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4 Pillars of
Digital Game Based Learning
A Structured Rating System for
Games for Learning
“If we teach today's students as we did yesterday's, we are robbing
them of tomorrow.”
— John Dewey
6: Thur. May 15 1:30-2:20
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 2
>/dev/null 2>&1
Katrin Becker,
PhD
Who Am I?
What am I playing Now?
2015-01-09
4 Pillars of Digital Game Based Learning
© K.Becker
3
The Challenge
1. Games are complex.
What should we assess?
Gameplay?
All levels or just one?
All modes of play or just one?
In-Game Assessment?
Curricular Ties?
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 4
The Challenge
1. Games are complex.
2. Assessments designed for commercial
games miss the mark.
Doesn't look at the right things.
Concerned with fun & engagement
not learning.
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 5
The Challenge
1. Games are complex.
2. Assessments designed for commercial
games miss the mark.
3. Assessments designed for ‘traditional’
instruction also miss the mark.
Don't really take the medium as
integral.
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 6
The Challenge
1. Games are complex.
2. Assessments designed for commercial
games miss the mark.
3. Assessments designed for ‘traditional’
instruction also miss the mark.
4. Summative assessment not always an
option.
May not have data, or opportunity
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 7
The Challenge
1. Games are complex.
2. Assessments designed for commercial
games miss the mark.
3. Assessments designed for ‘traditional’
instruction also miss the mark.
4. Summative assessment not always an
option.
5. Critical reviews are hard to do (and
even harder to find).
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 8
The Challenge
Digital Games cannot be assessed in the
same way as traditional games, or for
that matter, any other modern media
form.
1. What do we need from digital games for
learning?
2. What criteria are important when assess
games?
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 9
What Makes Digital Different?
Digital vs Non-Digital Games
Digital Analog
Digital Games (and
Simulations) (ALL)
Board & Card
Games
Analog
Simulation
Games
Analog Role-
Playing Games
Live Action Role-Play
(including cosplay)
Model of Original
System
Painstakingly and
precisely defined.
Many details taken for granted and never made explicit.
Rule Enforcement Hard-coded. Uses 'honor system'. On the fly.
Rule Structures Pre-determined. Negotiable.
Roles
Accurate placement
into context.
Imagined, personally
mediated.
Determined by game rules.
Imagined, personally
mediated.
Environment
Dynamic - same for all
players.
Static - unchanging.
Combined static physical
artifacts (boards & pieces) AND
imagined.
Imagined:
personalized.
Environment
Resolution
Dynamic.
Static
physical.
Relatively static. Relatively static.
Individually
mediated.
Game Objects Can be autonomous. Either inert or mechanical
Imagined (can
include props).
Game Interaction
(what people can
do with / to the
game)
Consistent across all
instantiations of the
game.
Consistent only if the rules are followed.
Each instantiation
can be different.
Participants
There need only be one
human participant.
All participants are human.
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 10
What Do We Need?
• Structured Approach
– for comparability
• Concise
– not too long
• Complete
– as a game AND as a learning object
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 11
What Criteria Are Important?
• How is it as a game?
• Does it have teacher support?
• Is it well-designed as an educational
object?
• Are the various elements appropriately
balanced?
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 12
What Makes A Game Good?
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 13
What Makes a Good Game for
Learning?
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 14
A Solution
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 15
Overview
• Model for evaluating and assessing games
• Subjective tool
• Learning NEED NOT = education
• Currently developed for single-player games
– Relative Proportions
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 16
Four
Pillars
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 17
Ratings
• Common
Likert scale.
• Includes
missing &
N/A
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 18
Game Overview 30%
• Content & Originality
• Game Mechanics
• Game Progression
• Artistic Design
• Setting & Characters
• Audio
Gameplay&Esthetics
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 19
Educational Overview 70%
• 3 of 4 Pillars
– Educational Content
• 30%
– Teacher Support
• 20%
– Magic Bullet Rating
• 20%
MagicBulletRating
EducationalContent
TeacherSupport
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 20
Educational Content
• Instructional Strategies
• Instructional Design
• Integration
• Objectives
• Accuracy
• Assessment
EducationalContent
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 21
Teacher Support
• Guides
• Plug N' Play
• Resources
• Community
TeacherSupport
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 22
Magic Bullet Rating
• Overall Balance
• Can Learn vs Must Learn
• Operational vs Educational
Learning
• Educational vs Discretionary
Learning
MagicBulletRating
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 23
Magic Bullet
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 24
Magic Bullet
Things I CAN Learn
•Anything we CAN learn through
the gameplay.
•Deliberately designed by those
who created the game.
•May impact success in the game
•Includes things designers *hope*
people will take up.
•Includes game-specific
objectives as well as general
ones.
Magic Bullet
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 25
Magic Bullet
Things I MUST Learn
•Things we MUST learn to achieve
our goals.
•Deliberately designed by those
who created the game.
•Definitely impacts success in the
game.
•Needed in order to win or get to
the end.
•Should be a subset of the first
category.
•Required to achieve a specific
game goal or in order to win.
Magic Bullet
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 26
Magic Bullet
External Learning
•Things we learn outside the bounds of normal
gameplay.
•Deliberately designed by those who created
the game.
•Not technically considered part of the normal
gameplay.
•May impact success in the game
•Includes social learning and outside
communities.
•Also includes Cheats.
•Typically designed into the game for testing
purposes.
•Often left in the game once it ships
•Deliberate design elements on the part of the
designers.
Magic Bullet
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 27
Magic Bullet
Collateral Learning
•Things we learn as a result of the
game, but not as part of normal
gameplay.
•Not designed into the game (at
least, not on purpose).
•No impact on success in the
game.
•Other things we can learn.
•These are not necessarily
designed into the game, although
sometimes designers may hope
that players choose to take these
up.
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 28
Abstract
4 Pillars of DGBL: A Structured Rating System for Games for Learning
Videogames are interactive by nature - people proceed in games by doing things, and this
experiential quality lies at the very core of game design. Without interaction, it isn’t a game.
Videogames are popular precisely because of the experience - games designed for learning can
do no less. However, to be feasible for use in formal educational settings, they must do more, and
while we are making progress studying games in classrooms, there remain few structured
approaches to analysing games that do not include classroom testing.
This presentation will outline the author’s Four Pillars of Game-Based Learning and show using
examples how they can be used to perform a structured analysis of both COTS and serious games to
assess whether or not a game has potential for use in the classroom.
These four pillars are:
1. Gameplay - How is it as a game? Is it fun? Is it Interesting? How does it measure up
esthetically?
2. Educational Content - Are there one or more recognizable educational objectives,
discernible either from the game itself or from the accompanying support materials.
3. Teacher Support - Is there adequate teacher support to make viable for use in a formal
setting?
4. Balance - This section examines the game through the lens of the Magic Bullet model to see
how well the various learning elements are balanced.
Together these four pillars highlight the key issues associated with the use of games in the classroom.
2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 29

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4 Pillars of DGBL: A Structured Rating System for Games for Learning

  • 1. 4 Pillars of Digital Game Based Learning A Structured Rating System for Games for Learning “If we teach today's students as we did yesterday's, we are robbing them of tomorrow.” — John Dewey 6: Thur. May 15 1:30-2:20
  • 2. 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 2 >/dev/null 2>&1 Katrin Becker, PhD Who Am I?
  • 3. What am I playing Now? 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 3
  • 4. The Challenge 1. Games are complex. What should we assess? Gameplay? All levels or just one? All modes of play or just one? In-Game Assessment? Curricular Ties? 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 4
  • 5. The Challenge 1. Games are complex. 2. Assessments designed for commercial games miss the mark. Doesn't look at the right things. Concerned with fun & engagement not learning. 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 5
  • 6. The Challenge 1. Games are complex. 2. Assessments designed for commercial games miss the mark. 3. Assessments designed for ‘traditional’ instruction also miss the mark. Don't really take the medium as integral. 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 6
  • 7. The Challenge 1. Games are complex. 2. Assessments designed for commercial games miss the mark. 3. Assessments designed for ‘traditional’ instruction also miss the mark. 4. Summative assessment not always an option. May not have data, or opportunity 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 7
  • 8. The Challenge 1. Games are complex. 2. Assessments designed for commercial games miss the mark. 3. Assessments designed for ‘traditional’ instruction also miss the mark. 4. Summative assessment not always an option. 5. Critical reviews are hard to do (and even harder to find). 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 8
  • 9. The Challenge Digital Games cannot be assessed in the same way as traditional games, or for that matter, any other modern media form. 1. What do we need from digital games for learning? 2. What criteria are important when assess games? 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 9
  • 10. What Makes Digital Different? Digital vs Non-Digital Games Digital Analog Digital Games (and Simulations) (ALL) Board & Card Games Analog Simulation Games Analog Role- Playing Games Live Action Role-Play (including cosplay) Model of Original System Painstakingly and precisely defined. Many details taken for granted and never made explicit. Rule Enforcement Hard-coded. Uses 'honor system'. On the fly. Rule Structures Pre-determined. Negotiable. Roles Accurate placement into context. Imagined, personally mediated. Determined by game rules. Imagined, personally mediated. Environment Dynamic - same for all players. Static - unchanging. Combined static physical artifacts (boards & pieces) AND imagined. Imagined: personalized. Environment Resolution Dynamic. Static physical. Relatively static. Relatively static. Individually mediated. Game Objects Can be autonomous. Either inert or mechanical Imagined (can include props). Game Interaction (what people can do with / to the game) Consistent across all instantiations of the game. Consistent only if the rules are followed. Each instantiation can be different. Participants There need only be one human participant. All participants are human. 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 10
  • 11. What Do We Need? • Structured Approach – for comparability • Concise – not too long • Complete – as a game AND as a learning object 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 11
  • 12. What Criteria Are Important? • How is it as a game? • Does it have teacher support? • Is it well-designed as an educational object? • Are the various elements appropriately balanced? 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 12
  • 13. What Makes A Game Good? 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 13
  • 14. What Makes a Good Game for Learning? 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 14
  • 15. A Solution 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 15
  • 16. Overview • Model for evaluating and assessing games • Subjective tool • Learning NEED NOT = education • Currently developed for single-player games – Relative Proportions 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 16
  • 17. Four Pillars 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 17
  • 18. Ratings • Common Likert scale. • Includes missing & N/A 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 18
  • 19. Game Overview 30% • Content & Originality • Game Mechanics • Game Progression • Artistic Design • Setting & Characters • Audio Gameplay&Esthetics 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 19
  • 20. Educational Overview 70% • 3 of 4 Pillars – Educational Content • 30% – Teacher Support • 20% – Magic Bullet Rating • 20% MagicBulletRating EducationalContent TeacherSupport 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 20
  • 21. Educational Content • Instructional Strategies • Instructional Design • Integration • Objectives • Accuracy • Assessment EducationalContent 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 21
  • 22. Teacher Support • Guides • Plug N' Play • Resources • Community TeacherSupport 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 22
  • 23. Magic Bullet Rating • Overall Balance • Can Learn vs Must Learn • Operational vs Educational Learning • Educational vs Discretionary Learning MagicBulletRating 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 23
  • 24. Magic Bullet 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 24 Magic Bullet Things I CAN Learn •Anything we CAN learn through the gameplay. •Deliberately designed by those who created the game. •May impact success in the game •Includes things designers *hope* people will take up. •Includes game-specific objectives as well as general ones.
  • 25. Magic Bullet 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 25 Magic Bullet Things I MUST Learn •Things we MUST learn to achieve our goals. •Deliberately designed by those who created the game. •Definitely impacts success in the game. •Needed in order to win or get to the end. •Should be a subset of the first category. •Required to achieve a specific game goal or in order to win.
  • 26. Magic Bullet 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 26 Magic Bullet External Learning •Things we learn outside the bounds of normal gameplay. •Deliberately designed by those who created the game. •Not technically considered part of the normal gameplay. •May impact success in the game •Includes social learning and outside communities. •Also includes Cheats. •Typically designed into the game for testing purposes. •Often left in the game once it ships •Deliberate design elements on the part of the designers.
  • 27. Magic Bullet 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 27 Magic Bullet Collateral Learning •Things we learn as a result of the game, but not as part of normal gameplay. •Not designed into the game (at least, not on purpose). •No impact on success in the game. •Other things we can learn. •These are not necessarily designed into the game, although sometimes designers may hope that players choose to take these up.
  • 28. 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 28
  • 29. Abstract 4 Pillars of DGBL: A Structured Rating System for Games for Learning Videogames are interactive by nature - people proceed in games by doing things, and this experiential quality lies at the very core of game design. Without interaction, it isn’t a game. Videogames are popular precisely because of the experience - games designed for learning can do no less. However, to be feasible for use in formal educational settings, they must do more, and while we are making progress studying games in classrooms, there remain few structured approaches to analysing games that do not include classroom testing. This presentation will outline the author’s Four Pillars of Game-Based Learning and show using examples how they can be used to perform a structured analysis of both COTS and serious games to assess whether or not a game has potential for use in the classroom. These four pillars are: 1. Gameplay - How is it as a game? Is it fun? Is it Interesting? How does it measure up esthetically? 2. Educational Content - Are there one or more recognizable educational objectives, discernible either from the game itself or from the accompanying support materials. 3. Teacher Support - Is there adequate teacher support to make viable for use in a formal setting? 4. Balance - This section examines the game through the lens of the Magic Bullet model to see how well the various learning elements are balanced. Together these four pillars highlight the key issues associated with the use of games in the classroom. 2015-01-09 4 Pillars of Digital Game Based Learning © K.Becker 29

Editor's Notes

  1. Ben Sawyer along with David Rejeski coined the term "Serious Games" in relation to digital games. At the various Serious Games venues he helped organize, Ben always insisted that presenters include a slide in their presentations that shows what games they are playing. Here's how he explains it on his website: A tip to those working in, or with videogames... try playing them! We're amazed how often people who put themselves forward as experts on games and serious games are far from serious about playing games. We're quite serious. We now require all speakers at our game events to provide the audience with a list of the last few games they've played. We provide the same list for ourselves whenever we speak.