The potential of tablets to game-based learning.                                   Cork, Ireland 4th October ‘12          ...
My Background   • MA Psychology   • PhD Games & learning   • Between industry & research   • Founder of Serious Games Int....
Background    Who are we...    • Research-based company    • Using games for more than entertainment    • Won several awar...
Agenda         What is this talk about?         Can tablets solves fundamental problems?         How to go beyond current ...
GoalGet you to reflect on how we as researchers facilitate a  new viable and sound market with game-based on              ...
Tablets are interestingGraphics - Interface – Gameplay - Business            Most importantly             ’Less is more’  ...
Agenda         What is this talk about?         Can tablets solves fundamental problems?         How to go beyond current ...
“Media will never influence         learning”Historically there has been a tendency to state just thatalso supported by Cu...
“Teachers – the new black          is black”                Teachers maturity level towards computersEntry         Teacher...
“Reduced complexity is              key”Complexity                              Computer   Laptops                        ...
First time schools charge            aheadThe success of a new technology relies on the fact thatit can be used to conserv...
“Game-based learning has    boring problems..”                        Top 6 – categories barriers (top1)                  ...
New channel is unique   - The long tail
“What teachers see..”   Stable & robust vs. buggy & difficult to maintain   Intuitive interface vs. complex mouse/key bo...
Agenda         What is this talk about?         Can tablets solves fundamental problems?         Getting into the praxis o...
“Diffusion struggles in        educational system”Five attributes can explain 49-87% of the variation in adaption ofan inn...
“But tablets may change              this”Relative Advantage: A lot of teachers embrace the devices. It’s anew opportunity...
Agenda         What is this talk about?         Can tablets solves fundamental problems?         How to go beyond current ...
“Research is practically non-          existent”Don’t know if tablets really do improve things as there ispretty much no r...
“Developers are trying quite          hard”            What is your average development time for a project in working days...
“But a lot lose money…”                   Did you get Return on your investment?                     22.6%        28.3%   ...
“Designing for tablets”Unforgiving market. Developers have to work hard andconstantly update. Otherwise they will have a l...
“Designing for tablets” Golden age of computer games in the 1980s wheredevelopers and content experts were often the same ...
“Designing for tablets””Mass merchants wanted to deal with no more than 20   suppliers and carry a maximum of 300 titles"....
Contact info           Company details      Serious Games Interactive     Ravnsborggade 2-4, 2. floor      DK - 2200 Copen...
ECGBL Keynote 2012
ECGBL Keynote 2012
ECGBL Keynote 2012
ECGBL Keynote 2012
Upcoming SlideShare
Loading in …5
×

ECGBL Keynote 2012

704 views

Published on

Key

Published in: Education
1 Comment
1 Like
Statistics
Notes
  • Great overview and raises many aspects which will be playing out rapidly as educators and learners find the right balance. I know that Gates Foundations and Robert Wood Johnson Foundation as well as the McArther Foundation are each interested in funding the worthy research around these questions. We shall reach out in to find the symbiotic (synergies) in those places.
       Reply 
    Are you sure you want to  Yes  No
    Your message goes here
No Downloads
Views
Total views
704
On SlideShare
0
From Embeds
0
Number of Embeds
5
Actions
Shares
0
Downloads
5
Comments
1
Likes
1
Embeds 0
No embeds

No notes for slide

ECGBL Keynote 2012

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

×