K.Becker nmc online conf.’05Pedagogy & Games The Pedagogy of Commercial Games Katrin Becker University of Calgary November 2005 This session examines successful.

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K.Becker nmc online conf.’05Pedagogy & Games The Pedagogy of Commercial Games Katrin Becker University of Calgary November 2005 This session examines successful commercial games to connect the designs of these games with known learning and instructional design theories. Prepared for the NMC Online Conference on Educational Gaming Dec

K.Becker nmc online conf.’05Pedagogy & Games Why are these such good teachers? Amos’n’Andy The West Wing

K.Becker nmc online conf.’05Pedagogy & Games How Do Games Teach? Learning Theories Back Story Boss Challenges Levels H.U.D. Heads Up Display Cut- Scenes Attract Mode N.P.C. Non-Playable Characters A.I. Artificial Intelligence P.O.V. / Perspective Point of View Variable L.O.D. Level of Detail Sandbox Mode Story Mode Transmediality Gagné’s Nine Events Nine Events Trailers Valorization Fan Sites & Game Communities Each of these elements can be seen as a tool that facilitates learning. 1. Gaining Attention (Reception) 2. Informing Learners of the Objective (Expectancy) 3. Stimulating Recall of Prior Learning (Retrieval) 4. Presenting the Stimulus (Selective Perception) 5. Providing Learning Guidance (Semantic Encoding) 6. Eliciting Performance (Responding) 7. Providing Feedback (Reinforcement) 8. Assessing Performance (Retrieval) 9. Enhancing Retention and Transfer (Generalization) Tutorial Mode Click to progress through events

K.Becker nmc online conf.’05Pedagogy & Games Are Games Good Teachers Too? Each of these elements can be seen as a tool that facilitates learning. Learning Theories 1. Elaborative Sequence 2. Learning Prerequisite Sequences 3. Summary 4. Synthesis 5. Analogies 6. Cognitive Strategies 7. Learner Control ReigeluthReigeluth’s Elaboration Theory Elaboration Theory Back Story Boss Challenges Levels H.U.D. Heads Up Display Cut- Scenes Attract Mode N.P.C. Non-Playable Characters A.I. Artificial Intelligence P.O.V. / Perspective Point of View Variable L.O.D. Level of Detail Sandbox Mode Story Mode Transmediality Trailers Valorization Fan Sites & Game Communities Tutorial Mode Click to progress through strategies

K.Becker nmc online conf.’05Pedagogy & Games Some Learning Styles already conjure up images of various races…. Idealists Photo: Neverwinter Nights Photo: Neverwinter Nights How Do Games Teach? Learning Styles Learning StylesRationals Assimilator Artisans KeirseyKeirsey’s “Races” Photo: Metroid Prime nintelligent.netnintelligent.net Photo: NOX gamewallpapers.comgamewallpapers.com KeirseyKeirsey’s “Races” KolbKolb’s “Races” KolbKolb’s “Races” Accomodator Diverger Photo: gamewallpapers.comgamewallpapers.com Photo: Legend of Zelda wallpapers.com wallpapers.com Photo: Shenmue Converger Photo: Halo 2 computer-wallpapers.comwww.free- computer-wallpapers.com

K.Becker nmc online conf.’05Pedagogy & Games Concrete-Sequential: Super Monkeyball Concrete-Sequential: Super Monkeyball Screenshot: mobygames.commobygames.com How Do Games Teach? Learning Styles Abstract-Random: Katamari Damacy Abstract-Sequential: Myst Concrete-Random: Syberia GregorcGregorc’s System of Learning Syberia Screenshot: mobygames.commobygames.com Screenshot: mobygames.commobygames.com

K.Becker nmc online conf.’05Pedagogy & Games Medal of HonorBlack and White How Do Games Teach? Learning Styles Learning Styles FelderFelder’s Index of Learning Styles Active (doing)Reflective (thinking) versu s Screenshot: mobygames.commobygames.com FelderFelder’s Index of Learning Styles Civilization IIIHarvest Moon Sensing (facts, processes) Intuitive (concepts, relationships) versu s Screenshot: gamespot.comgamespot.comScreenshot: mobygames.commobygames.com FelderFelder’s Index of Learning Styles FelderFelder’s Index of Learning Styles Visual (seeing, picturing) Verbal (hearing, reading, saying) versu s Screenshot: gamespot.comgamespot.com Electroplankton Need For Speed FelderFelder’s Index of Learning Styles Psychonauts Screenshot: gamespot.comgamespot.com versu s Global (leaps, random) Roller Coaster Tycoon Sequential (step-wise)

K.Becker nmc online conf.’05Pedagogy & Games Next Steps Promo shot Merrill’s First Principles (applied to instructional game design): 1.Engagement – Solving problems 2.Activation – Start Where the player/learner is. 3.Demonstration – Show them what we want them to learn – don’t just tell them. 4.Application – New knowledge must be applied to solve problems. 5.Integration – Motivate to apply what was learned Knowing why a game is good is not the same as knowing how to make a game good, but it is a necessary first step. Instructional Games Design will require a thorough grounding in BOTH BOTH Instructional Design AND Games Design.