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Who’s winning with game-based learning?

This week the UK’s National Foundation for Educational Research (NFER) released a study examining the latest research about game-based learning.

The main findings in the NFER report were:

  • The literature was split on the extent to which video games can impact upon overall academic performance.
  • The studies consistently found that video games can impact positively on problem solving skills, motivation and engagement. However, it was unclear whether this impact could be sustained over time.
  • Despite some promising results, the current literature does not evidence adequately the presumed link between motivation, attitude to learning and learning outcomes. Overall, the strength of the evidence was often affected by the research design or lack of information about the research design.

As you know, I work with many organisations in developing and deploying games to help them engage and communicate with their audiences more effectively.  The usefulness of games is a big deal to me.  As I’ve said before, I am sceptical about the impact of many so-called educational or serious games but I do think games and game mechanics are brilliant for:

  • Cosmetics – making the unpleasant or mundane more palatableNFER cogs
  • Confidence – offering the chance to practise and fail softly
  • Catalyst – as a spring board to further investigation
  • Collaboration – as a means of pooling our intellectual and social capital

However, the one aspect that many organisations neglect is that of use context.  Of one thing I am certain: the impact of games (or indeed any educational intervention) depends on the pre- and post-experiences of the learners as much as the ‘play’ itself.   That’s what the most effective teachers do so brilliantly – they prime learners for the game with an air of expectation and intrigue, and then help them think about what it might mean after they’ve finished playing.  Vygotsky called it ‘scaffolding,’ and there’s lots of evidence of its benefits.

There are no real shortcuts to learning but everyone, even the most disaffected, experiences a profound sense of satisfaction when they discover something new, find they can do something better or see something more clearer.  Games, used well, are one way to encourage that delight.

[I work with many groups and organisations to train staff about game-based learning or design and develop games themselves; would you like me to work with you? Drop me a line using my contact form.]

Game Mechanics and Learning Theory

To bring together the series on how learning theories overlap with games, I’ve drawn up a table of how game mechanics relate to the ideas about how we learn.

By using and combining various definitions of game mechanics (Wikipedia, SCVNGR & Gamification.org), it is possible to map how dynamics correspond to the various learning theories.  This is not an exact science but does suggest which mechanics can be used to encourage particular ways of learning.

Of course the risk with any sort of exercise like this, is that it becomes formulaic and is wrongly perceived as a rule for creating “learning” games.  I don’t believe that is the case. Every game needs to be looked on a special case: as soon as you try to bottle the essence of play, it tends to evaporate.

Mechanic Definition

Behaviourist

Cognitivist

Constructionist

Experiential

Social

Achievements  Achievements are a virtual or physical representation of having accomplished something.

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Action points  Action points limit or control which actions a player performs each turn.

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Appointments  Appointment dynamic requires the player to perform some action at a predetermined time or place.

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Auction or bidding  An auction or bidding system encourages players to make competitive bids in order to win some prize.

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Behavioural Momentum  Behavioural Momentum is the tendency of players to keep doing what they have been doing.

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Bonuses/ modifiers  Bonuses are a reward after having completed a series of challenges or core functions.

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Capture/Eliminate  Players must capture or eliminate their opponent’s tokens.

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Cards  Cards can act as a randomiser to affect game conditions or as tokens to track game states.

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Cascading Information Theory  The theory that information should be released in the minimum possible snippets to gain the appropriate level of understanding at each point during a game narrative.

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Catch-up  Catch up is a device that makes success more difficult the closer a player gets to it.

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Challenge Challenges have a time limit or competition.

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Collaboration  The game dynamic wherein an entire community is rallied to work together to solve a riddle, a problem or a challenge.

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Combos  Combos are used often in games to reward skill through doing a combination of things.

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Countdown  The dynamic in which players are only given a certain amount of time to do something.

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Dice/ Lottery  Randomisers that determine the outcome of an interaction in a game.

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Discovery  Also called Exploration, players love to discover something, to be surprised.

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Goals Goals are conditions of victory or success.

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Levels  Levels are a system, or “ramp”, by which players are rewarded an increasing value for an accumulation of points.

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Loss avoidance/ aversion Players have to avoid losing tokens, points or position.

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Movement The controlled movement of tokens.

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Penalties The negative consequence of some behaviour or action.

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Piece elimination  Whereby the winner captures or destroys the other players’ pieces.

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Progression  A dynamic in which success is granularly displayed and measured through the process of completing itemized tasks.

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Puzzle guessing  The player who successfully guesses or deduces the answer to a puzzle wins the game

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Quests  Quests are a journey of obstacles a player must overcome.

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Races The goal of achieving a certain position first

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Resource management/ ownership The management of game resources including tokens money and points.

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Reward (or chain) Schedules  The timeframe and delivery mechanisms through which rewards (points, prizes, level ups) are delivered.

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Risk and reward  Risk and reward offers players extra benefits for optional actions.

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Role-playing  Role-playing determines the effectiveness of in game actions depending on how authentically the player acts out the role of a fictional character.

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Status  The rank or level of a player. Players are motivated by trying to reach a higher level or status.

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Structure building  The goal of acquiring and assembling a set of game resources into a predefined structure or one that is better than that of the other players.

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Territory control  The goal of controlling the most area on playing surface.

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Tile-laying  Tile laying involves players laying down objects in order to gather points or affect the game world.

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Toys/ endless play Games that do not have an explicit end.

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Turns  Turns allow players to act or respond in sequence

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Where should you post your status update?

The ease of connecting with the world through social media doesn’t always compensate for a lack of discernment. The proliferation of channels means that we are inundated with options but often ignore the choice not to post at all. This graphic from iStudio describes the decision tree beautifully.

 

What students want

After an eleven year break from formal regular lecturing, I have started a final year module at the University of Bradford. I’m really pleased to be working so closely with students again: I’ve always found it tremendously exciting to be surrounded by people with so much talent and potential.

My years out of academia have changed my perspective on lecturing and I am very conscious that I cannot predict the needs of students; so I started my session on Friday with some questions to the group. For me, it feels like going back to school, and no bad thing.

As well as asking them what it was they wanted to learn from the module entitled Creative Media EnterpriseI, and what they wanted to take away from it in terms of skills and experiences, I asked them what they wanted it to be like. Their responses were enormously illuminating. I have distilled them into single words for the purposes of the Wordle below.

what students want

The two desired characteristics that really stand out are informality and intimacy. I’m talking to final year students, adults, already experienced in many ways and so their desire to be treated as equals is perfectly understandable and valuable. I’d like to think that part of the informality that they request suggests a desire to contribute, to participate, to collaborate (characteristics that they also mentioned).

They didn’t use the word ‘intimate’ in the activity, that’s my one word interpretation of their longing for small group work. There are sixty students taking the class and you don’t need to be a rocket scientist to recognise that only limited learning will take place when the whole group are involved. They know as well as I do that adult learning takes place most effectively through discussion and a full lecture theatre isn’t conducive for that.

I’ll do my best to incorporate the other features they want although, rather like gameplay, the sessions may not necessarily be fun but I hope there will always be rewarding.

Perhaps more interesting, was the list of things that they didn’t want.

what students do not want

This is a very sobering reflection of their educational experiences to date and a real challenge for me to avoid. Tackling some of these issues will be easier than others. Some of them are unavoidable.

Still, I think seeking to understand where the students are is a good start. I’m expecting to learn as much from them as the other way around.

What are your desires for learning? How do these comments compare to your own experiences?

 

Even better if

workshop

I have the pleasure and privilege of working with all sorts of people. I’m continually learning from them. On my piece of work for the UN, I am collaborating with a long-time friend, Karen Ardley. Karen has successfully run her own business, Karen Ardley Associates, for many years now and is one of the UK’s top educational leadership experts. Although we’re working together, I often sit in quiet awe as she leads her parts of the workshop we’re running.

Karen has a collection of “tools” that she developed over many years. They are highly effective techniques for organising and refining thoughts and ideas, skills and practice. One that particularly caught my eye in our recent workshop was something Karen uses to evaluate events. It is brilliantly simple.

Most events conclude with some form of audience evaluation. Typically, they score the proceedings and give participants the opportunity to flag strengths and weaknesses. Karen’s tool does just that but far more elegantly and constructively. As well as identifying the things that have gone well, she explores the things that haven’t. But, and this is the genius of it, rather than simply gathering a list of negative comments, Karen uses the prompt “Even better if…” It turns complaints into solutions. For example, rather than saying that the room was too hot, this approach records that next time we need better air conditioning; rather than complaining that the slide font was too small, this method suggests bigger text; rather than bemoaning the lack of time for questions, we propose short presentations or longer sessions.

The Even Better If approach means the session finishes with a positive and forward-looking activity. And that is precisely what is needed.

It’s a brilliant idea.

Failed Sim

classroom

I have had the pleasure and privilege of attending and presenting at this year’s Games + Learning + Society conference in Madison, WI.

My talk was one in the wonderfully honest, encouraging and educational strand, Hall of Failures.  The strand was an opportunity to share experiences of projects that have delivered surprising results or haven’t met expectations.  For me, it encapsulated the essence of games – improving through failure.

the essence of games – improving through failure

I talked about a project from a few years ago – a game-like simulation for school teachers that despite some excellent content, rigorous prelaunch testing and good intentions simply didn’t deliver what the users needed or wanted.  We revised it.  It stopped being a game but started being useful for this particular audience.  It taught me a lot.

Although the accompanying notes are sketchy, here’s what I presented:

Tweets this week

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Some of the articles that have caught my eye this week.

Games

Psychology

  • Value of art? Men who visit galleries, museums & theatre enjoy better health and are more satisfied with life. From BMJ http://bit.ly/mSaZ3k
  • The value of self-talk – Thoughts That Win from Association for Psychological Science http://j.mp/mhVnLF
  • 10 differences between your brain and a computer http://j.mp/mqyXRA
  • Satisfaction with life and the level of state intervention go hand in hand according to study http://j.mp/ih6lOV
  • RT @TheEconomist: The OECD has launched its Better Life index to measure well-being as an alternative to GDP http://econ.st/lThxJR
  • Economic Recovery is Stronger in States Where People are More Optimistic http://j.mp/lbG3PP

Social Media

Multiplatform

Learning

User Experience/ Usability

Random

 

 

Multiplatform formats

multiple screens

I talk to people a lot about multiplatform productions and transmedia storytelling and one of the first points we discuss is the plethora of options available to producers.  All too often, multiplatform productions are a last minute addition to a TV show and are rarely more ambitious than a programme support website – merely offering more random detail about the production rather than extending and enriching the user’s experience.

I talk about the glue of interactive narrative elsewhere but I thought it might be worth sharing the list of platforms and their relative characteristics.  I know it’ll be incomplete so I’d really welcome your comments.

There are three broad categories of platform available to us:

  • ‘Broadcast’
  • ‘Online’
  • ‘Live’

Broadcast

My use of the word ‘Broadcast’ in this instance covers media that is distributed after being produced by ‘professionals’ for mass consumption.   I include Internet and post transmission versions of linear media in the online section because of control user have over their use.

Platform Characteristics
General
  • Created centrally
  • Distributed widely
  • Authored
  • Common experience for audiences
  • For consumption
  • Receiving technology cheap and plentiful
  • Largely inactive experience – lean back entertainment
  • Released as ‘event’
  • Mass audiences
  • Complete ‘stories’
  • Formally regulated
TV
  • Wide reach, standard, established, universal
  • Presentation not participation
  • Time-worthy, comfortable
  • Moving images
  • Delivered directly into homes to family and friends
Film
  • Viewing requires travel to cinema
  • Watched with strangers
  • Highest quality pictures and sound
Radio
  • Mostly ‘as live’
  • More niche programming
  • Generally a solitary experience
  • Rolling content
  • Unselfish – doesn’t require full attention
  • Leaves space for audience thought
  • Requires imagination for visualisation (you only imagine what you don’t see)
  • Simplicity, purity – information parsimony
Print
  • Permanent
  • Tangible
  • More demanding to read
  • Requires more imagination but creates a personal experience
  • Needs time to digest, quantity of work often forces reflection
  • Expert analysis, commentary & reflection
  • Long form
Advertising
  • Scale, attractive
  • Easily absorbed
  • Micro-form, pithy
  • Inescapable
  • Purely visual
  • Instant engagement

Controversially, I’d include Twitter and blogging in my broadcast formats because although they present themselves as intimate, they are actually the Internet equivalent of publishing for individual.  It’s still about authorship and mass distribution but access is more personal and the ability to feedback more immediate.

Online

By ‘Online’ I mean interactive digital platforms including computers, mobiles and consoles.

Platform Characteristics
General
  • Used when required (just in time)
  • Interruptible
  • Interactive with user control
  • Non-linear
  • Ability to be highly focussed on audience
  • Always ‘on’
  • Participatory
  • Permanent and Semi-permanent
  • Immediate
Web
  • Optional levels of detail
  • Bite-sized, little if any time commitment
  • Non-exclusive and promiscuous (in the undiscriminating or unselective approach; indiscriminate or casual sense)
  • Semi-permanent
  • Multiple authors
  • Inclusive
  • Democratic
  • Rapidly refreshed
Game
  • Escapism
  • High degree of control – more than simple navigation
  • Requires skill (or luck)
  • Gratuitously hard work,
  • Riddled with user failure
  • Frequent reward
  • Demanding
Mobile
  • Constant access (both ways)
  • Always available on the move
  • Small screen size
App
  • Mobile
  • Location-aware
  • Specialised content and technology
Social media
  • Personal, known communities and affinity groups
  • Networking
  • Full of personal information
  • highly targeted advertising
  • Two-way
  • Contributory
  • Social

Real World

And finally, those things I class as Real World.

Platform Characteristics
General
  • Physical, face to face
  • Fixed in time and or space
Event (such as concert, meeting or performance)
  • Shared experience
  • Unrepeatable moment in time
  • Atmosphere – expectation
  • Unpredictability
  • Physical social
  • Spontaneous
Location
  • Atmosphere
  • Physical history
  • Context
  • Tangible
  • Real
  • Live
  • Experiential – Journey
Person
  • Personality
  • Celebrity
  • Reality
  • Trust – endorsement

The crucial point about this exercise is the recognition that certain formats are better at certain tasks – film and books are great for long form storytelling, the web is unparalleled in offering access to information.  I’m sure there are many delivery methods that I’d missed, but one thing is clear – if you want to be truly multiplatform, there are lots of options and using the most appropriate will transform your product.

 

Challenge

I’ve written a couple of posts already about motivation (the motivation to learn and motivational momentum) but today I want to explore some of the issues associated with that powerful driver: challenge.

The ability to overcome some conflict is central to the engagement of most narrative experiences.  Similarly the level of challenge associated with any game, or stage within a game, is critical in maintaining and encouraging participation in it.  The challenge or difficulty presented by any voluntary task needs careful management if it is to keep the user taxed appropriately, that is suitably stretched but not frustrated.  Csikszentmihalyi’s theory of Flow describes a ‘channel’ where participants enjoy the optimal experience of play-suspended consciousness while developing their skill.

flow

If the challenge is too much for the user’s skill level, the experience quickly induces anxiety and overwhelming frustration; if the skill level outstrips the challenge, the user is swiftly bored and disengaged.

The key to successful engagement depends on setting the appropriate level of difficulty for the user’s current skills.  The difficulty of any game is the product of various elements:

  • The quantity of the tasks
  • The complexity of the task and
  • The pace at which the tasks are presented

The appropriate level of challenge is dependent on the differing needs and levels of expertise of the target user group and even on the type of task.  Games employ different strategies for determining a satisfying level of difficulty.  At the simplest level, the game offers options at the start of play such as easy, normal or hard.  These levels might manifest themselves in the sheer quantity of conflicts to address as in Sim City with its ability to turn on more features or the ‘intelligence’ of the opposition as in electronic Chess and its ability to ‘think ahead.’  Some games, such as Silent Hill 2 recognise that different types of task might require alternate settings.  In this case, the game offers players settings for the puzzle and action aspects of the experience.  Ritual offers users control over both the level of challenge (between ‘casual’ and ‘extreme’) and the assistance given to players by other characters (ranging from ‘quickly’ to ‘never’).  The Grand Theft Auto series operates a ‘mixed economy’ of challenge with the free-roaming environmental playground offering user-defined activity and specific missions giving greater reward for higher levels of difficulty.

Rather than giving the user control of difficulty, some games, exemplified by the car-racing genre, provide adaptive handicapping of the computer competition.  In this approach, the system alters the intelligence of the non-player characters according the player’s current performance to provide opposition that is slightly above and below the user’s current competence.

The most sophisticated forms of difficulty setting offer dynamic and escalating levels of challenge.  Elaboration Theory is a learning model that advocates a progression of successively more complex problems.  Proponents argue that the clear sense of progression is a powerful motivator.  However, these challenges need careful sequencing if they are to keep offering players the optimal experience.  Most story-based games like Metal Gear Solid provide increasing levels of challenge where players ‘graduate’ to more difficult levels by achieving the desired goals.  Each successive level assumes a degree of competence as demonstrated by the successful completion of the previous one.  However if the leap is too great, the challenge is too much for the potential skills development; too small and the player loses his sense of progression.

Players take risks in games because the consequences are rarely significant in the real world but it would be incorrect to believe that there is no comeback from repeated failure.  The cost of lack of progress in a game can range from simply lost time to loss of hard-earned privileges and reputation.  Particularly in multiplayer games, long terms failure has a genuine social impact, as one veteran player of World of Warcraft commented: “No one wants to be a member of a guild that always wipes out.”

It is far to say, therefore, that the measure of the effectiveness of a game is its ability to develop player skills to tackle ever more challenging scenarios.  As players learn, so clever games increase the level of difficulty to maintain the user’s position in the flow channel; getting the level wrong leaves players bored or frustrated.  Isn’t that the main cause of disruption in learning?

How many educators need to play a few more games?

 

Reflecting on gameplay

I lose a lot of games. In fact, on balance I almost certainly lose more times than I win.  But I’m not going to let it get me down.  Repeated failure in games demonstrates a number of important aspects of in-game learning.  The fact that getting it wrong, often terminally, is an intrinsic part of gameplay and yet doesn’t discourage us from having another go clearly illustrates the effective scaffolding of the system.  Each failure is supported by a series of devices to improve the player’s performance.  If the designers have done their jobs well then the challenge is tough but not too tough.

Games promote reflection in a number of ways:

  • Delay
  • Replay
  • Parley (please forgive the pretentiousness of the rhyming!)

When we lose or die in a game, we’re not instantly catapulted back to moment just before the end. Instead there’s a delay and some form of resetting to a previous ‘checkpoint.’  We see it in the respawning during first-person shooters like Left 4 Dead, the restarting of levels in games like Angry Birds and return to the starting grid in the likes of Forza.  Although it’s largely the consequence of technical issues (the need to reload all the appropriate data), it gives us just enough time to curse our misfortune, consider what went wrong and prepare ourselves for another go.  It’s part punishment, part breathing space.

killcam

In games like Call of Duty we have the pleasure of watching our own death from our assassin’s point of view.  The killcam is a bit disconcerting.  Still, it reveals some interesting information about our demise – where we were killed from, the type of weapon, whether or not we wounded our assailant.  It’s all valuable feedback about our performance and inevitably encourages us to think about how we might minimise the chance of it happening again and how we might deploy those same tactics offensively.  Just as in sports television, racing and football games have long used action replays to show what’s just happened.  It’s not simply gratuitous eye-candy: it’s a lesson in the winning strategy.

The final form of in-game reflection comes through a dialogue of sorts:  a combination of multiplayer chat and system feedback.  It is easy to be given (at times fairly blunt) feedback to improve our performance from team mates during a game, non-player characters too.  Similarly, the game itself often provides prompts for reflection through hints and tips at the end of each ‘life.’   It is a conversation that starts with our performance and concludes with the game’s response.  These prompts help us to frame our thinking and ultimately support our progress.

Of course there are many other forms of feedback that describe performance but they don’t necessarily encourage reflection, rather they simply describe the current state of play and progress to date.  That’s not to say it’s not valuable but it serves another purpose – encouragement.  More on that another time.

Carlton Reeve

Carlton is the founder of Play with Learning. He has a PhD in the design, development and deployment of game-based learning resources. Complementing his academic background, Carlton has years of practical experience at the BBC and independent media companies producing and commissioning world class and award-winning media for the likes of the United Nations, BBC, National College for School Leadership, Open University and the Victoria & Albert museum.

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