundreds of thousands of dollars © 2017 LEARNING GAMES STUDIOS 21
UNLOCK SKILLS, LEVEL UP! IRA SOCKOWITZ, CEO AND FOUNDER Ira@LearningGamesStudios.com | +1.301.455.6525