SlideShare a Scribd company logo
1 of 54
Download to read offline
Creating Serious Games
Pedagogical point of view
Jože Rugelj
University of Ljubljana
Faculty of Education
Chair of Didactics of Computer Science
Introduction
§ Characteristics of efficient approaches to education:
Ø student centered
Ø problem based
Ø motivational
Ø active
Ø directed to higher ordered educational goals
Ø supported by ICT
§  Serious games can integrate most of the
characterstics mentioned above.
§  Take the simplest and most efficient technology!
ALICT summer school 2
Games and learning
§  Children’s play is important activity where they develop
skills for life regardless of age or level of development:
Ø  quick adoption to new circumstances
Ø  handling change with ease.
§  When child plays, she discovers concepts from real world
and fundamental relationships between them are made.
§  Games provide motivation for learning, thus increasing
the chance that the desired learning outcomes will be
achieved.
§  But motivation is just prerequisite for learning.
It is not enough!
ALICT summer school 3
When an activity is a game?
§  Lots of different opinions from various researches about
characteristics that make certain activity a game.
§  Johnston suggests that such features:
Ø dynamic visuals,
Ø well defined goals,
Ø applied rules, and
Ø constant interaction.
§  Thorton claims the most important aspect of the game is interactivity.
§  Malone points out four elements of computer games:
Ø fantasy,
Ø curiosity,
Ø challenge, and
Ø control.
ALICT summer school 4
§  Authors of the book “Serious games” define game as
voluntary activity (a form of freedom) separated from
real life (imaginary world that may have or not have
relation to real life), absorbs the player’s full attention
and is played according to established rules that all
players have to follow.
ALICT summer school 5
Serious Games
§  Serious games must
Ø have well defined learning goals and
Ø promote development of important strategies and
skills to increase cognitive and intellectual abilities of
learners.
§  Important elements contributing to educational values of
games are sensual stimuli, fantasy, challenge and
curiosity (desire to know or learn).
ALICT summer school 6
Game design process - SADDIE
Phases in production process
§  Specification of “didactical problem”
§  Analysis
curricullum, time, resources, technology, …
§  Design
content, “story”, graphical, feedback, …
§  Development
§  Implementation
§  Testing and Evaluation
ALICT summer school 7
Specification
§  It is mainly didactical task!
§  Done by teacher or other expert for teaching/learning
§  Identifiaction of weak points in learning process that need
special support
§  Identification of learning goals and outcomes
§  Some general ideas about the solution of the identified
problem: didactic appoaches, ...
§  Importance of compatibility with curriculum in accredited
(formal) education
ALICT summer school 8
§  In well designed serious games instructional content is
blurred within game characteristics.
§  Students play the game and have fun, forgetting about
the “learning” part of the experience.
(Eventhough they are constantly presented with new
concepts which they have to adapt in order to be
successful in game.)
§  Important role of pedagogs and cognitive psychologists in
definition of learning goals and didactical approaches in
serious learning games design.
ALICT summer school 9
§  The first step in development process is to determine
what you want the learning outcomes to be!
(e.g. affective change, behavioural change, productivity
improvement, what will be result of game intervention, ...)
§  Learning goals are exprresed in terms of learning
outcomes.
§  What people learn? (i.e. different types of knowledge:)
Ø  facts
Ø  concepts
Ø  rules
Ø  procedures
Ø  soft skills
ALICT summer school 10
§  Different types of game design techniques to effectively
convey knowledge.
§  Knowledge to be taught dictates the design techniques
and game mechanics.
§  ! Mistake: Using same techniques to teach different types
of knowledge
ALICT summer school 11
§  Classification schemes == hierarchies for defining
knowledge (Bloom's taxonomy):
Ø lower levels prerequisite for upper
Ø identification of type of content and the domains
§  Meno’s paradox:
“How can you learn something you know nothing of?”
ALICT summer school 12
Analysis
§  Analysis phase should bring more info and the framework
for the final product (i.e. didactic game).
§  The authors need to analyse different resources, which
are important during production and use of the game :
Ø  targert groups (students, teachers, parents)
Ø  human resources and their competences
Ø  production deadlines
Ø  compatibility with curriculum
Ø  availability of development environment and software tools
Ø  availability of hardware resources
Ø  support from the home institution
ALICT summer school 13
§  Analysis of learning outcomes:
Ø  type of knowledge required
Ø  didactical methods (instructional strategies) needed
Ø  game techniques
§  Types of knowledge to be learned (Kapp, 2012):
Ø  declarative
Ø  conceptual
Ø  rule-based
Ø  procedural
Ø  soft skills
ALICT summer school 14
Design
§ Telling stories is fundamental to the design of serious
games.
§ Use of narrative has long been used to support learning
(telling stories, alegories, scenarios, …)
§ Learner can identify with characters and situations;
moving learning from abstract situation into context with
meaning and purpose.
ALICT summer school 15
§ Story is not just a simple sequence of events;
it has a structure with five parts:
Ø exposition (of the situation);
Ø rising action (through conflict);
Ø climax (or turning point);
Ø falling action; and
Ø resolution.
ALICT summer school 16
§ A story is set in a consistent narrative world, based around
situation in an environment.
§ Characters experience events, interact through dialogues.
§ 3 fundamental differences between stories in game and
stories elswhere:
Ø  interaction (player interacts, shapes story development)
Ø  action (selecting “path”, direction, choice in the story)
Ø  immersion (in the environment, association with character)
§ Story in a game can be more simple as player is active.
§ Limited choice as all paths need to be predefined.
ALICT summer school 17
§ The role of a story in a game:
Ø pulls player forward through the experience
(rationale for action, context for problem solving)
Ø create a desire to achieve goals
Ø create a desire to see what happens next
§ Relation story vs. gameplay; depends on game type
(adventure, role playing, interactive fiction, alternate reality games)
§ Structure of the story in games:
Ø linear
Ø branching
Ø open
Ø with keypoints
ALICT summer school 18
§ How can a story be communicated to a player?
Ø live action (observation of characters, ...)
Ø narration (clips, artefacts: letters, journals, parrot ...)
Ø dialogue (what characters think, feel, ...)
§ In the following sections we are going to present how the
types of learning goals, identified in the analysis, suggest
the use of methods for teaching as well as game
techniques in the design phase.
§ Some sample games will be used to illustrate the presented
methods and techniques.
ALICT summer school 19
Declarative knowledge
§  = factual knowledge = verbal knowlege
§  Any piece of info that can be learned through
memorization
§  Consists of
Ø  facts
Ø  terminology
Ø  jargon, acronyms
§  Needed for higher levels, facts need to be learned first
§  Usually based on behaviourist learning theory
ALICT summer school 20
Methods for teaching facts
§  Elaboration
linking new info with previous info, showing relation of new facts
with previous knowledge (context)
§  Organising
placing facts into logical groupings, "chunking”
§  Association
linking term to its image, linking term to its definition
§  Repetition
ALICT summer school 21
Game techniques for declarative knowledge
Stories
§  Brain has natural affinity to narrative construction.
Ø  Facts can be better remembered when told in a story than
presented as a list.
Ø  Legal arguments are more convincing in a narrative tale than in
a legal precedent.
§  Elaboration techniques for embedding facts in known
context.
ALICT summer school 22
Sorting and matching
§  Learner needs to place content into appropriate location
or connect two objects/facts (on factual level or above)
Ø  Example: Johnny’s World of Hardware
Replayability
§  Playing games more times, with some changing elements,
suports memorization.
§  Keeping content fresh, but still conected to facts that need
to be memorized.
Ø  Examples: Calculus drill games
ALICT summer school 23
‘Johnny’s World of Hardware’ game
§  The goal of the game is to help Johnny to repair
computer.
§  Learning goal:
Ø getting familiar with PC components
§  Mini games for collecting points
(repetition, matching)
§  Points needed to buy damaged
components (story)
§  Target audience: primary school
ALICT summer school 24
ALICT summer school 25
Conceptual knowledge
§  Grouping of similar or related ideas, events or objects
§  They have common attribute or set of attributes
(ex: concepts of: free market, math proofs, virus, Trojan horse ...)
§  Instructional strategies
Ø  Methaphoric devices
Ø  Examples and non-examples
Ø  Attribute classification
§  Game techniques
Ø  Matching and sorting items or contents based on the attributes
of that items, not based on memorisation
Ø  Experiencing the concept players are learning about
Ø  Experiencing examples and non-examples of the concept
ALICT summer school 26
‘Planets of Variables’ game
§  The goal of the game is to organize the logistics for delivery
of goods to some planets in the universe.
§  Learning goals:
Ø  variables (types, declarations,…)
Ø  assignments
§  Target audience: primary school
§  Semantic model, independent
of syntax
§  Understanding of concepts
ALICT summer school 27
Learning goals of the game
§  Pupil after playing a game
Ø  understands the idea of variable,
Ø  knows variable has a name,
Ø  is aquainted with with types of variables,
Ø  is aware of the fact that different types are not compatible,
Ø  knows that different types require different amount of memory,
Ø  is familiar with assignement statements,
Ø  is aware of meaning of both “sides” of assignment,
Ø  knows what is the value of variable after assignment,
Ø  can predict the values of variables after executing part of a
program (with several assignements).
ALICT summer school 28
Game 1: Cleaning up the mess in the lab
ALICT summer school 29
ALICT summer school 30
Game 2: Carriers
ALICT summer school 31
“Sick computers” game
§ Student project in the Use of ICT in Education course
§ The learning goal of the game is to explain how viruses,
worms and Trojan horses affect computers.
§ Target audience:
secondary school
§ Understanding of concepts
§ Game technique:
Doctor (player) talks with the
patients and tries to diagnose
their “disease”.
Then he can prescribe
appropriate medicine.
ALICT summer school 32
ALICT summer school 33
Rule-based knowlege
§  Rule is a statement that express relationship between concepts.
§  Rules provide parameters dictating a preferred behaviour with
predicatble results (e.g. etiquete).
§  Instructional strategies
Ø Providing examples
Ø Role playing
§  Game techniques:
Ø experience consequences of not following the rule,
Ø simulate work tasks,
Ø playing board games that outlines and provides the rules that
must be learned,
Ø sorting or matching items according to rules to be learned.
ALICT summer school 34
“Nick and Social Networks” game
With the help of applications will make students familiar about the pros
and cons of social networks. The player helps the main character Niko
to increase its popularity
so that the correct
decisions relating to the
use of social networks
to collect points and
consequentlly friends.
Every correct decision
increases the number
of friends who want to
attend his birthday
party.
ALICT summer school 35
The objectives of the game are that the student learns get
familiar with social network, its strengths and weaknesses. It
can also provide information and develop the right attitude
toward the protection of property rights and privacy.
The game is aimed
at primary school
children, who learn
about internet
safety and social
networking.
ALICT summer school 36
ALICT summer school 37
Procedural knowledge
§  A series of steps that need to bo followed in particular
order to reach a specific outcome
§  Step by step instructions for performing a task
§  Instructional strategies
Ø Start with a “big picture”
Ø Teach “how” and “why”
§  Game techniques
Ø Practice following the procedure in difficult situation (simulator)
Ø Presenting challenge to overcome following the procedure
Ø Experiencing procedure in various modes
(demo, tutorial, play mode/test, free play, ...)
ALICT summer school 38
‘Fiona and Computer Network’ game
§  Student project in the Use of ICT in Education course
§  The goal of the game is to help Fiona to connect to the
Internet and to set up local area network
§  Learning goals:
Ø  to set up networking components
§  Target audience: secondary school
§  Learning procedures needed to set
up a local area network
ALICT summer school 39
Learning goals and goals of the game
§  Learning goals are usually not identical to goals of the
game
§  Computer games motivate via fun, instant visual feedback,
challenge, curiosity and fantasy, active participation,
intrinsic and prompt feedback, challenging (achievable)
goals and mix of uncertainty and open-endedness.
§  Achivements usually represent goals in the game.
§  Achivements affect:
Ø performance,
Ø motivation,
Ø attitude.
ALICT summer school 40
Measurement vs. Completion Achievements
§  Measurement Achievements (MA)
Ø  MA given to player for completing task to certain degree.
Ø  Performace measured against other players, own performance or
standard set by game designers.
Ø  MA are evalutive in nature => can be linked to feedback
=>reflection increases perception of competence =>intrinsic
motivation
§  Completion Acheivements (CA)
Ø  offered as an award for completening task
Ø  no assessment of player’s performance of task
Ø  performance contingent vs. non-performace contingent achiv.;
(latter requires no skills or efforts to complete)
ALICT summer school 41
Ø  rewards can decrease players sense of authonomy
=> less intrinsic motivation
Ø  getting a reward also decrease willingness for replay
Ø  players less likely take risks (to get a reward earlier)
§  Boring tasks need to be “paired” with extrinsic motivations
(e.g. achievements)
Ø  intrinsic motivation not affected by rewards
§  Interesting tasks do not need achivements, learners just
need feedback.
ALICT summer school 42
Achievement Difficulty
§  Actual difficulty needs to be on a level, that is attainable
but challenging for players. (i.e. ZPD)
=> best performance and enjoyment
§  Player’s efficacy must be high enough for them to feel
confident in attempting it.
§  Four factors affecting self efficacy:
1. level of expertise on the subject matter
2. vicarious* experience (e.g. using leaderboard)
*experienced in the imagination through the feelings/actions of another person
3. social persuasion: givng s.o. verbal boost (e.g. “well done”)
4. how a person feels: stress level, emotional condition, percieved
physical state.
ALICT summer school 43
Goal Orientation
§  Two types of goal orientation:
Ø performance orientation
Ø mastery orientation
§  Performance orientation:
Ø  player concerned with others’ performance
Ø  typical for games
Ø  less in-game risks
Ø  less exploration
Ø  player typically perform better only with simple, non-complex tasks
§  For complex tasks (creativity, strategies) instill mastery
orientation.
ALICT summer school 44
§  Permanence and visibilty of achievements
§  Negative achievements
Ø  do not punish player for failures
Ø  rather provide feedback within the system
§  Achivements as currency
Ø  currency for completening tasks
Ø  use currency to enhance game
Ø  it shoud not be the main reason for playing
§  Competitive vs. non-competitive (cooperative) achievements
Ø  advanced players can help less experienced
Ø  keep groups small
Ø  metrics should assess individual performance within group
ALICT summer school 45
Development
§  Development phase is to great extent determined by the
results of the analysis and design phase.
§  All the “ideas” need to be implemented using different
graphic tools and programming languages or game
machines.
§  From the pedagogical point of view, there are no crucial
activities this phase.
§  The main emphasis in this phase is on graphical design
(characters, artefacs, scenes) and on technical tools used
to “materialise” the story and dialogs from the scenario.
ALICT summer school 46
Implementation
§  In the implementation phase teacher has to integrate the
game into teaching/learning.
§  Very often playing games is a time consuming process =>
limited time for use of alternative learning resources in
formal education
§  Some hints how to overcome this problem
§  Each of the presented methods has some positive effects
on teaching/learning
ALICT summer school 47
§  Suggested methodologies for integration of games into
teaching/learning:
Ø Game for motivation before the lecture
Ø Teacher playing game during the lecture
Ø Game as a group activity in the classroom
Ø Game as a home activity / independent learning
ALICT summer school 48
Motivation before the lecture
§  The importance of motivation
§  The game environment can be used to focus the student’s
attention on what needs to be learned
§  Motivational elements
Ø  Illustration of the era (time and space)
Ø  Identification with the main character
§  Activities:
Ø  Teacher showing scenes as an illustration before the lesson
Ø  Teacher showing parts of the game before the lesson
§  Recommendation: the activity should be followed by gameplay
ALICT summer school 49
Teacher playing game during the lecture
§  Still traditional approach, but with the attractive/multimedia
elements
§  Illustration of the teacher’s explanation of the theme
§  Motivational elements:
Ø  Illustration of the era (time and space)
Ø  Identification with the main character
§  Activities:
Ø  Teacher playing parts of a game during the lesson
Ø  Teacher playing minigames during the lesson
§  Recommendation: the activity should be followed by gameplay
ALICT summer school 50
Game as a group activity in the classroom
§  In collaboration with pupils from other locations
§  Constructivistic approach – not classical lectures
§  Motivational elements:
Ø  Flow experience
Ø  Challenge of the game that should fit the ability of the player
Ø  Feeling of control of the situation
Ø  Clear, appropriate and immediate feedback
Ø  Peer interaction
Ø  Collaboration: responsibility for the learning outcomes of the group and
others
§  Activities: Playing the game in groups during the lesson
§  Recommendation: time consuming – plan enough time (min. 2
hours)
ALICT summer school 51
Game as home activity
§  As a continuation of the first two methods
§  As a independent activity, but followed by analysis and
reflection in classroom
§  Motivational elements:
Ø  Flow experience
Ø  Challenge of the game that should fit the ability of the player
Ø  Feeling of control of the situation
Ø  Clear, appropriate and immediate feedback
§  Activities:
Ø  Home activity followed by discussion/group work in classroom based on
the game, making joint conclusion, detecting and correcting
misunderstandings
§  Recomendation: some initial background is needed
ALICT summer school 52
Evaluation
§  The evaluation phase is very important beacuse it allows
us to check whether we have achieved the desired
learning goals.
§  Only when the goals have been achieved, it is reasonable
and justifiable to use the game for learning.
§  Standard pedagogical research methodology can be used
for evaluation.
ALICT summer school 53
Conclusions
§  Game can be very “powerful” instructional technology.
§  Its use can be justified by all relevant learning theories.
§  But it can only be efficient when it is properly designed
and properly integrated into learning / teaching!
§  Knowledge to be taught (i.e. learning goals) dictates
the design techniques and game mechanics.
ALICT summer school 54

More Related Content

What's hot

Games as a Didactic Resource for the Teaching and Learning of Mathematics Stu...
Games as a Didactic Resource for the Teaching and Learning of Mathematics Stu...Games as a Didactic Resource for the Teaching and Learning of Mathematics Stu...
Games as a Didactic Resource for the Teaching and Learning of Mathematics Stu...ijtsrd
 
Full indo ms-jme-nasrullah
Full indo ms-jme-nasrullahFull indo ms-jme-nasrullah
Full indo ms-jme-nasrullahmafia_konoha
 
FETC 2016 Game Based Learning Workshop
FETC 2016 Game Based Learning WorkshopFETC 2016 Game Based Learning Workshop
FETC 2016 Game Based Learning WorkshopDigItGames
 
Designing, Using and Evaluating Educational Games: Challenges, Some Solution...
Designing, Using and Evaluating Educational Games: Challenges, Some Solution...Designing, Using and Evaluating Educational Games: Challenges, Some Solution...
Designing, Using and Evaluating Educational Games: Challenges, Some Solution...nalinksharda
 
Augmenting the reality of education for the 21st century by Richard Lewington
Augmenting the reality of education for the 21st century by Richard LewingtonAugmenting the reality of education for the 21st century by Richard Lewington
Augmenting the reality of education for the 21st century by Richard LewingtonCodemotion
 
The Language Campus: Role-Play in an eLearning Environment
The Language Campus: Role-Play in an eLearning EnvironmentThe Language Campus: Role-Play in an eLearning Environment
The Language Campus: Role-Play in an eLearning EnvironmenteLearning Papers
 
Game-based Learning Webinar by GreenBooks & Gamelearn
Game-based Learning Webinar by GreenBooks & GamelearnGame-based Learning Webinar by GreenBooks & Gamelearn
Game-based Learning Webinar by GreenBooks & GamelearnShyam Sunder
 
Developing Serious Games: from Face-to-Face to a Computer-based Modality
Developing Serious Games: from Face-to-Face to a Computer-based ModalityDeveloping Serious Games: from Face-to-Face to a Computer-based Modality
Developing Serious Games: from Face-to-Face to a Computer-based ModalityeLearning Papers
 
Designing fr children iit-presentation
Designing fr children  iit-presentationDesigning fr children  iit-presentation
Designing fr children iit-presentationET&D
 
Gecs talk on assessment learning by design
Gecs talk on assessment learning by designGecs talk on assessment learning by design
Gecs talk on assessment learning by designBrock Dubbels
 

What's hot (14)

Games as a Didactic Resource for the Teaching and Learning of Mathematics Stu...
Games as a Didactic Resource for the Teaching and Learning of Mathematics Stu...Games as a Didactic Resource for the Teaching and Learning of Mathematics Stu...
Games as a Didactic Resource for the Teaching and Learning of Mathematics Stu...
 
Mathemathic games
Mathemathic gamesMathemathic games
Mathemathic games
 
Full indo ms-jme-nasrullah
Full indo ms-jme-nasrullahFull indo ms-jme-nasrullah
Full indo ms-jme-nasrullah
 
FETC 2016 Game Based Learning Workshop
FETC 2016 Game Based Learning WorkshopFETC 2016 Game Based Learning Workshop
FETC 2016 Game Based Learning Workshop
 
Designing, Using and Evaluating Educational Games: Challenges, Some Solution...
Designing, Using and Evaluating Educational Games: Challenges, Some Solution...Designing, Using and Evaluating Educational Games: Challenges, Some Solution...
Designing, Using and Evaluating Educational Games: Challenges, Some Solution...
 
Augmenting the reality of education for the 21st century by Richard Lewington
Augmenting the reality of education for the 21st century by Richard LewingtonAugmenting the reality of education for the 21st century by Richard Lewington
Augmenting the reality of education for the 21st century by Richard Lewington
 
The Language Campus: Role-Play in an eLearning Environment
The Language Campus: Role-Play in an eLearning EnvironmentThe Language Campus: Role-Play in an eLearning Environment
The Language Campus: Role-Play in an eLearning Environment
 
Game based learning
Game based learningGame based learning
Game based learning
 
Game-based Learning Webinar by GreenBooks & Gamelearn
Game-based Learning Webinar by GreenBooks & GamelearnGame-based Learning Webinar by GreenBooks & Gamelearn
Game-based Learning Webinar by GreenBooks & Gamelearn
 
Developing Serious Games: from Face-to-Face to a Computer-based Modality
Developing Serious Games: from Face-to-Face to a Computer-based ModalityDeveloping Serious Games: from Face-to-Face to a Computer-based Modality
Developing Serious Games: from Face-to-Face to a Computer-based Modality
 
4. Serious Games: an Introduction
4. Serious Games: an Introduction4. Serious Games: an Introduction
4. Serious Games: an Introduction
 
Gbl presentation 1
Gbl presentation 1Gbl presentation 1
Gbl presentation 1
 
Designing fr children iit-presentation
Designing fr children  iit-presentationDesigning fr children  iit-presentation
Designing fr children iit-presentation
 
Gecs talk on assessment learning by design
Gecs talk on assessment learning by designGecs talk on assessment learning by design
Gecs talk on assessment learning by design
 

Viewers also liked

Motivation ppr edm703
Motivation ppr edm703Motivation ppr edm703
Motivation ppr edm703Ain Manan
 
Goal orientation educational psychology
Goal orientation educational psychologyGoal orientation educational psychology
Goal orientation educational psychologyMuzna AL Hooti
 
Motivational & transformational leadership
Motivational & transformational leadershipMotivational & transformational leadership
Motivational & transformational leadershipDavid Stonehouse
 
MBA760 Chapter 04
MBA760 Chapter 04MBA760 Chapter 04
MBA760 Chapter 04iDocs
 
Helping Students Become More Self-Regulated Learners
Helping Students Become More Self-Regulated LearnersHelping Students Become More Self-Regulated Learners
Helping Students Become More Self-Regulated LearnersBradley Vaden
 
Expectancy Theory, Goal Setting and Designing Jobs that Motivate
Expectancy Theory, Goal Setting and Designing Jobs that MotivateExpectancy Theory, Goal Setting and Designing Jobs that Motivate
Expectancy Theory, Goal Setting and Designing Jobs that MotivateZereen Akm
 
Victor vroom’s expectancy theory
Victor vroom’s expectancy theoryVictor vroom’s expectancy theory
Victor vroom’s expectancy theoryNorAinz Matahari
 

Viewers also liked (10)

Motivation ppr edm703
Motivation ppr edm703Motivation ppr edm703
Motivation ppr edm703
 
Goal orientation educational psychology
Goal orientation educational psychologyGoal orientation educational psychology
Goal orientation educational psychology
 
Motivational & transformational leadership
Motivational & transformational leadershipMotivational & transformational leadership
Motivational & transformational leadership
 
MBA760 Chapter 04
MBA760 Chapter 04MBA760 Chapter 04
MBA760 Chapter 04
 
Helping Students Become More Self-Regulated Learners
Helping Students Become More Self-Regulated LearnersHelping Students Become More Self-Regulated Learners
Helping Students Become More Self-Regulated Learners
 
Expectancy Value Theory
Expectancy Value TheoryExpectancy Value Theory
Expectancy Value Theory
 
Expectancy Theory, Goal Setting and Designing Jobs that Motivate
Expectancy Theory, Goal Setting and Designing Jobs that MotivateExpectancy Theory, Goal Setting and Designing Jobs that Motivate
Expectancy Theory, Goal Setting and Designing Jobs that Motivate
 
Victor vroom’s expectancy theory
Victor vroom’s expectancy theoryVictor vroom’s expectancy theory
Victor vroom’s expectancy theory
 
Expectancy theory
Expectancy theory Expectancy theory
Expectancy theory
 
Vroom's expectancy theory of motivation
Vroom's expectancy theory of motivationVroom's expectancy theory of motivation
Vroom's expectancy theory of motivation
 

Similar to Serious Games Pedagogy Guide

2021_06_30 «Collaborative Design with Classroom Teachers for Impactful Game-B...
2021_06_30 «Collaborative Design with Classroom Teachers for Impactful Game-B...2021_06_30 «Collaborative Design with Classroom Teachers for Impactful Game-B...
2021_06_30 «Collaborative Design with Classroom Teachers for Impactful Game-B...eMadrid network
 
Enjeu d'apprentissage et jeu de la connaissance
Enjeu d'apprentissage et jeu de la connaissanceEnjeu d'apprentissage et jeu de la connaissance
Enjeu d'apprentissage et jeu de la connaissanceNicolas Balacheff
 
Playing to learn 04-14-11
Playing to learn   04-14-11Playing to learn   04-14-11
Playing to learn 04-14-11Andy Petroski
 
Developing serious games SIIE 2013, Viseu, Portugal
Developing serious games SIIE 2013, Viseu, PortugalDeveloping serious games SIIE 2013, Viseu, Portugal
Developing serious games SIIE 2013, Viseu, PortugalBaltasar Fernández-Manjón
 
Trip report: Games and Learning Conferences 2008
Trip report: Games and Learning Conferences 2008Trip report: Games and Learning Conferences 2008
Trip report: Games and Learning Conferences 2008Steve Vosloo
 
How Are Games Educational [DiGRA 2005]
How Are Games Educational [DiGRA 2005]How Are Games Educational [DiGRA 2005]
How Are Games Educational [DiGRA 2005]Katrin Becker
 
SDM_Game development methodology
SDM_Game development methodologySDM_Game development methodology
SDM_Game development methodologyMahdi Esmailoghli
 
Just play with it! outline v 2
Just play with it! outline v 2Just play with it! outline v 2
Just play with it! outline v 2Edward Lenert
 
Playing to Learn: Using Games and Simulations in the Classroom 07-19-11
Playing to Learn: Using Games and Simulations in the Classroom  07-19-11Playing to Learn: Using Games and Simulations in the Classroom  07-19-11
Playing to Learn: Using Games and Simulations in the Classroom 07-19-11Andy Petroski
 
Meaningful Gamification in HE? Slides from GameScope Conference
Meaningful Gamification in HE? Slides from GameScope ConferenceMeaningful Gamification in HE? Slides from GameScope Conference
Meaningful Gamification in HE? Slides from GameScope ConferenceRikke Toft Noergaard
 
The Use of Computer Simulations and Gaming to Enhance Authentic Learning
The Use of Computer Simulations and Gaming to Enhance Authentic LearningThe Use of Computer Simulations and Gaming to Enhance Authentic Learning
The Use of Computer Simulations and Gaming to Enhance Authentic Learningzollnera
 
Fostering Academic Competition­ Ecs
Fostering Academic Competition­ EcsFostering Academic Competition­ Ecs
Fostering Academic Competition­ Ecswww.sgis.org
 
Gaming with the end in mind
Gaming with the end in mindGaming with the end in mind
Gaming with the end in mindSolomon Senrick
 
Flipping Google+ The Bird
Flipping Google+ The BirdFlipping Google+ The Bird
Flipping Google+ The BirdBrad H
 
The use of video games in special education
The use of video games in special educationThe use of video games in special education
The use of video games in special educationApostolos Syropoulos
 

Similar to Serious Games Pedagogy Guide (20)

Games in learning_sonja_ang
Games in learning_sonja_angGames in learning_sonja_ang
Games in learning_sonja_ang
 
Gamification in the Classroom
Gamification in the ClassroomGamification in the Classroom
Gamification in the Classroom
 
2021_06_30 «Collaborative Design with Classroom Teachers for Impactful Game-B...
2021_06_30 «Collaborative Design with Classroom Teachers for Impactful Game-B...2021_06_30 «Collaborative Design with Classroom Teachers for Impactful Game-B...
2021_06_30 «Collaborative Design with Classroom Teachers for Impactful Game-B...
 
Enjeu d'apprentissage et jeu de la connaissance
Enjeu d'apprentissage et jeu de la connaissanceEnjeu d'apprentissage et jeu de la connaissance
Enjeu d'apprentissage et jeu de la connaissance
 
Playing to learn 04-14-11
Playing to learn   04-14-11Playing to learn   04-14-11
Playing to learn 04-14-11
 
Developing serious games SIIE 2013, Viseu, Portugal
Developing serious games SIIE 2013, Viseu, PortugalDeveloping serious games SIIE 2013, Viseu, Portugal
Developing serious games SIIE 2013, Viseu, Portugal
 
Trip report: Games and Learning Conferences 2008
Trip report: Games and Learning Conferences 2008Trip report: Games and Learning Conferences 2008
Trip report: Games and Learning Conferences 2008
 
How Are Games Educational [DiGRA 2005]
How Are Games Educational [DiGRA 2005]How Are Games Educational [DiGRA 2005]
How Are Games Educational [DiGRA 2005]
 
SDM_Game development methodology
SDM_Game development methodologySDM_Game development methodology
SDM_Game development methodology
 
Asgmn mt jan
Asgmn mt janAsgmn mt jan
Asgmn mt jan
 
Just play with it! outline v 2
Just play with it! outline v 2Just play with it! outline v 2
Just play with it! outline v 2
 
Edutainment
EdutainmentEdutainment
Edutainment
 
Playing to Learn: Using Games and Simulations in the Classroom 07-19-11
Playing to Learn: Using Games and Simulations in the Classroom  07-19-11Playing to Learn: Using Games and Simulations in the Classroom  07-19-11
Playing to Learn: Using Games and Simulations in the Classroom 07-19-11
 
Meaningful Gamification in HE? Slides from GameScope Conference
Meaningful Gamification in HE? Slides from GameScope ConferenceMeaningful Gamification in HE? Slides from GameScope Conference
Meaningful Gamification in HE? Slides from GameScope Conference
 
The Use of Computer Simulations and Gaming to Enhance Authentic Learning
The Use of Computer Simulations and Gaming to Enhance Authentic LearningThe Use of Computer Simulations and Gaming to Enhance Authentic Learning
The Use of Computer Simulations and Gaming to Enhance Authentic Learning
 
Fostering Academic Competition­ Ecs
Fostering Academic Competition­ EcsFostering Academic Competition­ Ecs
Fostering Academic Competition­ Ecs
 
Gaming with the end in mind
Gaming with the end in mindGaming with the end in mind
Gaming with the end in mind
 
Eli game design jam 2013
Eli game design jam 2013Eli game design jam 2013
Eli game design jam 2013
 
Flipping Google+ The Bird
Flipping Google+ The BirdFlipping Google+ The Bird
Flipping Google+ The Bird
 
The use of video games in special education
The use of video games in special educationThe use of video games in special education
The use of video games in special education
 

Recently uploaded

Mental Health Awareness - a toolkit for supporting young minds
Mental Health Awareness - a toolkit for supporting young mindsMental Health Awareness - a toolkit for supporting young minds
Mental Health Awareness - a toolkit for supporting young mindsPooky Knightsmith
 
Congestive Cardiac Failure..presentation
Congestive Cardiac Failure..presentationCongestive Cardiac Failure..presentation
Congestive Cardiac Failure..presentationdeepaannamalai16
 
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)lakshayb543
 
Beauty Amidst the Bytes_ Unearthing Unexpected Advantages of the Digital Wast...
Beauty Amidst the Bytes_ Unearthing Unexpected Advantages of the Digital Wast...Beauty Amidst the Bytes_ Unearthing Unexpected Advantages of the Digital Wast...
Beauty Amidst the Bytes_ Unearthing Unexpected Advantages of the Digital Wast...DhatriParmar
 
week 1 cookery 8 fourth - quarter .pptx
week 1 cookery 8  fourth  -  quarter .pptxweek 1 cookery 8  fourth  -  quarter .pptx
week 1 cookery 8 fourth - quarter .pptxJonalynLegaspi2
 
Unraveling Hypertext_ Analyzing Postmodern Elements in Literature.pptx
Unraveling Hypertext_ Analyzing  Postmodern Elements in  Literature.pptxUnraveling Hypertext_ Analyzing  Postmodern Elements in  Literature.pptx
Unraveling Hypertext_ Analyzing Postmodern Elements in Literature.pptxDhatriParmar
 
4.16.24 21st Century Movements for Black Lives.pptx
4.16.24 21st Century Movements for Black Lives.pptx4.16.24 21st Century Movements for Black Lives.pptx
4.16.24 21st Century Movements for Black Lives.pptxmary850239
 
How to Fix XML SyntaxError in Odoo the 17
How to Fix XML SyntaxError in Odoo the 17How to Fix XML SyntaxError in Odoo the 17
How to Fix XML SyntaxError in Odoo the 17Celine George
 
Grade Three -ELLNA-REVIEWER-ENGLISH.pptx
Grade Three -ELLNA-REVIEWER-ENGLISH.pptxGrade Three -ELLNA-REVIEWER-ENGLISH.pptx
Grade Three -ELLNA-REVIEWER-ENGLISH.pptxkarenfajardo43
 
Expanded definition: technical and operational
Expanded definition: technical and operationalExpanded definition: technical and operational
Expanded definition: technical and operationalssuser3e220a
 
Measures of Position DECILES for ungrouped data
Measures of Position DECILES for ungrouped dataMeasures of Position DECILES for ungrouped data
Measures of Position DECILES for ungrouped dataBabyAnnMotar
 
How to Make a Duplicate of Your Odoo 17 Database
How to Make a Duplicate of Your Odoo 17 DatabaseHow to Make a Duplicate of Your Odoo 17 Database
How to Make a Duplicate of Your Odoo 17 DatabaseCeline George
 
Man or Manufactured_ Redefining Humanity Through Biopunk Narratives.pptx
Man or Manufactured_ Redefining Humanity Through Biopunk Narratives.pptxMan or Manufactured_ Redefining Humanity Through Biopunk Narratives.pptx
Man or Manufactured_ Redefining Humanity Through Biopunk Narratives.pptxDhatriParmar
 
Oppenheimer Film Discussion for Philosophy and Film
Oppenheimer Film Discussion for Philosophy and FilmOppenheimer Film Discussion for Philosophy and Film
Oppenheimer Film Discussion for Philosophy and FilmStan Meyer
 
Team Lead Succeed – Helping you and your team achieve high-performance teamwo...
Team Lead Succeed – Helping you and your team achieve high-performance teamwo...Team Lead Succeed – Helping you and your team achieve high-performance teamwo...
Team Lead Succeed – Helping you and your team achieve high-performance teamwo...Association for Project Management
 
4.11.24 Poverty and Inequality in America.pptx
4.11.24 Poverty and Inequality in America.pptx4.11.24 Poverty and Inequality in America.pptx
4.11.24 Poverty and Inequality in America.pptxmary850239
 
Concurrency Control in Database Management system
Concurrency Control in Database Management systemConcurrency Control in Database Management system
Concurrency Control in Database Management systemChristalin Nelson
 
Q-Factor General Quiz-7th April 2024, Quiz Club NITW
Q-Factor General Quiz-7th April 2024, Quiz Club NITWQ-Factor General Quiz-7th April 2024, Quiz Club NITW
Q-Factor General Quiz-7th April 2024, Quiz Club NITWQuiz Club NITW
 

Recently uploaded (20)

Mental Health Awareness - a toolkit for supporting young minds
Mental Health Awareness - a toolkit for supporting young mindsMental Health Awareness - a toolkit for supporting young minds
Mental Health Awareness - a toolkit for supporting young minds
 
Congestive Cardiac Failure..presentation
Congestive Cardiac Failure..presentationCongestive Cardiac Failure..presentation
Congestive Cardiac Failure..presentation
 
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
 
Beauty Amidst the Bytes_ Unearthing Unexpected Advantages of the Digital Wast...
Beauty Amidst the Bytes_ Unearthing Unexpected Advantages of the Digital Wast...Beauty Amidst the Bytes_ Unearthing Unexpected Advantages of the Digital Wast...
Beauty Amidst the Bytes_ Unearthing Unexpected Advantages of the Digital Wast...
 
week 1 cookery 8 fourth - quarter .pptx
week 1 cookery 8  fourth  -  quarter .pptxweek 1 cookery 8  fourth  -  quarter .pptx
week 1 cookery 8 fourth - quarter .pptx
 
Unraveling Hypertext_ Analyzing Postmodern Elements in Literature.pptx
Unraveling Hypertext_ Analyzing  Postmodern Elements in  Literature.pptxUnraveling Hypertext_ Analyzing  Postmodern Elements in  Literature.pptx
Unraveling Hypertext_ Analyzing Postmodern Elements in Literature.pptx
 
4.16.24 21st Century Movements for Black Lives.pptx
4.16.24 21st Century Movements for Black Lives.pptx4.16.24 21st Century Movements for Black Lives.pptx
4.16.24 21st Century Movements for Black Lives.pptx
 
How to Fix XML SyntaxError in Odoo the 17
How to Fix XML SyntaxError in Odoo the 17How to Fix XML SyntaxError in Odoo the 17
How to Fix XML SyntaxError in Odoo the 17
 
Grade Three -ELLNA-REVIEWER-ENGLISH.pptx
Grade Three -ELLNA-REVIEWER-ENGLISH.pptxGrade Three -ELLNA-REVIEWER-ENGLISH.pptx
Grade Three -ELLNA-REVIEWER-ENGLISH.pptx
 
Expanded definition: technical and operational
Expanded definition: technical and operationalExpanded definition: technical and operational
Expanded definition: technical and operational
 
Measures of Position DECILES for ungrouped data
Measures of Position DECILES for ungrouped dataMeasures of Position DECILES for ungrouped data
Measures of Position DECILES for ungrouped data
 
How to Make a Duplicate of Your Odoo 17 Database
How to Make a Duplicate of Your Odoo 17 DatabaseHow to Make a Duplicate of Your Odoo 17 Database
How to Make a Duplicate of Your Odoo 17 Database
 
Man or Manufactured_ Redefining Humanity Through Biopunk Narratives.pptx
Man or Manufactured_ Redefining Humanity Through Biopunk Narratives.pptxMan or Manufactured_ Redefining Humanity Through Biopunk Narratives.pptx
Man or Manufactured_ Redefining Humanity Through Biopunk Narratives.pptx
 
Oppenheimer Film Discussion for Philosophy and Film
Oppenheimer Film Discussion for Philosophy and FilmOppenheimer Film Discussion for Philosophy and Film
Oppenheimer Film Discussion for Philosophy and Film
 
Team Lead Succeed – Helping you and your team achieve high-performance teamwo...
Team Lead Succeed – Helping you and your team achieve high-performance teamwo...Team Lead Succeed – Helping you and your team achieve high-performance teamwo...
Team Lead Succeed – Helping you and your team achieve high-performance teamwo...
 
4.11.24 Poverty and Inequality in America.pptx
4.11.24 Poverty and Inequality in America.pptx4.11.24 Poverty and Inequality in America.pptx
4.11.24 Poverty and Inequality in America.pptx
 
Concurrency Control in Database Management system
Concurrency Control in Database Management systemConcurrency Control in Database Management system
Concurrency Control in Database Management system
 
Q-Factor General Quiz-7th April 2024, Quiz Club NITW
Q-Factor General Quiz-7th April 2024, Quiz Club NITWQ-Factor General Quiz-7th April 2024, Quiz Club NITW
Q-Factor General Quiz-7th April 2024, Quiz Club NITW
 
INCLUSIVE EDUCATION PRACTICES FOR TEACHERS AND TRAINERS.pptx
INCLUSIVE EDUCATION PRACTICES FOR TEACHERS AND TRAINERS.pptxINCLUSIVE EDUCATION PRACTICES FOR TEACHERS AND TRAINERS.pptx
INCLUSIVE EDUCATION PRACTICES FOR TEACHERS AND TRAINERS.pptx
 
Faculty Profile prashantha K EEE dept Sri Sairam college of Engineering
Faculty Profile prashantha K EEE dept Sri Sairam college of EngineeringFaculty Profile prashantha K EEE dept Sri Sairam college of Engineering
Faculty Profile prashantha K EEE dept Sri Sairam college of Engineering
 

Serious Games Pedagogy Guide

  • 1. Creating Serious Games Pedagogical point of view Jože Rugelj University of Ljubljana Faculty of Education Chair of Didactics of Computer Science
  • 2. Introduction § Characteristics of efficient approaches to education: Ø student centered Ø problem based Ø motivational Ø active Ø directed to higher ordered educational goals Ø supported by ICT §  Serious games can integrate most of the characterstics mentioned above. §  Take the simplest and most efficient technology! ALICT summer school 2
  • 3. Games and learning §  Children’s play is important activity where they develop skills for life regardless of age or level of development: Ø  quick adoption to new circumstances Ø  handling change with ease. §  When child plays, she discovers concepts from real world and fundamental relationships between them are made. §  Games provide motivation for learning, thus increasing the chance that the desired learning outcomes will be achieved. §  But motivation is just prerequisite for learning. It is not enough! ALICT summer school 3
  • 4. When an activity is a game? §  Lots of different opinions from various researches about characteristics that make certain activity a game. §  Johnston suggests that such features: Ø dynamic visuals, Ø well defined goals, Ø applied rules, and Ø constant interaction. §  Thorton claims the most important aspect of the game is interactivity. §  Malone points out four elements of computer games: Ø fantasy, Ø curiosity, Ø challenge, and Ø control. ALICT summer school 4
  • 5. §  Authors of the book “Serious games” define game as voluntary activity (a form of freedom) separated from real life (imaginary world that may have or not have relation to real life), absorbs the player’s full attention and is played according to established rules that all players have to follow. ALICT summer school 5
  • 6. Serious Games §  Serious games must Ø have well defined learning goals and Ø promote development of important strategies and skills to increase cognitive and intellectual abilities of learners. §  Important elements contributing to educational values of games are sensual stimuli, fantasy, challenge and curiosity (desire to know or learn). ALICT summer school 6
  • 7. Game design process - SADDIE Phases in production process §  Specification of “didactical problem” §  Analysis curricullum, time, resources, technology, … §  Design content, “story”, graphical, feedback, … §  Development §  Implementation §  Testing and Evaluation ALICT summer school 7
  • 8. Specification §  It is mainly didactical task! §  Done by teacher or other expert for teaching/learning §  Identifiaction of weak points in learning process that need special support §  Identification of learning goals and outcomes §  Some general ideas about the solution of the identified problem: didactic appoaches, ... §  Importance of compatibility with curriculum in accredited (formal) education ALICT summer school 8
  • 9. §  In well designed serious games instructional content is blurred within game characteristics. §  Students play the game and have fun, forgetting about the “learning” part of the experience. (Eventhough they are constantly presented with new concepts which they have to adapt in order to be successful in game.) §  Important role of pedagogs and cognitive psychologists in definition of learning goals and didactical approaches in serious learning games design. ALICT summer school 9
  • 10. §  The first step in development process is to determine what you want the learning outcomes to be! (e.g. affective change, behavioural change, productivity improvement, what will be result of game intervention, ...) §  Learning goals are exprresed in terms of learning outcomes. §  What people learn? (i.e. different types of knowledge:) Ø  facts Ø  concepts Ø  rules Ø  procedures Ø  soft skills ALICT summer school 10
  • 11. §  Different types of game design techniques to effectively convey knowledge. §  Knowledge to be taught dictates the design techniques and game mechanics. §  ! Mistake: Using same techniques to teach different types of knowledge ALICT summer school 11
  • 12. §  Classification schemes == hierarchies for defining knowledge (Bloom's taxonomy): Ø lower levels prerequisite for upper Ø identification of type of content and the domains §  Meno’s paradox: “How can you learn something you know nothing of?” ALICT summer school 12
  • 13. Analysis §  Analysis phase should bring more info and the framework for the final product (i.e. didactic game). §  The authors need to analyse different resources, which are important during production and use of the game : Ø  targert groups (students, teachers, parents) Ø  human resources and their competences Ø  production deadlines Ø  compatibility with curriculum Ø  availability of development environment and software tools Ø  availability of hardware resources Ø  support from the home institution ALICT summer school 13
  • 14. §  Analysis of learning outcomes: Ø  type of knowledge required Ø  didactical methods (instructional strategies) needed Ø  game techniques §  Types of knowledge to be learned (Kapp, 2012): Ø  declarative Ø  conceptual Ø  rule-based Ø  procedural Ø  soft skills ALICT summer school 14
  • 15. Design § Telling stories is fundamental to the design of serious games. § Use of narrative has long been used to support learning (telling stories, alegories, scenarios, …) § Learner can identify with characters and situations; moving learning from abstract situation into context with meaning and purpose. ALICT summer school 15
  • 16. § Story is not just a simple sequence of events; it has a structure with five parts: Ø exposition (of the situation); Ø rising action (through conflict); Ø climax (or turning point); Ø falling action; and Ø resolution. ALICT summer school 16
  • 17. § A story is set in a consistent narrative world, based around situation in an environment. § Characters experience events, interact through dialogues. § 3 fundamental differences between stories in game and stories elswhere: Ø  interaction (player interacts, shapes story development) Ø  action (selecting “path”, direction, choice in the story) Ø  immersion (in the environment, association with character) § Story in a game can be more simple as player is active. § Limited choice as all paths need to be predefined. ALICT summer school 17
  • 18. § The role of a story in a game: Ø pulls player forward through the experience (rationale for action, context for problem solving) Ø create a desire to achieve goals Ø create a desire to see what happens next § Relation story vs. gameplay; depends on game type (adventure, role playing, interactive fiction, alternate reality games) § Structure of the story in games: Ø linear Ø branching Ø open Ø with keypoints ALICT summer school 18
  • 19. § How can a story be communicated to a player? Ø live action (observation of characters, ...) Ø narration (clips, artefacts: letters, journals, parrot ...) Ø dialogue (what characters think, feel, ...) § In the following sections we are going to present how the types of learning goals, identified in the analysis, suggest the use of methods for teaching as well as game techniques in the design phase. § Some sample games will be used to illustrate the presented methods and techniques. ALICT summer school 19
  • 20. Declarative knowledge §  = factual knowledge = verbal knowlege §  Any piece of info that can be learned through memorization §  Consists of Ø  facts Ø  terminology Ø  jargon, acronyms §  Needed for higher levels, facts need to be learned first §  Usually based on behaviourist learning theory ALICT summer school 20
  • 21. Methods for teaching facts §  Elaboration linking new info with previous info, showing relation of new facts with previous knowledge (context) §  Organising placing facts into logical groupings, "chunking” §  Association linking term to its image, linking term to its definition §  Repetition ALICT summer school 21
  • 22. Game techniques for declarative knowledge Stories §  Brain has natural affinity to narrative construction. Ø  Facts can be better remembered when told in a story than presented as a list. Ø  Legal arguments are more convincing in a narrative tale than in a legal precedent. §  Elaboration techniques for embedding facts in known context. ALICT summer school 22
  • 23. Sorting and matching §  Learner needs to place content into appropriate location or connect two objects/facts (on factual level or above) Ø  Example: Johnny’s World of Hardware Replayability §  Playing games more times, with some changing elements, suports memorization. §  Keeping content fresh, but still conected to facts that need to be memorized. Ø  Examples: Calculus drill games ALICT summer school 23
  • 24. ‘Johnny’s World of Hardware’ game §  The goal of the game is to help Johnny to repair computer. §  Learning goal: Ø getting familiar with PC components §  Mini games for collecting points (repetition, matching) §  Points needed to buy damaged components (story) §  Target audience: primary school ALICT summer school 24
  • 26. Conceptual knowledge §  Grouping of similar or related ideas, events or objects §  They have common attribute or set of attributes (ex: concepts of: free market, math proofs, virus, Trojan horse ...) §  Instructional strategies Ø  Methaphoric devices Ø  Examples and non-examples Ø  Attribute classification §  Game techniques Ø  Matching and sorting items or contents based on the attributes of that items, not based on memorisation Ø  Experiencing the concept players are learning about Ø  Experiencing examples and non-examples of the concept ALICT summer school 26
  • 27. ‘Planets of Variables’ game §  The goal of the game is to organize the logistics for delivery of goods to some planets in the universe. §  Learning goals: Ø  variables (types, declarations,…) Ø  assignments §  Target audience: primary school §  Semantic model, independent of syntax §  Understanding of concepts ALICT summer school 27
  • 28. Learning goals of the game §  Pupil after playing a game Ø  understands the idea of variable, Ø  knows variable has a name, Ø  is aquainted with with types of variables, Ø  is aware of the fact that different types are not compatible, Ø  knows that different types require different amount of memory, Ø  is familiar with assignement statements, Ø  is aware of meaning of both “sides” of assignment, Ø  knows what is the value of variable after assignment, Ø  can predict the values of variables after executing part of a program (with several assignements). ALICT summer school 28
  • 29. Game 1: Cleaning up the mess in the lab ALICT summer school 29
  • 31. Game 2: Carriers ALICT summer school 31
  • 32. “Sick computers” game § Student project in the Use of ICT in Education course § The learning goal of the game is to explain how viruses, worms and Trojan horses affect computers. § Target audience: secondary school § Understanding of concepts § Game technique: Doctor (player) talks with the patients and tries to diagnose their “disease”. Then he can prescribe appropriate medicine. ALICT summer school 32
  • 34. Rule-based knowlege §  Rule is a statement that express relationship between concepts. §  Rules provide parameters dictating a preferred behaviour with predicatble results (e.g. etiquete). §  Instructional strategies Ø Providing examples Ø Role playing §  Game techniques: Ø experience consequences of not following the rule, Ø simulate work tasks, Ø playing board games that outlines and provides the rules that must be learned, Ø sorting or matching items according to rules to be learned. ALICT summer school 34
  • 35. “Nick and Social Networks” game With the help of applications will make students familiar about the pros and cons of social networks. The player helps the main character Niko to increase its popularity so that the correct decisions relating to the use of social networks to collect points and consequentlly friends. Every correct decision increases the number of friends who want to attend his birthday party. ALICT summer school 35
  • 36. The objectives of the game are that the student learns get familiar with social network, its strengths and weaknesses. It can also provide information and develop the right attitude toward the protection of property rights and privacy. The game is aimed at primary school children, who learn about internet safety and social networking. ALICT summer school 36
  • 38. Procedural knowledge §  A series of steps that need to bo followed in particular order to reach a specific outcome §  Step by step instructions for performing a task §  Instructional strategies Ø Start with a “big picture” Ø Teach “how” and “why” §  Game techniques Ø Practice following the procedure in difficult situation (simulator) Ø Presenting challenge to overcome following the procedure Ø Experiencing procedure in various modes (demo, tutorial, play mode/test, free play, ...) ALICT summer school 38
  • 39. ‘Fiona and Computer Network’ game §  Student project in the Use of ICT in Education course §  The goal of the game is to help Fiona to connect to the Internet and to set up local area network §  Learning goals: Ø  to set up networking components §  Target audience: secondary school §  Learning procedures needed to set up a local area network ALICT summer school 39
  • 40. Learning goals and goals of the game §  Learning goals are usually not identical to goals of the game §  Computer games motivate via fun, instant visual feedback, challenge, curiosity and fantasy, active participation, intrinsic and prompt feedback, challenging (achievable) goals and mix of uncertainty and open-endedness. §  Achivements usually represent goals in the game. §  Achivements affect: Ø performance, Ø motivation, Ø attitude. ALICT summer school 40
  • 41. Measurement vs. Completion Achievements §  Measurement Achievements (MA) Ø  MA given to player for completing task to certain degree. Ø  Performace measured against other players, own performance or standard set by game designers. Ø  MA are evalutive in nature => can be linked to feedback =>reflection increases perception of competence =>intrinsic motivation §  Completion Acheivements (CA) Ø  offered as an award for completening task Ø  no assessment of player’s performance of task Ø  performance contingent vs. non-performace contingent achiv.; (latter requires no skills or efforts to complete) ALICT summer school 41
  • 42. Ø  rewards can decrease players sense of authonomy => less intrinsic motivation Ø  getting a reward also decrease willingness for replay Ø  players less likely take risks (to get a reward earlier) §  Boring tasks need to be “paired” with extrinsic motivations (e.g. achievements) Ø  intrinsic motivation not affected by rewards §  Interesting tasks do not need achivements, learners just need feedback. ALICT summer school 42
  • 43. Achievement Difficulty §  Actual difficulty needs to be on a level, that is attainable but challenging for players. (i.e. ZPD) => best performance and enjoyment §  Player’s efficacy must be high enough for them to feel confident in attempting it. §  Four factors affecting self efficacy: 1. level of expertise on the subject matter 2. vicarious* experience (e.g. using leaderboard) *experienced in the imagination through the feelings/actions of another person 3. social persuasion: givng s.o. verbal boost (e.g. “well done”) 4. how a person feels: stress level, emotional condition, percieved physical state. ALICT summer school 43
  • 44. Goal Orientation §  Two types of goal orientation: Ø performance orientation Ø mastery orientation §  Performance orientation: Ø  player concerned with others’ performance Ø  typical for games Ø  less in-game risks Ø  less exploration Ø  player typically perform better only with simple, non-complex tasks §  For complex tasks (creativity, strategies) instill mastery orientation. ALICT summer school 44
  • 45. §  Permanence and visibilty of achievements §  Negative achievements Ø  do not punish player for failures Ø  rather provide feedback within the system §  Achivements as currency Ø  currency for completening tasks Ø  use currency to enhance game Ø  it shoud not be the main reason for playing §  Competitive vs. non-competitive (cooperative) achievements Ø  advanced players can help less experienced Ø  keep groups small Ø  metrics should assess individual performance within group ALICT summer school 45
  • 46. Development §  Development phase is to great extent determined by the results of the analysis and design phase. §  All the “ideas” need to be implemented using different graphic tools and programming languages or game machines. §  From the pedagogical point of view, there are no crucial activities this phase. §  The main emphasis in this phase is on graphical design (characters, artefacs, scenes) and on technical tools used to “materialise” the story and dialogs from the scenario. ALICT summer school 46
  • 47. Implementation §  In the implementation phase teacher has to integrate the game into teaching/learning. §  Very often playing games is a time consuming process => limited time for use of alternative learning resources in formal education §  Some hints how to overcome this problem §  Each of the presented methods has some positive effects on teaching/learning ALICT summer school 47
  • 48. §  Suggested methodologies for integration of games into teaching/learning: Ø Game for motivation before the lecture Ø Teacher playing game during the lecture Ø Game as a group activity in the classroom Ø Game as a home activity / independent learning ALICT summer school 48
  • 49. Motivation before the lecture §  The importance of motivation §  The game environment can be used to focus the student’s attention on what needs to be learned §  Motivational elements Ø  Illustration of the era (time and space) Ø  Identification with the main character §  Activities: Ø  Teacher showing scenes as an illustration before the lesson Ø  Teacher showing parts of the game before the lesson §  Recommendation: the activity should be followed by gameplay ALICT summer school 49
  • 50. Teacher playing game during the lecture §  Still traditional approach, but with the attractive/multimedia elements §  Illustration of the teacher’s explanation of the theme §  Motivational elements: Ø  Illustration of the era (time and space) Ø  Identification with the main character §  Activities: Ø  Teacher playing parts of a game during the lesson Ø  Teacher playing minigames during the lesson §  Recommendation: the activity should be followed by gameplay ALICT summer school 50
  • 51. Game as a group activity in the classroom §  In collaboration with pupils from other locations §  Constructivistic approach – not classical lectures §  Motivational elements: Ø  Flow experience Ø  Challenge of the game that should fit the ability of the player Ø  Feeling of control of the situation Ø  Clear, appropriate and immediate feedback Ø  Peer interaction Ø  Collaboration: responsibility for the learning outcomes of the group and others §  Activities: Playing the game in groups during the lesson §  Recommendation: time consuming – plan enough time (min. 2 hours) ALICT summer school 51
  • 52. Game as home activity §  As a continuation of the first two methods §  As a independent activity, but followed by analysis and reflection in classroom §  Motivational elements: Ø  Flow experience Ø  Challenge of the game that should fit the ability of the player Ø  Feeling of control of the situation Ø  Clear, appropriate and immediate feedback §  Activities: Ø  Home activity followed by discussion/group work in classroom based on the game, making joint conclusion, detecting and correcting misunderstandings §  Recomendation: some initial background is needed ALICT summer school 52
  • 53. Evaluation §  The evaluation phase is very important beacuse it allows us to check whether we have achieved the desired learning goals. §  Only when the goals have been achieved, it is reasonable and justifiable to use the game for learning. §  Standard pedagogical research methodology can be used for evaluation. ALICT summer school 53
  • 54. Conclusions §  Game can be very “powerful” instructional technology. §  Its use can be justified by all relevant learning theories. §  But it can only be efficient when it is properly designed and properly integrated into learning / teaching! §  Knowledge to be taught (i.e. learning goals) dictates the design techniques and game mechanics. ALICT summer school 54