SlideShare a Scribd company logo
Niels Henrik Helms
Whatarewetalkingabout
          ?
A serious game is a game in which education (in
  its various forms) is the primary goal, rather than
  entertainment. (Michael & Chen, 2006)

Games may be played seriously or casually. We
 are concerned with serious games in the sense
 that these games have an explicit and carefully
 thought-out educational purpose and are not
 intended to be played primarily for amusement.
 This does not mean that serious games are not,
 or should not be entertaining. (Abt, 1970/71)
A Paradox?
• No, all games areserious –
  othervisetheyaredull and not games!
• But we do have a challenge!!
The Challenge!
Serious Games brings two disciplines and rationalities
  into interaction:
• Didactic Design – Where the outcome is Learning
• Game Design – Where the outcome is Winning
• Didactic Design is basically about giving form to learning
  – where gaming could be one of the means to achieve
  learning
• Whereas Game design is about giving form to a game.
  People do learn through gaming– but it is definitely not
  the purpose/goal.
Traditional, Vocationalor
          GBL        Traditional   Hands-on Learning   GBL
                      Training
Price                     x                            (x)

Standardised– easy       x                             x
to evaluate
Engaging                                   x           x

Adaptive                                   x           x

Instant Feedback                           x           x

Transfer                                   x           (x)

Learner as subject                        (x)          x

Authentic                                  x           (x)
MULTI DISCIPLINARITY
• To solve this challenge. On the one hand to develop an
  engaging motivating game design and on he other hand
  to ensure that the intended learning happens – NOT
  CROSS – BUT MULTI DISCIPLINARITY IS A MUST

• If it is a bad game design no one will use the game – or
  the players will try to transform the non-game into a
  game

• If it is a bad didactic design people will learn – but
  probably something else

• .
So Unite
• Game Designers – The wholecrowd
• Didactic Designers – SME’s,
  Instructional Designers and
  Interaction Designers
• Worktogetherdevelop a language and
  concepts
• Meetings
Observing         Constructing




Re-Constructing   Co-Constructing
Observing         Constructing




Re-Constructing   Co-Constructing
http://gamesforhealth.dk/
Games and Soldiers
• It is good for them:
• 3-4 hours of video gaming daily proved across a large
  sample survey of the Army stationed in Afghanistan to
  provide the best protection against PTSD, depression,
  family violence and suicidal ideation. The only activity
  that provided more mental resilience was 5-6 hours of
  physical training daily; 3-4 hours of video gaming beat
  reading, music, general Internet/social
  networking, and physical training up to 5 hours/day.
• However, more than 4 hours of gaming showed
  dangerous declines in mental resilience 7-8 hours a
  day or more, as bad as no gaming-- and no gaming
  was very bad.
But War is not Good for
         Them
• PTSD (PostTraumatic Stress
  Disorder)
• Growing Problem
• Treatment – various forms such as
  exposure therapy (ET)
MultiDisciplinarity
•   Apex - Game Developers
•   Serious Games Interactive (SGI)
•   Falck A/S
•   Shelterland
•   PhotobiaApS
•   Siemens Healthcare
•   The Central Association of Permanent
    Defense Personnel (CS)
• Region HovedstadensPsykiatri,
• The Danish Research Unit of
  Psychological Trauma
• DI - Confederation of Danish Industry
• The IT University
• Knowledge Lab
OngoingProcess
• What is PTSD
• What makes it happen
• How do we cope with it
• Integration in Game & Didactic
  Design
• To develop new practises
Game Design
•   Goals
•   Rules
•   Feedback
•   Authentic
•   A Strong”Gameplay”
    (anotherstrangeword)
Comming Up..
• AffectiveGaming - &Learning
• AugmentedGaming - &Learning
   Nacke, L.E., Kalyn, M., Lough, C., Mandryk, R.L. (2011). Biofeedback Game Design:
     UsingDirect and IndirectPhysiologicalControl to Enhance Game Interaction. In Proceedings
     of CHI 2011, Vancouver, BC, Canada
Situated learning – Multi
Modal
      I hear, I know
                                                  Deeper
                            Auditory              Learning




                   Visual
                                 Kinaesthetic


  I see, I remember                             I do, I understand
http://janemcgonigal.com/
Assessment and GBL
Assessingvs GBL
            1990ies
            Performance Assessment
            in vivo fx Portfolio
  Does              70ies:
                    1970ies-80ies Performance
                    assessment
Shows How           in vitro (OSCE)




Knows how                 1960ies:
                          Written complex
                          simulations

 Knows
Assessingvs GBL

            “Generic Competences
  Does      - How we cope if things turn out differently”



  Shows
   How
Knows How

 Knows
Weare not just looking!!
References
Abt, C.C. (1970/71). Serious Games. N.Y.,VikingPress

Egenfeldt-Nielsen, S. (2007). Third Generation Educational Use of Computer Games. Journal of Educational Multimedia and Hypermedia. v16,3.

Fullerton, T., Swain, C., Hoffman, S.(2008). Game Design Workshop: A Playcentric Approach to Creating Innovative Games. Amsterdam: Elsevier Morgan Kaufmann, 2008.

Gale,K, et al (2002): TriadicAssessment, Assessment&Evaluation in HigherEducation, 27:6, 557-567

Klopfer, E., K. Squire, and H. Jenkin. n.d. Environmentaldetectives:The development of an augmented reality platform for environmentalsimulations. Los Alamitos, CA: IEEE
       Computer Society Publications.

Logan, K.,R.(2001).The SixthLanguage: Learning a Living in the Internet Age”

McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World . PenguinPress.

Michael, D., &Chen, S. (2006). Serious games: Games thateducate, train and inform. Thomson: Boston, MA

Miller GE.(1990) The assessment of clinical skills/competence/performance. Academic Medicine (Supplement); 65: S63-S7.

Nacke, L.E., Kalyn, M., Lough, C., Mandryk, R.L. (2011). Biofeedback Game Design: UsingDirect and IndirectPhysiologicalControl to Enhance Game Interaction. In Proceedings
       of CHI 2011, Vancouver, BC, Canada

Van der Vleuten, C. P. M., & D. Swanson, D. (1990). Assessment of Clinical Skills With Standardized Patients: State of the Art. Teaching and Learning in Medicine, 2(2), 58 - 76.

Van derVleuten, C. P. M., &Newble, D. I. (1995). How can we test clinical reasoning? The Lancet, 345, 1032-1034.

Van der Vleuten, C. P. M., Norman, G. R., & De Graaff, E. (1991). Pitfalls in the pursuit of objectivity: Issues of reliability. Medical Education, 25, 110-118.

Van der Vleuten, C. P. M., & Schuwirth, L. W. T. (2005). Assessment of professional competence: from methods to programmes. Medical Education, 39, 309-317.

Slideshows: www.slideshare.net/timbuckteeth/redesigning-learning-spaces-for-a-digital-world
MHPE Lessons learned in Assesment.ppt
illustrations
• Slide # 1. By presenter
• Slide # 8 By presenter
• Slide # 9 By presenter +
  http://www.mundopapercraft.com/blog/2010/11/j
  osef-the-robot/ (manipulated)
• Slide #
  18www.slideshare.net/timbuckteeth/redesigning-
  learning-spaces-for-a-digital-world
• Slide # 19 http://www.avantgame.com/
• Slide # 21 & 22 MHPE Lessons learned in
  Assesment.ppt

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Serious Games Challenges and Potentials

  • 2. Whatarewetalkingabout ? A serious game is a game in which education (in its various forms) is the primary goal, rather than entertainment. (Michael & Chen, 2006) Games may be played seriously or casually. We are concerned with serious games in the sense that these games have an explicit and carefully thought-out educational purpose and are not intended to be played primarily for amusement. This does not mean that serious games are not, or should not be entertaining. (Abt, 1970/71)
  • 3. A Paradox? • No, all games areserious – othervisetheyaredull and not games! • But we do have a challenge!!
  • 4. The Challenge! Serious Games brings two disciplines and rationalities into interaction: • Didactic Design – Where the outcome is Learning • Game Design – Where the outcome is Winning • Didactic Design is basically about giving form to learning – where gaming could be one of the means to achieve learning • Whereas Game design is about giving form to a game. People do learn through gaming– but it is definitely not the purpose/goal.
  • 5. Traditional, Vocationalor GBL Traditional Hands-on Learning GBL Training Price x (x) Standardised– easy x x to evaluate Engaging x x Adaptive x x Instant Feedback x x Transfer x (x) Learner as subject (x) x Authentic x (x)
  • 6. MULTI DISCIPLINARITY • To solve this challenge. On the one hand to develop an engaging motivating game design and on he other hand to ensure that the intended learning happens – NOT CROSS – BUT MULTI DISCIPLINARITY IS A MUST • If it is a bad game design no one will use the game – or the players will try to transform the non-game into a game • If it is a bad didactic design people will learn – but probably something else • .
  • 7. So Unite • Game Designers – The wholecrowd • Didactic Designers – SME’s, Instructional Designers and Interaction Designers • Worktogetherdevelop a language and concepts • Meetings
  • 8. Observing Constructing Re-Constructing Co-Constructing
  • 9. Observing Constructing Re-Constructing Co-Constructing
  • 11. Games and Soldiers • It is good for them: • 3-4 hours of video gaming daily proved across a large sample survey of the Army stationed in Afghanistan to provide the best protection against PTSD, depression, family violence and suicidal ideation. The only activity that provided more mental resilience was 5-6 hours of physical training daily; 3-4 hours of video gaming beat reading, music, general Internet/social networking, and physical training up to 5 hours/day. • However, more than 4 hours of gaming showed dangerous declines in mental resilience 7-8 hours a day or more, as bad as no gaming-- and no gaming was very bad.
  • 12. But War is not Good for Them • PTSD (PostTraumatic Stress Disorder) • Growing Problem • Treatment – various forms such as exposure therapy (ET)
  • 13. MultiDisciplinarity • Apex - Game Developers • Serious Games Interactive (SGI) • Falck A/S • Shelterland • PhotobiaApS • Siemens Healthcare • The Central Association of Permanent Defense Personnel (CS)
  • 14. • Region HovedstadensPsykiatri, • The Danish Research Unit of Psychological Trauma • DI - Confederation of Danish Industry • The IT University • Knowledge Lab
  • 15. OngoingProcess • What is PTSD • What makes it happen • How do we cope with it • Integration in Game & Didactic Design • To develop new practises
  • 16. Game Design • Goals • Rules • Feedback • Authentic • A Strong”Gameplay” (anotherstrangeword)
  • 17. Comming Up.. • AffectiveGaming - &Learning • AugmentedGaming - &Learning Nacke, L.E., Kalyn, M., Lough, C., Mandryk, R.L. (2011). Biofeedback Game Design: UsingDirect and IndirectPhysiologicalControl to Enhance Game Interaction. In Proceedings of CHI 2011, Vancouver, BC, Canada
  • 18. Situated learning – Multi Modal I hear, I know Deeper Auditory Learning Visual Kinaesthetic I see, I remember I do, I understand
  • 21. Assessingvs GBL 1990ies Performance Assessment in vivo fx Portfolio Does 70ies: 1970ies-80ies Performance assessment Shows How in vitro (OSCE) Knows how 1960ies: Written complex simulations Knows
  • 22. Assessingvs GBL “Generic Competences Does - How we cope if things turn out differently” Shows How Knows How Knows
  • 23. Weare not just looking!!
  • 24. References Abt, C.C. (1970/71). Serious Games. N.Y.,VikingPress Egenfeldt-Nielsen, S. (2007). Third Generation Educational Use of Computer Games. Journal of Educational Multimedia and Hypermedia. v16,3. Fullerton, T., Swain, C., Hoffman, S.(2008). Game Design Workshop: A Playcentric Approach to Creating Innovative Games. Amsterdam: Elsevier Morgan Kaufmann, 2008. Gale,K, et al (2002): TriadicAssessment, Assessment&Evaluation in HigherEducation, 27:6, 557-567 Klopfer, E., K. Squire, and H. Jenkin. n.d. Environmentaldetectives:The development of an augmented reality platform for environmentalsimulations. Los Alamitos, CA: IEEE Computer Society Publications. Logan, K.,R.(2001).The SixthLanguage: Learning a Living in the Internet Age” McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World . PenguinPress. Michael, D., &Chen, S. (2006). Serious games: Games thateducate, train and inform. Thomson: Boston, MA Miller GE.(1990) The assessment of clinical skills/competence/performance. Academic Medicine (Supplement); 65: S63-S7. Nacke, L.E., Kalyn, M., Lough, C., Mandryk, R.L. (2011). Biofeedback Game Design: UsingDirect and IndirectPhysiologicalControl to Enhance Game Interaction. In Proceedings of CHI 2011, Vancouver, BC, Canada Van der Vleuten, C. P. M., & D. Swanson, D. (1990). Assessment of Clinical Skills With Standardized Patients: State of the Art. Teaching and Learning in Medicine, 2(2), 58 - 76. Van derVleuten, C. P. M., &Newble, D. I. (1995). How can we test clinical reasoning? The Lancet, 345, 1032-1034. Van der Vleuten, C. P. M., Norman, G. R., & De Graaff, E. (1991). Pitfalls in the pursuit of objectivity: Issues of reliability. Medical Education, 25, 110-118. Van der Vleuten, C. P. M., & Schuwirth, L. W. T. (2005). Assessment of professional competence: from methods to programmes. Medical Education, 39, 309-317. Slideshows: www.slideshare.net/timbuckteeth/redesigning-learning-spaces-for-a-digital-world MHPE Lessons learned in Assesment.ppt
  • 25. illustrations • Slide # 1. By presenter • Slide # 8 By presenter • Slide # 9 By presenter + http://www.mundopapercraft.com/blog/2010/11/j osef-the-robot/ (manipulated) • Slide # 18www.slideshare.net/timbuckteeth/redesigning- learning-spaces-for-a-digital-world • Slide # 19 http://www.avantgame.com/ • Slide # 21 & 22 MHPE Lessons learned in Assesment.ppt