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Educational Game Design
David Farrell
Glasgow Caledonian University
david.farrell@gcu.ac.uk
@unthank
Games in Education
• Games used as motivator (especially boys)
 • extrinsic motivator
    “finish your work and you can play”
 • intrinsic motivator
  • “since they like play, we’ll put learning
      in their games!!”
Problem?


• These products are not particularly
  successful as games or / education
Shavian Reversal


         +        Text
                         =

Beauty       Brains          Beauty & Brains?
Shavian Reversal


         +            =

Beauty       Brains       Beauty & Brains?
Shavian Reversal




  Ugly & Stupid
Chocolate Covered Broccoli




• Thin layer of chocolate (game) on a piece
  of broccoli (educational content)
Raph Koster
  • Game Designer
   • Ultima Online
   • Everquest
   • Star Wars Galaxies
  • Author
   • Theory of Fun for Game Design
Wil Wright
      • Game Designer
       • sims
       • sim city
       • spore
Will wright @ GDC2010

 • Said that designing games is like building a
   model of the universe. Playing a game is
   like testing a world model and learning
   from how it behaves.
 • like a child playing with water or shapes.
• Neither Raph Koster or Wil Wright are
  educational game developers - but they
  have noticed the potential of games to
  teach through modelling some aspect of
  the world.
Kurt Squire
• Indeed, this kind of learning seems to be
  something that games do particularly well
• Kurt Squire’s work with Civilization - just
  by playing scenarios in this commercial
  game, students gained a deep, meaningful
  understanding of history
  • not as a series of facts - but as patterns,
    relationships - as a model of how history
    works
David W Shaffer

• Similar idea - game models physics.
  (Svarovski & Shaffer, 2006)
• By playing with it, students get a really deep
  understanding of physics.
• Instead of separating the game from the
  learning, it seems that one of the best ways
  to teach through play is to have the game
  model the learning outcomes.
• By playing with a simulation, students can
  attain a deep learning experience.
GM Choccoli

• If games teach what games model, then we
  can design game mechanics that model
  learning outcomes
• by doing that, we can create ‘genetically
  modified broccoli’
  • Broccolate? Choccoli?
• This puts an emphasis on the ‘game’ part of
  educational game design.
• Educational game designers should
  understand the game development process.
Designing Games

• Temping to jump straight to a scenario or
  an idea
 • but you can’t wholly trust your instincts
  • what you find enjoyable may not be
      what your users find enjoyable
Play styles

• There are different types of play
• Understanding your options can help you
  find ways to implement learning in game
  mechanics AND find ways to make your
  game appeal to your audience
Huizina / Callois
• Agon
 • Games of competition & conflict
• Alea
 • Games of chance and fate
• Mimicry
 • Games of simulation and copying
• Ilinx
 • Games of vertigo & reckless abandon
User Centred Game Design
• You want your player to enjoy your game,
  so you need to learn about your user
 • what games do they like? (genre, play
    style)
 • what music & movies do they like?
 • what is important to them
• Work towards creating a persona
  that represents your player.
• Profile of your average player (Persona)
• Make it as real as you can.
• When yourself:designing your game, keep
  asking
         you are

 • Would Nathan like this game?
 • Would Nathan like this addition?
                                    • Nathan
                                    • 9 years old
                                    • Basketball
                                    • SpongeBob
                                    • Mario
Actual User Feedback

• Discussing game ideas with audience is crucial
• Having observations and interviews with
  players during development is key to ensuring
  that players will respond as you expect
Match LO’s to Mechanics

 • Using user personae & understanding of
   games and deep learning, model the
   learning outcome using game mechanics
 • Use narrative & story as framing devices
   for game mechanics where possible
e-Bug
• European Commission project to improve
  microbial education
• One game - for young children was like Mario
• One game - for older children was a story-
  based adventure
• Used the above techniques to design
Detective Game

• Narrative / conceptual model based.
• Heavily inspired by the Phoenix Wright: Ace
  Attorney games
• Players explore locations, looking for clues,
  and speak to characters.
Converting LOs to
     Mechanics

• Learning Outcome
 • Some microbes are good for us.
Younger Children

• For researching the younger audience, we
  had decided that:
 • we couldn’t use too much text.
 • we wanted a visual and simple interaction
Platform Game Solution
• Used different art to represent good and
  bad microbes
• Contact with bad microbes hurts the player
  whereas good microbes can be stood on to
  jump higher.
• When good and bad microbes come in
  contact with each other, they kill each
  other - showing the good microbe
  protecting the body.
Older Children

• For the older children, we used the puzzle
  structure of the detective game to create a
  situation where a character had harmed his
  body’s good microbes.
• Using dialogue, the player knows that the
  Coach Beveridge character is sick.
• The player is talking to a girl called Allison
  who tells the player that Coach Beveridge has
  been taking her antibiotic pills.
• When the player confronts Coach Beveridge,
  it emerges that he has killed his good bacteria
  and that is why he is sick.
Some areas that worked
• Enjoyable - why?
 • Platform game - good play-testing throughout
   • levels tweaked to find appropriate difficulty
      level.
   • Didn’t ‘feel like’ an educational game
 • Detective game - good stories / dialogue
  • stories discussed with children before hand
• Teachers liked the games
 • teacher involvement in conceptual stage
    helped ensure their concerns were met
• rolled out to 10 EU countries, more coming
• High production values
• good team work / art / management in-house /
  personal investment / communication
 • Because of the internal art production, we
    managed to get 2 man-years’ worth of
    production from what would have been 3
    months of outsourced work.
• Internationalisation
 • technical solution that decentralised the
    process
    • allowed for cultural sensitivity
    • allowed for variation in puzzle emphasis
• Google Spreadsheet used to coordinate.
 • because the game was data driven, could
    pretty much ‘save as’ the spreadsheet straight
    into the game.
• Some positive knowledge change results
 • in platform game, particular areas very
    successful in short period of time (30
    minutes of play covering multiple LOs)
  • in detective game, some encouraging
    results but not statistically significant -
    too many pupils already aware of correct
    answer - need further study
Data Collection
• We used two methods of data collection
• The platform game had a built-in quiz show
  that asked the players questions. Their
  answers were automatically saved in a
  database.
• The detective game featured a pre and
  post-play web-questionnaire.
differences
• found many players post-game questionnaire did
  not match their pre-game one
  • name differences
  • claimed to have played a different mission
• many players did not fill out post-game
  questionnaire
• having a questionnaire up front scares of players
whereas...

• having mini-quizes at each stage of platform
  game meant that even if a player left early,
  we still got some data
• also we could validate and contextualise
  data (identify player, level, what content
  exposed to etc)
Some areas of difficulty
• Detective game did not get enough player
  testing during development.
 • before and after - but not during
    implementation (3 month)
 • didn’t paper-prototype
 • a number of UI issues
 • some conceptual issues causing difficulty
    for some players
UI Issues
• Implied buttons
Phoenix Wright

• Lifted some menu terminology that wasn’t
  appropriate when put in the context of our
  game.
• Users underlying conceptual model didn’t
  match game behaviour
• Why would you need to use your phone to
  speak to someone who is in the same
  room as you?
• Why would you need to use your phone to
  change room?
How could this happen?


• Phone metaphor was popular with children
  pre-development, but we did not use UI
  design best practice
How could we avoid?
• Paper prototype would have found that the
  phone interface wasn’t meeting player
  expectations before software development
• Use of cognitive walkthrough and other
  established UI techniques could have
  identified problems during early stages of
  development - before any art or
  programming
Didn’t allow for player error
  • If players accidentally clicked through a
    dialogue without fully understanding it,
    there was no way of getting that
    information
  • because the game is totally reliant on
    players understanding this content, we
    should have considered this.
Complicated
• The Detective Game required some
  actions from the player that were intended
  to emulate the real-world investigation
  practices of institutions like the UK’s
  Health Protection Agency
• These were functionally unnecessary in
  terms of game play and players found them
  confusing.
www.e-bug.eu?
David Farrell
Glasgow Caledonian University
david.farrell@gcu.ac.uk
@unthank

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Educational Games Design (STEG10 Keynote)

  • 1. Educational Game Design David Farrell Glasgow Caledonian University david.farrell@gcu.ac.uk @unthank
  • 2. Games in Education • Games used as motivator (especially boys) • extrinsic motivator “finish your work and you can play” • intrinsic motivator • “since they like play, we’ll put learning in their games!!”
  • 3.
  • 4. Problem? • These products are not particularly successful as games or / education
  • 5. Shavian Reversal + Text = Beauty Brains Beauty & Brains?
  • 6. Shavian Reversal + = Beauty Brains Beauty & Brains?
  • 7. Shavian Reversal Ugly & Stupid
  • 8. Chocolate Covered Broccoli • Thin layer of chocolate (game) on a piece of broccoli (educational content)
  • 9.
  • 10.
  • 11.
  • 12.
  • 13. Raph Koster • Game Designer • Ultima Online • Everquest • Star Wars Galaxies • Author • Theory of Fun for Game Design
  • 14.
  • 15.
  • 16. Wil Wright • Game Designer • sims • sim city • spore
  • 17. Will wright @ GDC2010 • Said that designing games is like building a model of the universe. Playing a game is like testing a world model and learning from how it behaves. • like a child playing with water or shapes.
  • 18.
  • 19. • Neither Raph Koster or Wil Wright are educational game developers - but they have noticed the potential of games to teach through modelling some aspect of the world.
  • 20. Kurt Squire • Indeed, this kind of learning seems to be something that games do particularly well • Kurt Squire’s work with Civilization - just by playing scenarios in this commercial game, students gained a deep, meaningful understanding of history • not as a series of facts - but as patterns, relationships - as a model of how history works
  • 21.
  • 22. David W Shaffer • Similar idea - game models physics. (Svarovski & Shaffer, 2006) • By playing with it, students get a really deep understanding of physics.
  • 23.
  • 24. • Instead of separating the game from the learning, it seems that one of the best ways to teach through play is to have the game model the learning outcomes. • By playing with a simulation, students can attain a deep learning experience.
  • 25. GM Choccoli • If games teach what games model, then we can design game mechanics that model learning outcomes • by doing that, we can create ‘genetically modified broccoli’ • Broccolate? Choccoli?
  • 26. • This puts an emphasis on the ‘game’ part of educational game design. • Educational game designers should understand the game development process.
  • 27. Designing Games • Temping to jump straight to a scenario or an idea • but you can’t wholly trust your instincts • what you find enjoyable may not be what your users find enjoyable
  • 28. Play styles • There are different types of play • Understanding your options can help you find ways to implement learning in game mechanics AND find ways to make your game appeal to your audience
  • 29. Huizina / Callois • Agon • Games of competition & conflict • Alea • Games of chance and fate • Mimicry • Games of simulation and copying • Ilinx • Games of vertigo & reckless abandon
  • 30. User Centred Game Design • You want your player to enjoy your game, so you need to learn about your user • what games do they like? (genre, play style) • what music & movies do they like? • what is important to them • Work towards creating a persona that represents your player.
  • 31. • Profile of your average player (Persona) • Make it as real as you can. • When yourself:designing your game, keep asking you are • Would Nathan like this game? • Would Nathan like this addition? • Nathan • 9 years old • Basketball • SpongeBob • Mario
  • 32. Actual User Feedback • Discussing game ideas with audience is crucial • Having observations and interviews with players during development is key to ensuring that players will respond as you expect
  • 33. Match LO’s to Mechanics • Using user personae & understanding of games and deep learning, model the learning outcome using game mechanics • Use narrative & story as framing devices for game mechanics where possible
  • 34. e-Bug • European Commission project to improve microbial education • One game - for young children was like Mario • One game - for older children was a story- based adventure • Used the above techniques to design
  • 35. Detective Game • Narrative / conceptual model based. • Heavily inspired by the Phoenix Wright: Ace Attorney games • Players explore locations, looking for clues, and speak to characters.
  • 36.
  • 37.
  • 38.
  • 39.
  • 40.
  • 41. Converting LOs to Mechanics • Learning Outcome • Some microbes are good for us.
  • 42. Younger Children • For researching the younger audience, we had decided that: • we couldn’t use too much text. • we wanted a visual and simple interaction
  • 43. Platform Game Solution • Used different art to represent good and bad microbes
  • 44. • Contact with bad microbes hurts the player whereas good microbes can be stood on to jump higher.
  • 45. • When good and bad microbes come in contact with each other, they kill each other - showing the good microbe protecting the body.
  • 46. Older Children • For the older children, we used the puzzle structure of the detective game to create a situation where a character had harmed his body’s good microbes.
  • 47.
  • 48. • Using dialogue, the player knows that the Coach Beveridge character is sick. • The player is talking to a girl called Allison who tells the player that Coach Beveridge has been taking her antibiotic pills. • When the player confronts Coach Beveridge, it emerges that he has killed his good bacteria and that is why he is sick.
  • 49.
  • 50.
  • 51. Some areas that worked • Enjoyable - why? • Platform game - good play-testing throughout • levels tweaked to find appropriate difficulty level. • Didn’t ‘feel like’ an educational game • Detective game - good stories / dialogue • stories discussed with children before hand
  • 52. • Teachers liked the games • teacher involvement in conceptual stage helped ensure their concerns were met • rolled out to 10 EU countries, more coming
  • 53. • High production values • good team work / art / management in-house / personal investment / communication • Because of the internal art production, we managed to get 2 man-years’ worth of production from what would have been 3 months of outsourced work.
  • 54. • Internationalisation • technical solution that decentralised the process • allowed for cultural sensitivity • allowed for variation in puzzle emphasis • Google Spreadsheet used to coordinate. • because the game was data driven, could pretty much ‘save as’ the spreadsheet straight into the game.
  • 55.
  • 56. • Some positive knowledge change results • in platform game, particular areas very successful in short period of time (30 minutes of play covering multiple LOs) • in detective game, some encouraging results but not statistically significant - too many pupils already aware of correct answer - need further study
  • 57. Data Collection • We used two methods of data collection • The platform game had a built-in quiz show that asked the players questions. Their answers were automatically saved in a database. • The detective game featured a pre and post-play web-questionnaire.
  • 58.
  • 59.
  • 60. differences • found many players post-game questionnaire did not match their pre-game one • name differences • claimed to have played a different mission • many players did not fill out post-game questionnaire • having a questionnaire up front scares of players
  • 61. whereas... • having mini-quizes at each stage of platform game meant that even if a player left early, we still got some data • also we could validate and contextualise data (identify player, level, what content exposed to etc)
  • 62.
  • 63. Some areas of difficulty • Detective game did not get enough player testing during development. • before and after - but not during implementation (3 month) • didn’t paper-prototype • a number of UI issues • some conceptual issues causing difficulty for some players
  • 65. Phoenix Wright • Lifted some menu terminology that wasn’t appropriate when put in the context of our game.
  • 66.
  • 67.
  • 68. • Users underlying conceptual model didn’t match game behaviour
  • 69.
  • 70.
  • 71.
  • 72. • Why would you need to use your phone to speak to someone who is in the same room as you? • Why would you need to use your phone to change room?
  • 73. How could this happen? • Phone metaphor was popular with children pre-development, but we did not use UI design best practice
  • 74. How could we avoid? • Paper prototype would have found that the phone interface wasn’t meeting player expectations before software development • Use of cognitive walkthrough and other established UI techniques could have identified problems during early stages of development - before any art or programming
  • 75. Didn’t allow for player error • If players accidentally clicked through a dialogue without fully understanding it, there was no way of getting that information • because the game is totally reliant on players understanding this content, we should have considered this.
  • 76.
  • 77. Complicated • The Detective Game required some actions from the player that were intended to emulate the real-world investigation practices of institutions like the UK’s Health Protection Agency • These were functionally unnecessary in terms of game play and players found them confusing.
  • 78. www.e-bug.eu? David Farrell Glasgow Caledonian University david.farrell@gcu.ac.uk @unthank

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