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The potential of tablets to game-based learning.
                                   Cork, Ireland 4th October ‘12

                                  Simon Egenfeldt-Nielsen, PhD
                         CEO, founder Serious Games Interactive
My Background

   • MA Psychology
   • PhD Games & learning
   • Between industry & research
   • Founder of Serious Games Int.
   • Cofounder DIGRA
   • Cofounder of Game Centre



   Developing games
   • Three series for education
   • +80 client projects
Background

    Who are we...
    • Research-based company
    • Using games for more than entertainment
    • Won several awards for our productions
    • First company starting with Unity3

    Current research projects
    • Gala – Network of Excellence for Serious Games
    • SIREN – Conflict resolution for children & Adults
    • VISTRA – virtual game-driven assembly line training
    • ETREES – Advanced narrative work-place training
    • C2Learn – Creative learning environment through games


             9 Nationalities | 24 Employees | +80 Projects | 20 Products
Agenda



         What is this talk about?
         Can tablets solves fundamental problems?
         How to go beyond current praxis?
         What is the sweetspot for game-based learning?
Goal
Get you to reflect on how we as researchers facilitate a
  new viable and sound market with game-based on
                   tablets in schools.

Still room for scepticism but I believe we have seen that
game-based learning can work - now we need to figure
     and when and how. Here tablets are interesting!
Tablets are interesting
Graphics - Interface – Gameplay - Business

            Most importantly
             ’Less is more’
                    &
               ’a channel’
Agenda



         What is this talk about?
         Can tablets solves fundamental problems?
         How to go beyond current praxis?
         What is the sweetspot for game-based learning?
“Media will never influence
         learning”
Historically there has been a tendency to state just that

also supported by Cuban in 'Oversold and underused'.

    I think the truth is that it takes a loooong time.
“Teachers – the new black
          is black”
                Teachers maturity level towards computers
Entry         Teachers novice users of computers.
Adoption      Teachers tend to take a traditional approach to instruction but
              do provide some explanation on computer use.
Adaptation    Traditional approaches to instruction prevail but some class
              time is allowed for students to use computers for homework
              and daily class work.
Approriation Teachers integrate technology regularly into the curriculum
Invention     Teachers find new ways to connect students and use project-
              based and interdisciplinary approaches to instruction.


                                                                      Source: Cuban, 2001
“Reduced complexity is
              key”

Complexity

                              Computer   Laptops
                                                   Netbooks
                                                         Smart boards
                                                                   Tablet
                            Video
                     Tape
             Books
        Boards

                                                                        Time
First time schools charge
            ahead
The success of a new technology relies on the fact that
it can be used to conserve existing praxis while offering
          new opportunities to the dedicated…

 That is the success of Smart Boards and Tablets - that
    seems to roll out much more quickly than past
                educational technology.
“Game-based learning has
    boring problems..”
                        Top 6 – categories barriers (top1)

                                        Practical: Software, hardware & setting
                   7%
              6%
                                        My own lack of knowledge about games
         6%
                                        Learning games not on a par with other games

     11%                                Limited relevance to the syllabus of my subject
                            58%
                                        Difficult to control the learning process
           12%
                                        Difficult to evaluate what pupils actually learn



N= 275
                                                                   Source: Egenfeldt-Nielsen, 2011
New channel is unique
   - The long tail
“What teachers see..”
   Stable & robust vs. buggy & difficult to maintain
   Intuitive interface vs. complex mouse/key board
   Active interface vs. passive interface
   Transportable vs. stationary
   Consumption oriented vs. production orienteered
   Lots of free content vs. costly packages

          A very interesting road that ‘promise’
                to solve 58% of problems.
Agenda



         What is this talk about?
         Can tablets solves fundamental problems?
         Getting into the praxis of teachers?
         What is the sweet spot for game-based learning?
“Diffusion struggles in
        educational system”
Five attributes can explain 49-87% of the variation in adaption of
an innovation.
Relative advantage: How much is the innovation perceived as
being better than what already exists.
Compatibility: How well does the innovation match existing
norms, values, needs, expectations and previous experiences?
Complexity: How easy is the innovation to use and understand for
users?
Observability: How easy is it to observe the advantages achieved
from adapting the innovation?
Trialability: How easy is the innovation to try out and experiments
with without going all in?

                                                               Source: Rogers, 2003
“But tablets may change
              this”
Relative Advantage: A lot of teachers embrace the devices. It’s a
new opportunity to get on the wagon.

Compatibility: They can fit into classroom very nicely compared to
other ICT:

Complexity: They are very simple to use and maintain.

Triability: Try it out with a few devices in a class with a few apps.

Observability: Bring it to the next-door teacher in the break.
Agenda



         What is this talk about?
         Can tablets solves fundamental problems?
         How to go beyond current praxis?
         Future game-based learning on tablets
“Research is practically non-
          existent”
Don’t know if tablets really do improve things as there is
pretty much no research.
 Does the touch interface really help kids learn
   better, more efficient, more engaging?
 Do interface transform into new gameplay that help
   kids learn better?
 Does the tablet really improve learning effect
   compare to other instructional methods and
   platforms.
 Does the tablet really make it easier for teacher to
   use in class?
“Developers are trying quite
          hard”
            What is your average development time for a project in working days (total time for
                                  code, graphics, music, testing etc)?

            1.8%         1.8%

     3.6%
                7.1%
                                                                         +120 days                90-120 days
         7.1%
                                48.2%                                    60-90 days               45-60 days

         21.4%                                                           30-45 days               15-30 days
                                                                         7-15 days                < 7 days
                  8.9%
 N= 57




                                                                                          Source: Egenfeldt-Nielsen, In review
“But a lot lose money…”


                   Did you get Return on your investment?




                     22.6%
        28.3%
                                         I recouped my money within 6 months

                                         I recouped my money but took more than
                                         6 months
                       20.8%             I haven’t recouped my money but expect
                                         to within 6 months
           28.3%                         I haven’t recouped my money and do not
N= 57                                    expect to.




                                                          Source: Egenfeldt-Nielsen, In review
“Designing for tablets”
Unforgiving market. Developers have to work hard and
constantly update. Otherwise they will have a low star
 rating sitting. The feedback loop is much more close
with users. Less crashing software and quick response.

The device affordance is towards smooth interface with
 high usability that is quick to get started with and get
    into. No waiting for things to boot in 5 minutes.
“Designing for tablets”
 Golden age of computer games in the 1980s where
developers and content experts were often the same
 guy. We see this with a lot of the start-ups now that
there is a closer affinity. Not just nerds but educators.




                +                   =
“Designing for tablets”
”Mass merchants wanted to deal with no more than 20
   suppliers and carry a maximum of 300 titles"..
                                    Carly Shyler, 2012

Compared that with maybe 3.000 titles in the market.


    We now know that the promising 1980s with
edutainment games failed because we failed to build a
sustainable market place that could ensure continued
             innovation and research.
Contact info
           Company details
      Serious Games Interactive
     Ravnsborggade 2-4, 2. floor
      DK - 2200 Copenhagen N
        www.seriousgames.dk

             My details:
      Simon Egenfeldt-Nielsen
sen@seriousgames.dk | +45 40 10 79 69
         www.egenfeldt.eu




                                        © Serious Games Interactive

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ECGBL Keynote 2012

  • 1. The potential of tablets to game-based learning. Cork, Ireland 4th October ‘12 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive
  • 2. My Background • MA Psychology • PhD Games & learning • Between industry & research • Founder of Serious Games Int. • Cofounder DIGRA • Cofounder of Game Centre Developing games • Three series for education • +80 client projects
  • 3. Background Who are we... • Research-based company • Using games for more than entertainment • Won several awards for our productions • First company starting with Unity3 Current research projects • Gala – Network of Excellence for Serious Games • SIREN – Conflict resolution for children & Adults • VISTRA – virtual game-driven assembly line training • ETREES – Advanced narrative work-place training • C2Learn – Creative learning environment through games 9 Nationalities | 24 Employees | +80 Projects | 20 Products
  • 4.
  • 5. Agenda What is this talk about? Can tablets solves fundamental problems? How to go beyond current praxis? What is the sweetspot for game-based learning?
  • 6.
  • 7.
  • 8. Goal Get you to reflect on how we as researchers facilitate a new viable and sound market with game-based on tablets in schools. Still room for scepticism but I believe we have seen that game-based learning can work - now we need to figure and when and how. Here tablets are interesting!
  • 9. Tablets are interesting Graphics - Interface – Gameplay - Business Most importantly ’Less is more’ & ’a channel’
  • 10. Agenda What is this talk about? Can tablets solves fundamental problems? How to go beyond current praxis? What is the sweetspot for game-based learning?
  • 11. “Media will never influence learning” Historically there has been a tendency to state just that also supported by Cuban in 'Oversold and underused'. I think the truth is that it takes a loooong time.
  • 12. “Teachers – the new black is black” Teachers maturity level towards computers Entry Teachers novice users of computers. Adoption Teachers tend to take a traditional approach to instruction but do provide some explanation on computer use. Adaptation Traditional approaches to instruction prevail but some class time is allowed for students to use computers for homework and daily class work. Approriation Teachers integrate technology regularly into the curriculum Invention Teachers find new ways to connect students and use project- based and interdisciplinary approaches to instruction. Source: Cuban, 2001
  • 13. “Reduced complexity is key” Complexity Computer Laptops Netbooks Smart boards Tablet Video Tape Books Boards Time
  • 14.
  • 15. First time schools charge ahead The success of a new technology relies on the fact that it can be used to conserve existing praxis while offering new opportunities to the dedicated… That is the success of Smart Boards and Tablets - that seems to roll out much more quickly than past educational technology.
  • 16. “Game-based learning has boring problems..” Top 6 – categories barriers (top1) Practical: Software, hardware & setting 7% 6% My own lack of knowledge about games 6% Learning games not on a par with other games 11% Limited relevance to the syllabus of my subject 58% Difficult to control the learning process 12% Difficult to evaluate what pupils actually learn N= 275 Source: Egenfeldt-Nielsen, 2011
  • 17. New channel is unique - The long tail
  • 18. “What teachers see..”  Stable & robust vs. buggy & difficult to maintain  Intuitive interface vs. complex mouse/key board  Active interface vs. passive interface  Transportable vs. stationary  Consumption oriented vs. production orienteered  Lots of free content vs. costly packages A very interesting road that ‘promise’ to solve 58% of problems.
  • 19. Agenda What is this talk about? Can tablets solves fundamental problems? Getting into the praxis of teachers? What is the sweet spot for game-based learning?
  • 20. “Diffusion struggles in educational system” Five attributes can explain 49-87% of the variation in adaption of an innovation. Relative advantage: How much is the innovation perceived as being better than what already exists. Compatibility: How well does the innovation match existing norms, values, needs, expectations and previous experiences? Complexity: How easy is the innovation to use and understand for users? Observability: How easy is it to observe the advantages achieved from adapting the innovation? Trialability: How easy is the innovation to try out and experiments with without going all in? Source: Rogers, 2003
  • 21. “But tablets may change this” Relative Advantage: A lot of teachers embrace the devices. It’s a new opportunity to get on the wagon. Compatibility: They can fit into classroom very nicely compared to other ICT: Complexity: They are very simple to use and maintain. Triability: Try it out with a few devices in a class with a few apps. Observability: Bring it to the next-door teacher in the break.
  • 22. Agenda What is this talk about? Can tablets solves fundamental problems? How to go beyond current praxis? Future game-based learning on tablets
  • 23. “Research is practically non- existent” Don’t know if tablets really do improve things as there is pretty much no research.  Does the touch interface really help kids learn better, more efficient, more engaging?  Do interface transform into new gameplay that help kids learn better?  Does the tablet really improve learning effect compare to other instructional methods and platforms.  Does the tablet really make it easier for teacher to use in class?
  • 24. “Developers are trying quite hard” What is your average development time for a project in working days (total time for code, graphics, music, testing etc)? 1.8% 1.8% 3.6% 7.1% +120 days 90-120 days 7.1% 48.2% 60-90 days 45-60 days 21.4% 30-45 days 15-30 days 7-15 days < 7 days 8.9% N= 57 Source: Egenfeldt-Nielsen, In review
  • 25. “But a lot lose money…” Did you get Return on your investment? 22.6% 28.3% I recouped my money within 6 months I recouped my money but took more than 6 months 20.8% I haven’t recouped my money but expect to within 6 months 28.3% I haven’t recouped my money and do not N= 57 expect to. Source: Egenfeldt-Nielsen, In review
  • 26. “Designing for tablets” Unforgiving market. Developers have to work hard and constantly update. Otherwise they will have a low star rating sitting. The feedback loop is much more close with users. Less crashing software and quick response. The device affordance is towards smooth interface with high usability that is quick to get started with and get into. No waiting for things to boot in 5 minutes.
  • 27. “Designing for tablets” Golden age of computer games in the 1980s where developers and content experts were often the same guy. We see this with a lot of the start-ups now that there is a closer affinity. Not just nerds but educators. + =
  • 28. “Designing for tablets” ”Mass merchants wanted to deal with no more than 20 suppliers and carry a maximum of 300 titles".. Carly Shyler, 2012 Compared that with maybe 3.000 titles in the market. We now know that the promising 1980s with edutainment games failed because we failed to build a sustainable market place that could ensure continued innovation and research.
  • 29. Contact info Company details Serious Games Interactive Ravnsborggade 2-4, 2. floor DK - 2200 Copenhagen N www.seriousgames.dk My details: Simon Egenfeldt-Nielsen sen@seriousgames.dk | +45 40 10 79 69 www.egenfeldt.eu © Serious Games Interactive