3. A Bit of Back Story
Professional Game Developer
1996-2003 Gremlin / Infogrames / Atari as a
Programmer / Technical Lead.
Turned academic
Learning Sciences Research Institute at
The University of Nottingham in the UK.
Doctoral thesis in Learning Sciences based
in Psychology (thesis pending).
And back again!
Now Head of Serious Games at Sumo-
Digital Limited (Outrun 2006, Virtua Tennis,
Broken Sword, Driver).
4. This Presentation
Zombie Division Prototype
Collaboration between academics and
game developers.
New Theoretical Approach
Integrating learning content within the
core-mechanics of a game.
Empirical Results
Three different studies: ‘selected
highlights’ of my doctoral research.
Empirical research with statistically
significant findings.
Previously unpublished
5. Research Questions
Edutainment
Perceived failure of products to harness
the motivational potential of games.
Chocolate-Covered Broccoli
Intrinsic Integration (Kafai, 2001)
How do you create a closer integration?
What defines a closer integration?
Does closer integration improve motivation?
Does closer integration improve learning?
Is a closer integration better?
7. Not Appearing Today
(much)
Making Games With Children
Habgood, Ainsworth and Benford (2005)
Intrinsic Fantasy: Motivation and Effect in
Educational Games Made by Children,
Proceedings of AIED 2005.
Endogenous Fantasy and Learning
Habgood, Ainsworth and Benford (2005)
Endogenous Fantasy and Learning in
Digital Games. Simulation and Gaming
36(4) 483-498.
You don’t need to have read them, because
here are the conclusions…
8. Intrinsic Integration
Integrating Core Mechanics and Learning
Rejects the significance of previous focus on integrating
fantasy and learning content (Malone 1982,1987).
In favour of core-mechanics:
“mechanism through which players make meaningful
choices and arrive at a meaningful play experience”
(Salen & Zimmerman, 2004).
9. Intrinsic Integration
Design Guidelines
1. Deliver learning material through the parts of the game
that are the most fun to play, riding on the back of the
flow experience produced by the game, and not
interrupting or diminishing its impact.
Integrated Flow
Unintegrated Flow
10. Intrinsic Integration
Design Guidelines
2. Embody the learning within the structure of the gaming
world and the player’s interactions with it, providing an
external representation of the learning content that is
explored through the core mechanics of the game.
Integrated Mechanics
11. But is it Better or Worse?
Integrated Flow Experience
Motivation creates more time on task and more learning.
Flow prevents the player from reflecting upon their learning.
Integrated Core Mechanics
Embodied learning content creates a deeper connection.
..but makes it more difficult for knowledge transfer.
13. Zombie Division
A Gaming Episode
Designed to empirically test the value of
our definition of intrinsic integration.
Is this integration better or worse for
motivation and learning?
Mixed Methodological Approach
Experimental trials with multiple conditions.
Time-on-task data for motivation.
Supported by interview data.
Pre and post-test data for learning.
Supported by detailed process data.
14. Design Constraints
Contrasting Versions
Two versions that differ only in the way in
which they integrate their learning content.
Designed for Evaluation
Primary schools offer ideal environment.
Deliver its learning content within a limited
time frame (2½ hours).
Learning Goals
To understand that multiplication and
division are inverse operations…
…and so be able to use multiplication facts
to solve division problems.
15. Intrinsic Game
Core Mechanic
Embodied within the context of an action-
adventure game.
Defeating enemies labelled with numbers
by attacking them with a weapon that
divides their number into whole parts.
Panel represents controls and divisors.
Supported by a multiplication table.
Choice of three attacks on each level.
17. Extrinsic Game
Core Mechanic
Defeating enemies labelled with symbols
by attacking them with those weapons.
Panel represents attack controls only.
Learning Content
Multiple choice questions at end of level.
Supported by a multiplication table.
Identical dividends (skeleton numbers).
Choice of three divisors on each level.
21. Preventing Guesswork
Game Lives
The player begins with 3 health points.
Skeletons retaliate after an incorrect
attack, deducting 1 health point.
Must repeat level if all health is lost.
Quiz Lives
The player begins with 3 quiz lives.
Lose 1 life for an incorrect answer.
Must repeat quiz if all lives are lost.
24. Measuring Learning
Computer-Based Test
60 multiple-choice questions in 15 minutes.
All abstract mathematics (tests transfer).
Most identical or subtle variations on the
mathematical content in the game.
Some more conceptual.
Multiplication grid provided!
No feedback.
Automatic marking
(and grouping).
Records timing data.
25. Study 1: Motivation
(with one eye on learning)
Non-Educational Alternatives
Forty-six, 7 and 8 year olds attending a
day-long video-gaming event (28m 18f).
Pre-test.
Matched assignment into groups: intrinsic
and extrinsic (no control).
Choice of playing their version of ZD or…
2D Flash games from the BBC website
with no obvious learning content.
Recorded time playing their version of ZD
over 2½ hours of potential play.
Post-test.
26. Study 1: Results
Motivation
No statistical difference between times
spent playing intrinsic and extrinsic ZD.
Boys spent statistically longer playing ZD
than girls (74% compared with 51%).
Learning
Overall numerical gains were statistically
significant, but low: 3 marks on average.
No statistical difference between intrinsic
and extrinsic groups for numerical gains.
Girls in the intrinsic group did perform
significantly better1
on percentage gains.
1
p< 0.05
27. Study 1: Interpretation
Motivation
Extrinsic games can be strong motivators!
…but this doesn’t necessarily create good
conditions for learning.
How much motivation was a result of
competition between groups?
Chocolate quality vs. integration?
Learning
Very tentative conclusions, but…
Intrinsic version working for girls?
Boys showed a lot of resistance to the
instructional content.
28. Study 2: Motivation
Version Switching
Sixteen 9-11 year olds attending a regular
after school club (11m 5f).
No testing – only one group.
Shown both versions alongside each other
at start and told to play both versions.
Free switching between versions or their
usual club pursuits.
No loss of progress for switching.
Recorded time playing ZD over 2½ hours
of potential play (3 clubs).
Lengthy group interview for 4th
club.
29. Study 2: Results
Motivation
Children spent significantly longer1
playing
the intrinsic (61%) than extrinsic (8%)
Girls spent statistically longer2
playing
intrinsic than boys! (84% vs. 50%).
Interview Data
“it’s better to learn doing it by intrinsic,
because it’s quicker” (intrinsic)
“more fun because it’s like subliminal
advertising with maths.” (intrinsic)
“you think: oh I’ve had the fun part, now I
have to do a test – I’m just going to turn it
off and not bother.” (extrinsic)
1
p< 0.001, 2
p< 0.05
30. Study 2: Interpretation
Motivation
Intrinsic is clear winner, but…
Study 1 suggests that 7 times longer
doesn’t mean 7 times better…
What is the effect of strong extrinsic
motivation on learning?
Interviews
Speed / competition were factors.
Deeper reasoning behind their preference.
They could see the critical differences
between the design approaches!
31. Study 3: Learning
Fixed Time-on-Task
Fifty-nine, 7 and 8 year olds (29m 30f)
Day 1 Computer-based pre-tests.
Matched assignment into groups:
intrinsic, extrinsic and control.
2-3 20 minutes playing the game.
4 30 mins instruction + 20 mins play.
5-6 20 minutes playing the game.
7 Post-test
2 weeks
8 1 x 35 minutes playing the game.
Delayed-test and transfer-test.
W.E.
W.E.
32. Study 3: Instruction
Learning Content
The same instructional content from the
game delivered away from the computer.
To introduce the mathematical context of
the game without any distraction.
Intrinsic
In terms of fighting skeletons.
Extrinsic
In terms of answering the quiz.
Control
In terms of abstract mathematics.
33. Study 3: Transfer-Test
A Context-Based Comparison
20 questions from the test turned into a
game level as a test of transfer.
34. Study 3: Results
Learning Outcomes
Larger overall percentage gains (15%pts).
Percentage gains between post and
delayed were significantly higher1
for the
intrinsic (7%pts) than extrinsic (<1%pts)
or control (<1%pts)
1
p< 0.05
35. Study 3: Results
Transfer
Percentage scores in the transfer-test
were significantly higher1
than the delayed
test equivalents (8%pts).
No significant difference between groups.
Reflection
Process data revealed ‘reflective
behaviours’ for intrinsic group: pausing the
game, running in and out of rooms.
Timings
Significantly longer2
per question in the
delayed test than in the pre-test.
1
p< 0.005, 2
p< 0.05
36. Study 3: Interpretation
Learning Outcomes
Supports idea that intrinsic games create a
deeper connection with learning content.
Embodiment and Transfer
Intrinsic transfer losses were no worse
than for the extrinsic version…
…which was almost identical to the test!
More to do with feedback and motivation?
Flow and Reflection
Initial instruction does appear to be
impeded by flow (for boys – study 2?)
Tentative evidence that subsequent
reflection was taking place for intrinsic.
37. Overall Conclusions
Generalisability
For another talk but assuming that it is…
Motivation
Intrinsic games are more motivating than extrinsic games.
But this doesn’t necessarily mean they create greater time-
on-task than an extrinsic equivalent.
Learning
Intrinsic games do create a deeper connection with the
learning content than extrinsic games.
Better?
On these counts – yes. However, there are many other
constraints on development (time, cost, reusability).