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Learning From Games Katrin Becker University of Calgary February 2008 This session focuses on how games can support learning, why they are a natural fit for learning*, what we can learn from blockbusters, and how games are being used now. *if not for education
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Notes on presentation accessible online: Katamari Damacy
Bit of Wild Ride.... Image source:  http://home.cfl.rr.com/omniluxe/mtwr.htm
Ready, Set, GO!! ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],(+) Takes you directly to that section
Kids Today  (sheesh) ,[object Object],Attributed to SOCRATES by Plato ~400BC
“Kids Today” have been “Kids Today” for thousands of years, BUT… Vampire: The Masquerade
Kids Today ,[object Object],Digital Natives  (-) Tech Savvy yet  Still Naive  Producers,  not just  Consumers Final Fantasy XII Final Fantasy XII Nomad Soul
Kids Today ,[object Object],What do we do about it? HELP THEM? Prepare them? Cure them? We need to consider whether we are educating children for their futures or our pasts.   Geoff  Southworth  2002
We’ve come a long way, right? ,[object Object],[object Object],Vocational training is the training of animals or slaves. It fits them to become cogs in the industrial machine. Free men need liberal education to prepare them to make a good use of their freedom.  - John Dewey , 1916
Importance of play  (it makes us human) ,[object Object],[object Object],[object Object],[object Object],2500 BCE http://www.personal.psu.edu/users/w/x/wxk116/romeball.html   Knucklebones 3-400 BC  http:// www.attalus.org/info/howto.html Def n : Mimesis:  intentional non-linguistic representational or imitative acts  [ Janet Murray ] Progress of hominid cognition // progress of game forms  -  Merlin Donald
Michael  Tomasello Ur ~3000 BC Senet  ~3000 BC Games are media of interpersonal communication Marshall McLuhan Culture ratchets cognition  – our brains and our culture co-evolve.
Games are Natural Instructional Technologies ,[object Object]
Making the Case for New Ways EverQuestl
New Methods for “New” Ways ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],(-)
New Ways  (again) ,[object Object],Apprenticeship (PBL, case-based…) OLD OLD? New
New Ways  (again) ,[object Object],Experiential Learning One learns by doing a thing; for though you think you know it, you have no certainty until you try.  -  Sophocles   Never Winter Nights Harvest Moon OLD New
New Ways  (again) ,[object Object],Story-telling OLD New
New Ways  (again) ,[object Object],Visual Culture OLD New
If Everything New is Old, Then WHAT,  if anything   HAS  Changed ? ,[object Object],[object Object]
One View of Communication Media through History Performing Arts Story-Telling Broadcast Radio Cinema Television Multimedia Passive:  watch,  listen, read Active / Interactive: Do, Act,  Contribute Print Media
"Technology is anything that wasn't around when you were born. 20’s-30’s: radio, telephone 40’s-50’s: television 60’s-70’s: computers, cell phones 80’s: games, internet, ipods 90’s:  nothing (!!!) texting ,  blogging ,  wiki’s ,  open source ,  FaceBook ,  YouTube , MySpace ,  RSS ,  preferences (& customization, see  D.Norman ),  augmented reality games ,  machinima Alan Kay What is technology for you? When were you born.... SecondLife
Gamers..... ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],XIII
Gamers..... Elder Scrolls IV: Oblivion Average age of Gamer: 33 # of US homes that have game consoles: 45 million (~half) Gamers are: 31.0% under 18 years 44.0% 18–49 years 25.0% 50+ years 85% of all games sold in 2005 were rated "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+.  WOMEN age 18 or older represent a significantly greater portion of the game-playing population (30%) than boys age 17 or younger (23%). 38% of gamers are women. http://www.theesa.com/archives/files/Essential%20Facts%202006.pdf
What Gamers Do…. WHAT ELSE ARE GAMERS DOING? Gamers devote more than  triple  the amount of time spent playing games each week to exercising or playing sports, volunteering in the community, religious activities, creative endeavors, cultural activities, and reading. In total, gamers spend 23.4 hours per week on these activities, compared to 6.8 hours per week playing games. 79% of game players of all ages report exercising or playing sports an average of 20 hours a month. 93% of game players also report reading books or daily newspapers on a regular basis, while 62% consistently attend cultural events, such as concerts, museums, or the theater. Source:  Peter D. Hart Research Associates , 2004 51% of all gamers play games in-person with other players at least one hour a week, and a quarter (25%) of gamers play games with others online for at least an hour per week. http://www.theesa.com/archives/files/Essential%20Facts%202006.pdf
Games   (and learning)
Digital Games ,[object Object],[object Object],Tomb Raider
Digital Games ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
The Masters  (and learning from them)
Why are these such good teachers? Amos’n’Andy The West Wing
Are Games Good Teachers Too?
Figuring it out: ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Games and Pedagogy ,[object Object],[object Object],Grim Fandango
Answer: ,[object Object],An example… Elder Scrolls IV: Oblivion
How Do Games Teach? Learning Theories Back Story Boss  Challenges Levels H.U.D. Heads Up Display Cut- Scenes Attract  Mode N.P.C. Non-Playable Characters A.I. Artificial  Intelligence P.O.V. / Perspective Point of View Variable  L.O.D. Level of Detail Sandbox Mode Story Mode Transmediality Gagné’s  Nine Events   Trailers Valorization Fan Sites  & Game  Communities Each of these elements can be seen as a tool that facilitates learning. 1. Gaining Attention (Reception) 2. Informing Learners of the Objective (Expectancy) 3. Stimulating Recall of Prior Learning (Retrieval) 4. Presenting the Stimulus (Selective Perception)  5. Providing Learning Guidance (Semantic Encoding)  6. Eliciting Performance (Responding)  7. Providing Feedback (Reinforcement) 8. Assessing Performance (Retrieval)  9. Enhancing Retention and Transfer (Generalization)  Tutorial Mode Click to  progress  through  events
All good games incorporate: ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Serious Games  (-)
Games for ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Food Force http://www.food-force.com/
Food Force http://www.food-force.com/
Making History http://www.making-history.com/
Making History http://www.making-history.com/
A FORCE MORE POWERFUL The Game of NONVIOLENT Strategy ,[object Object],[object Object],http://www.aforcemorepowerful.org/game/index.php
Re-Mission ,[object Object],http://www.hopelab.org/   http://www.re-mission.net/
Games for Health ,[object Object],[object Object],[object Object],[object Object],[object Object],http://www.interactivemediainstitute.com/index_conf.html
http://www.hungryredplanet.com/academic/acaov.html
Virtual Leader http://www.simulearn.net/leadershiptraining.htm  l
Thanks!! ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Games: ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]

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Why Games (2008)

  • 1. Learning From Games Katrin Becker University of Calgary February 2008 This session focuses on how games can support learning, why they are a natural fit for learning*, what we can learn from blockbusters, and how games are being used now. *if not for education
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  • 3. Bit of Wild Ride.... Image source: http://home.cfl.rr.com/omniluxe/mtwr.htm
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  • 6. “Kids Today” have been “Kids Today” for thousands of years, BUT… Vampire: The Masquerade
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  • 11. Michael Tomasello Ur ~3000 BC Senet ~3000 BC Games are media of interpersonal communication Marshall McLuhan Culture ratchets cognition – our brains and our culture co-evolve.
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  • 13. Making the Case for New Ways EverQuestl
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  • 20. One View of Communication Media through History Performing Arts Story-Telling Broadcast Radio Cinema Television Multimedia Passive: watch, listen, read Active / Interactive: Do, Act, Contribute Print Media
  • 21. "Technology is anything that wasn't around when you were born. 20’s-30’s: radio, telephone 40’s-50’s: television 60’s-70’s: computers, cell phones 80’s: games, internet, ipods 90’s: nothing (!!!) texting , blogging , wiki’s , open source , FaceBook , YouTube , MySpace , RSS , preferences (& customization, see D.Norman ), augmented reality games , machinima Alan Kay What is technology for you? When were you born.... SecondLife
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  • 23. Gamers..... Elder Scrolls IV: Oblivion Average age of Gamer: 33 # of US homes that have game consoles: 45 million (~half) Gamers are: 31.0% under 18 years 44.0% 18–49 years 25.0% 50+ years 85% of all games sold in 2005 were rated "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+. WOMEN age 18 or older represent a significantly greater portion of the game-playing population (30%) than boys age 17 or younger (23%). 38% of gamers are women. http://www.theesa.com/archives/files/Essential%20Facts%202006.pdf
  • 24. What Gamers Do…. WHAT ELSE ARE GAMERS DOING? Gamers devote more than triple the amount of time spent playing games each week to exercising or playing sports, volunteering in the community, religious activities, creative endeavors, cultural activities, and reading. In total, gamers spend 23.4 hours per week on these activities, compared to 6.8 hours per week playing games. 79% of game players of all ages report exercising or playing sports an average of 20 hours a month. 93% of game players also report reading books or daily newspapers on a regular basis, while 62% consistently attend cultural events, such as concerts, museums, or the theater. Source: Peter D. Hart Research Associates , 2004 51% of all gamers play games in-person with other players at least one hour a week, and a quarter (25%) of gamers play games with others online for at least an hour per week. http://www.theesa.com/archives/files/Essential%20Facts%202006.pdf
  • 25. Games (and learning)
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  • 28. The Masters (and learning from them)
  • 29. Why are these such good teachers? Amos’n’Andy The West Wing
  • 30. Are Games Good Teachers Too?
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  • 34. How Do Games Teach? Learning Theories Back Story Boss Challenges Levels H.U.D. Heads Up Display Cut- Scenes Attract Mode N.P.C. Non-Playable Characters A.I. Artificial Intelligence P.O.V. / Perspective Point of View Variable L.O.D. Level of Detail Sandbox Mode Story Mode Transmediality Gagné’s Nine Events Trailers Valorization Fan Sites & Game Communities Each of these elements can be seen as a tool that facilitates learning. 1. Gaining Attention (Reception) 2. Informing Learners of the Objective (Expectancy) 3. Stimulating Recall of Prior Learning (Retrieval) 4. Presenting the Stimulus (Selective Perception) 5. Providing Learning Guidance (Semantic Encoding) 6. Eliciting Performance (Responding) 7. Providing Feedback (Reinforcement) 8. Assessing Performance (Retrieval) 9. Enhancing Retention and Transfer (Generalization) Tutorial Mode Click to progress through events
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Editor's Notes

  1. Partly a report on a work in progress Partly an introduction to a new discipline Partly intended to provoke a reaction