Design Paradox 1 © 2008 K.Becker CNIE Design Paradox: Instructional Game Design Katrin Becker, PhD.

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Presentation transcript:

Design Paradox 1 © 2008 K.Becker CNIE Design Paradox: Instructional Game Design Katrin Becker, PhD

Design Paradox 2 © 2006 K.Becker Overview Introduction “Edutainment” then and now Educational Game Debates –Paradox 1: The Importance of Being Ernest –Paradox 2: GD vs. ID –Literacies ID for ED What’s Next A selection of problems & questions – few – answers…

Design Paradox 3 © 2006 K.Becker Backstory What attracted me to CS –What I could do w/ it What got me into ID –What I could make w/ it My end goal: Teach Ed game design… ? Understand Ed game design  Understand game design  Understand software design / understand entertainment design….

Design Paradox 4 © 2006 K.Becker “Edutainment” not-so-great then and now The good, the bad, & the … Problems: I Disappear (bury them when they’re gone…) Someone is bound to say, “Hey! I like that game.” Try and find someone who will go one record saying something bad about a specific educational game… None-the-less here I go…

Design Paradox 5 © 2006 K.Becker “Edutainment” not-so-great then and now Mario is Missing Jerusalem

Design Paradox 6 © 2006 K.Becker “Edutainment” pretty good then and now Food Force NMC Campus, SL Virtual Leader Oregon Trail EcoQuest

Design Paradox 7 © 2006 K.Becker Game Debates In Game Studies: Ludology vs. Narratology In Games for Learning: Learning vs. Fun Instructional Design vs. Game Design Game as receptacle vs. Game as method

Design Paradox 8 © 2006 K.Becker Educational Game Debates To make progress in games for learning & educational game design: Step 1: Admit we have a problem. (actually, we have several) …

Design Paradox 9 © 2006 K.Becker Educational Game Debates Instructional designers suck all the fun out of games. Game designers drive all the learning out of games.

Design Paradox 10 © 2006 K.Becker Educational Game Debates Games Design is all we need. Instructional Design is all we need. Grim Fandango Real Lives

Design Paradox 11 © 2006 K.Becker Educational Game Debates All Instructional Games must have the learning fully integrated into the game story. We can wrap a game around any instruction and make it more interesting to learners.

Design Paradox 12 © 2006 K.Becker “Edutainment” then and now Did not live up to expectations So… Game designers shied away from ED games Educators became suspicious of games

Design Paradox 13 © 2006 K.Becker “Edutainment” then and now Edutainment  Serious Games Solitary gaming  multiplayer / social gaming Disciplinary  interdisciplinary More Gamers Older Gamers Internet is useful Machines are powerful Google, YouTube, DeviantArt,…

Design Paradox 14 © 2006 K.Becker Paradox 1: The importance of being Ernest Forced to play  no longer game (Roger Caillois, 1961) Play seriousness are opposites (Johan Huizinga, 1950) “I send my child to school to LEARN, not to have fun.” (unidentified teacher) FUN is a bad word. (FUN = frivolous = wasted time) Engagement isn’t.

Design Paradox 15 © 2006 K.Becker Paradox 2: GD vs. ID Instructional Design Content (what) Receptacle for content Vantage Point: Formal Education Ed. Credentials Game Design Player Experience (how) Teaching Method Vantage Point: Entertainment (SENG?) Industry Credentials

Design Paradox 16 © 2006 K.Becker Literacies Traditional Literacy = read AND write Games literacy = play AND make What about literacy w.r.t. education generally and Instructional Design in particular?

Design Paradox 17 © 2006 K.Becker Game Literacy Game Literacy w.r.t. Education means Knowing about games (beyond what we’ve heard from headlines & Jack Thompson) means –Game experience (playing) –Game Reflection (thinking about / contextualizing) Game Literacy w.r.t. Instructional Design Means All of the above PLUS –Overview of games studies (genres, context, sociological implications) –Knowledge of Game construction (the industry, commercial vs. serious, the technology…)

Design Paradox 18 © 2006 K.Becker Steps to GAME Design Literacy 1. Learning (How To) Computer Games Designing / Creating Writing / Copying (pre-designed) Programming *PLAYING*

Design Paradox 19 © 2006 K.Becker Steps to Educational (Serious) Games Design Literacy Educational Games. Computer Games Software Instructional Design Education

Design Paradox 20 © 2006 K.Becker ID for ED How to design good Ed games w/o knowing how to design good games?? How to design good Ed games (or even use COTS) w/o having played good games?? The need for credibility in formal education means ID must play a role.

Design Paradox 21 © 2006 K.Becker Summary & What’s Next Understand more about game design. Find common language for designers. Including fun. Bring literacy to Ed biz. Find ways to combine GD & ID.

Design Paradox 22 © 2006 K.Becker Image Sources: Mario (New Super Marion Bros.) Blaster (Math Blaster) photo taken of game CD sleeve Carmen San Diego Fowl Words: & Castle Explorer Brain Age AI Wars, Castle of Dr. Brain, Food Force, My Sim Aquarium, Jungle Quest, RealLives : Math Blaster: & Second Life NMC Campus: Echo: Secrets of the Lost Cavern creenindex.html creenindex.htmlThanks!