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Instructional Ethology. Reverse Engineering for Serious Design of Educational Games. Katrin Becker, University of Calgary. Outline. Studying the Masters Educational Game Design Analysis of Commercial Games for Learning Learning in Games Successful Games Facilitate Learning
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Instructional Ethology Reverse Engineering for Serious Design of Educational Games Katrin Becker, University of Calgary
Outline • Studying the Masters • Educational Game Design • Analysis of Commercial Games for Learning • Learning in Games • Successful Games Facilitate Learning • Learning vs. Education • Methodological Synergy • Ontological Excavation • Instructional Ethology • Sample Analysis
Instructional Design Content (what) Receptacle for content Vantage Point: Formal Education Ed. Credentials Educational Game Design Game Design Player Experience (how) Teaching Method Vantage Point: Entertainment (SENG?) Industry Credentials
Analysis of Commercial Games for Learning • That players must learn and indeed do learn new things whileplayingthe game; • That successful games are successful at least partially because theyfacilitate that learning; and • That it is possible to examine learning in a digital game without associating what is learned with value-laden educational aims. Three fundamental assumptions:
Learning in Games • Already Happening • Learning is what we DO • Learning is how we win the game.
Successful Games Facilitate Learning
Learning Value-Neutral Can be Coincidental Natural Internally Motivated* Learning vs. Education Education Value-Laden Deliberate Coerced/Persuaded Externally Motivated*
Methodological Synergy Behavioural Analysis Structural Analysis Analysis Ethology Ontological Excavation Game as Object Game Ethology (dynamic) Game Structure (static)
Black Box Reverse Engineering Byrne, E. J. (1992). A Conceptual Foundation for Software Re-engineering. Proceedings of the International Conference on Software Maintenance, Orlando, FL, USA, 9-12 Nov 1992, p. 326-335.
Ethology • Causation. What are the stimuli that elicit the response, and how has it been modified by recent learning? • Function: How does the behaviour impact on the animal's chances of survival and reproduction? • Development: How does the behaviour change with age, and what early experiences are necessary for the behaviour to be shown? • Evolution: How does the behaviour compare with similar behaviour in related species, and how might it have arisen through the process of phylogeny?
Analysis – Ultimate Goal: to match behaviours with objectives
Analysis: Morphology • High conceptual coherence • ‘scores’, game space, set-up, levels • ‘Standard’ controls Note: this process is time consuming – goal is to build more detailed queries about behaviour based on the initial observations.
Analysis: Ethology, Causation (Interaction) • Use rod • Catch fish • Timing • ‘Line of sight’ • Position of avatar • Residents talk about fishing • Some are easy to catch; others hard • Some are common; others rare Not especially interesting at first glance, but behaviour BECOMES interesting when Reviewed in light of other aspects.
Analysis: Ethology, Development (Ontogeny, Game Flow) • Very little change in the game over the life of the game the change is almost all in the player • Effect is predictability • Few penalties beyond immediate one.
Analysis: Ethology, Evolution • Previous animal crossing (with adaptations for platform) • Limited RPG style / sim ancestors • Format: • Changes in choices (options include only those that make sense) • Pockets • Currency
Analysis: Ethology, Function (purpose) – how does it help players? • Size of fish; Location, season, time of day, shape, sound (frog) • Contests • Collections • game keeps track for you • Provides 2 ways to collect • Bells for fish • Experience..... • Minimal penalties for misses • Effort is rewarded • can always sell what you catch, even if it’s not what you wanted
Next Steps • Compare good & bad games • Compare Commercial & Educational Games • More perspectives • More games • Streamline process