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The Pedagogy of Commercial Games. Katrin Becker University of Calgary March 2006. Prepared for the IMAGINE Network Symposium Mar 25-26 2006. This session examines successful commercial games to connect the designs of these games with known learning and instructional design theories.
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The Pedagogyof Commercial Games Katrin Becker University of Calgary March 2006 Prepared for the IMAGINE Network Symposium Mar 25-26 2006 This session examines successful commercial games to connect the designs of these games with known learning and instructional design theories. Pedagogy & Games
How I got here… • Learning how to design and create programs • Teaching how to design and create programs • Teaching how to create games (already designed) • Thinking about how to design games • Thinking about how to design and create educational games. ….. How to teach how to design and create educational games Pedagogy & Games
“The invention of new methods that are adequate to the new ways in which problems are posed requires far more than a simple modification of previously accepted methods." Vygotsky Pedagogy & Games
New Ways to Pose Problems? • Complex • Ill-structured • Interconnected • Different perspectives • Emergent • Affective • Value laden Digital Games = New Method Pedagogy & Games
New Ways to View Learning • Constructivism • Constructionism • Envactivism • Activity Theory • Situated Cognition Pedagogy & Games
Digital Games More than a simple modification of previously accepted methods… Now what? Look at HOW… Look at exemplars: • “Old Media” • New Media Pedagogy & Games
Amos’n’Andy The West Wing Why are these such good teachers? Pedagogy & Games
Learning Theories How Do Games Teach? To find out how games should teach, first look at how games do teach. Place in familiar context: Learning & Instructional Theories Find contact points. Gagné Reigeluth Kolb / Keirsey / Gregorc / Felder Pedagogy & Games
Learning Theories Each of these elements can be seen as a tool that facilitates learning. How Do Games Teach? Levels Valorization Attract Mode Back Story P.O.V. / Perspective Point of View 2. Informing Learners of the Objective (Expectancy) Trailers 3. Stimulating Recall of Prior Learning (Retrieval) H.U.D. Heads Up Display 1. Gaining Attention (Reception) Click to progress through events Story Mode 4. Presenting the Stimulus (Selective Perception) Sandbox Mode Gagné’s Nine Events 9. Enhancing Retention and Transfer (Generalization) N.P.C. Non-Playable Characters Tutorial Mode 5. Providing Learning Guidance (Semantic Encoding) 8. Assessing Performance (Retrieval) Fan Sites & Game Communities Boss Challenges 6. Eliciting Performance (Responding) 7. Providing Feedback (Reinforcement) Cut- Scenes A.I. Artificial Intelligence Variable L.O.D. Level of Detail Transmediality Pedagogy & Games
Learning Theories Are Games Good Teachers Too? Another example.. Pedagogy & Games
Learning Theories Each of these elements can be seen as a tool that facilitates learning. Are Games Good Teachers Too? Levels Valorization Attract Mode Back Story P.O.V. / Perspective Point of View Trailers 2. Learning Prerequisite Sequences 1. Elaborative Sequence H.U.D. Heads Up Display Click to progress through strategies 7. Learner Control 3. Summary Story Mode Reigeluth’s Elaboration Theory Sandbox Mode N.P.C. Non-Playable Characters 6. Cognitive Strategies 4. Synthesis Tutorial Mode 5. Analogies Fan Sites & Game Communities Boss Challenges Cut- Scenes A.I. Artificial Intelligence Variable L.O.D. Level of Detail Transmediality Pedagogy & Games
How Do Games Teach? Learning Styles • Kolb / Keirsey Pedagogy & Games
How Do Games Teach? Kolb’s “Races” Kolb’s “Races” Keirsey’s “Races” Keirsey’s “Races” Idealists Learning Styles Converger Guardians Some Learning Styles already conjure up images of various races…. Accomodator Assimilator Photo: Neverwinter Nights http://www.boolsite.net/ Photo: Neverwinter Nights http://www.boolsite.net/wallpapers Photo: Legend of Zelda www.free-computer-wallpapers.com Photo: gamewallpapers.com Diverger Artisans Rationals Photo: NOX gamewallpapers.com Photo: Halo 2 www.free-computer-wallpapers.com Photo: Shenmue http://www.boolsite.net Photo: Metroid Prime nintelligent.net Pedagogy & Games
How Do Games Teach? Learning Styles • Gregorc Pedagogy & Games
Learning Styles How Do Games Teach? Concrete-Random: Syberia Gregorc’s System of Learning • Concrete-Sequential: • Super Monkeyball Syberia http://www.boolsite.net Screenshot: mobygames.com Abstract-Random: Katamari Damacy Abstract-Sequential: Myst Screenshot: mobygames.com Screenshot: mobygames.com Pedagogy & Games
Learning Styles How Do Games Teach? • Felder Pedagogy & Games
Learning Styles How Do Games Teach? versus Felder’s Index of Learning Styles Active (doing) Reflective (thinking) Felder’s Index of Learning Styles Intuitive (concepts, relationships) Sensing (facts, processes) Verbal (hearing, reading, saying) versus Visual (seeing, picturing) versus Need For Speed Sequential (step-wise) Global (leaps, random) versus Medal of Honor Black and White Screenshot: mobygames.com Civilization III Harvest Moon Felder’s Index of Learning Styles Screenshot: mobygames.com Screenshot: gamespot.com Felder’s Index of Learning Styles Felder’s Index of Learning Styles Screenshot: gamespot.com Psychonauts Screenshot: gamespot.com Roller Coaster Tycoon Electroplankton Pedagogy & Games
Learning Styles How Do Games Teach? Most successful games ALREADY allow players to approach from the perspective of various styles. What other media lets us do that? Pedagogy & Games
Next Steps Knowing why a game is good is not the same as knowing how to make a game good, but it is a necessary first step. OUTCOMES (moving towards…): • Clear evidence that existing designs of commercial games already embody sound pedagogy, as found in established learning theory, even if that connection was neither conscious, nor deliberate on the part of the designers. • An understanding of how digital games can be used as instructional technology informed by learning theory. • A theory/theories of the kinds of learning best served through this technology. • A synthesis of core requirements for instructional design relevant to games. Pedagogy & Games
Instructional Games Design will require a thorough grounding in BOTH Instructional Design AND Games Design. Next Steps • Merrill’s First Principles • (applied to instructional game design – core requirements?): • Engagement – Solving realistic (real-life) problems • Activation – Start Where the player/learner is. • Demonstration – Show them what we want them to learn – don’t just tell them. • Application – New knowledge must be applied to solve problems. • Integration – Motivate to apply what was learned Pedagogy & Games Promo shot