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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)
Top Selling Educational Game on Amazon
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 3 - 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
(for those keeping track, that was 20 slides before I mentioned Civ)
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 need to
  understand the game development process.
e-Bug
• European Commission project to improve
  microbial education
• Two audiences.
 • 9-12 year olds
 • 13-15 year olds
• Games to be suitable for play in class or at
  home.
Audience Research
• Mix of desk and primary research
 • Amazon for cartoon sales
 • Focus groups with Scottish children for
    further information
• Looking for kinds of games that they enjoy
  that I could see being adapted for e-Bug
Genres (13-15yrs)
• Older children ALL liked shooters and
  sports games (problem!)
• There wasn’t much consensus beyond that.
• I brought in some games for them to play
  and give feedback. They were receptive to
  story based games like Monkey Island and
  Phoenix Wright.
Genres (9yrs)
• Surprisingly, the young pupils were less
  opinionated on what they liked.
• Few owned a console. Most played
  whatever games were on the popular Flash
  portals (Kongregate etc)
• They liked arcadey, simple games and TV
  quiz games like Millionaire.
Design Process
• Audience research identified possible
  appealing genres.
• Pragmatic element
 • > 60 scientists & teachers from 18
    countries.
 • I pitched ideas that I thought would work
    and they ruled most of them out for
    various reasons
Abandoned Ides

• Some ideas were ruled out for political
  reasons.
• Sneezing game where you played AS a virus
  was ruled out because some thought it
  would encourage children to sneeze on
  each other!
Accepted Ideas

• Two ideas were approved by the team:
 • an action / platform game with lots of
    specific mechanics tied to LOs for young
    children
 • a story based game with scenarios tied to
    LOs for older children
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.
Using Scenarios

• The idea was that each learning outcome
  would be modelled through story.
• The characters in the game would describe
  a mystery and a possible solution.
• The player would use evidence to disprove
  these solutions and in the process would
  learn the science.
For example...


• One learning outcome was:
 • You should use a separate chopping
    board for meat and vegetables.
Another Example


• LO: There are good microbes in the body
  and we should look after them.
• 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.
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
 • I wanted an interaction that was very
    immediate in its response
Converting LOs to
     Mechanics

• Learning Outcome
 • Some microbes are good for us.
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.
Another Example


• LO: We use microbes to make foods like
  bread and yogurt.
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.
Platform game

• Mostly successful
• Hard to adapt because each LO has a hard
  coded mechanic
• some of the LOs weren’t successfully
  taught because the mechanic wasn’t evident
  enough

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Educational games overview

  • 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. Top Selling Educational Game on Amazon
  • 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 3 - 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. (for those keeping track, that was 20 slides before I mentioned Civ)
  • 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 need to understand the game development process.
  • 27.
  • 28. e-Bug • European Commission project to improve microbial education • Two audiences. • 9-12 year olds • 13-15 year olds • Games to be suitable for play in class or at home.
  • 29. Audience Research • Mix of desk and primary research • Amazon for cartoon sales • Focus groups with Scottish children for further information • Looking for kinds of games that they enjoy that I could see being adapted for e-Bug
  • 30. Genres (13-15yrs) • Older children ALL liked shooters and sports games (problem!) • There wasn’t much consensus beyond that. • I brought in some games for them to play and give feedback. They were receptive to story based games like Monkey Island and Phoenix Wright.
  • 31. Genres (9yrs) • Surprisingly, the young pupils were less opinionated on what they liked. • Few owned a console. Most played whatever games were on the popular Flash portals (Kongregate etc) • They liked arcadey, simple games and TV quiz games like Millionaire.
  • 32. Design Process • Audience research identified possible appealing genres. • Pragmatic element • > 60 scientists & teachers from 18 countries. • I pitched ideas that I thought would work and they ruled most of them out for various reasons
  • 33. Abandoned Ides • Some ideas were ruled out for political reasons. • Sneezing game where you played AS a virus was ruled out because some thought it would encourage children to sneeze on each other!
  • 34. Accepted Ideas • Two ideas were approved by the team: • an action / platform game with lots of specific mechanics tied to LOs for young children • a story based game with scenarios tied to LOs for older children
  • 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. Using Scenarios • The idea was that each learning outcome would be modelled through story. • The characters in the game would describe a mystery and a possible solution. • The player would use evidence to disprove these solutions and in the process would learn the science.
  • 39. For example... • One learning outcome was: • You should use a separate chopping board for meat and vegetables.
  • 40.
  • 41.
  • 42.
  • 43. Another Example • LO: There are good microbes in the body and we should look after them.
  • 44.
  • 45. • 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.
  • 46.
  • 47.
  • 48. 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 • I wanted an interaction that was very immediate in its response
  • 49.
  • 50.
  • 51. Converting LOs to Mechanics • Learning Outcome • Some microbes are good for us.
  • 52. Platform Game Solution • Used different art to represent good and bad microbes
  • 53. • Contact with bad microbes hurts the player whereas good microbes can be stood on to jump higher.
  • 54. • When good and bad microbes come in contact with each other, they kill each other - showing the good microbe protecting the body.
  • 55. Another Example • LO: We use microbes to make foods like bread and yogurt.
  • 56.
  • 57.
  • 58. 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
  • 59. • Teachers liked the games • teacher involvement in conceptual stage helped ensure their concerns were met • rolled out to 10 EU countries, more coming
  • 60. • 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.
  • 61. • 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.
  • 62.
  • 63. • 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
  • 64. 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.
  • 65.
  • 66.
  • 67. 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
  • 68. 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)
  • 69.
  • 70. 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
  • 72. Phoenix Wright • Lifted some menu terminology that wasn’t appropriate when put in the context of our game.
  • 73.
  • 74.
  • 75. • Users underlying conceptual model didn’t match game behaviour
  • 76.
  • 77.
  • 78.
  • 79. • 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?
  • 80. How could this happen? • Phone metaphor was popular with children pre-development, but we did not use UI design best practice
  • 81. 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
  • 82. 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.
  • 83.
  • 84. 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.
  • 85. Platform game • Mostly successful • Hard to adapt because each LO has a hard coded mechanic • some of the LOs weren’t successfully taught because the mechanic wasn’t evident enough

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