Serious Games for Higher Education: A Framework for Reducing Design Complexity Presenter: Wan-Ning Chen Professor: Ming-Puu Chen Date: January 5, 2009.

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Presentation transcript:

Serious Games for Higher Education: A Framework for Reducing Design Complexity Presenter: Wan-Ning Chen Professor: Ming-Puu Chen Date: January 5, 2009 Westera, W., Nadolski, R. J., Hummel, H. G. K. & Wopereis, I. G. J. H. (2008). Serious games for higher education: A framework for reducing design complexity. Journal of Computer Assisted Learning, 24(5),

Introduction (1/3) Various authors anticipate the great opportunities of games (and simulations) in education, because of positive effects on learning outcomes. Games can:  Provoke active learner involvement through exploration, experimentation, competition and co-operation.  Increase visualisation and challenge creativity.  Provides self-regulation, information skills, networked cooperation, problem solving strategies and critical thinking. In higher education, the mental mode of learning which reflects profundity, reflection, concentration and perseverance, seems to conflict with the mental mode of gaming which is commonly associated with amusement, fun and relaxation.

Introduction (2/3) Educators increasingly use the term “serious games” as to indicate that fun and its positive effects on motivation are not the main motives for using games in education. (Serious Game Initiative, 2002; Michael et al., 2006) The development of serious higher education games has proven to be complex, time-consuming and costly. The main objective of this paper is to provide a framework for serious game design, which serves these pedagogical goals and which simultaneously helps reducing the efforts needed for design, development and exploitation. The framework provides:  A coherent description of the games’ basic components and their interrelationships.  A shared vocabulary for game design.  Directions for efficient game development.

Introduction (3/3) First, reviewing existing game design frameworks and strategies, and explain their limited applicability for educational game design. Next, going into the topic of creating complex and challenging contexts for learning and narrow down our scope to a relevant subset of serious games, labelled as scenario-based games. The framework will be presented in three steps.  Conceptual level: Describe the separate components that make up the game.  Technical level: Present the basic system architecture for scenario-based game development.  Practical level: Present and explain principles for reducing game-design complexity. In conclusion, discussing the outcomes of this synthesis.

Hunicke et al. (2004) have developed the MDA-framework, which attempts to bridge the gap between game design, game criticism and technical game research by iteratively switching between three different levels of abstraction during game design. Unfortunately, the link with education is weak. De Freitas et al. (2006) review various frameworks that can help teachers evaluate the appropriateness of educational games and simulations for a particulare learning context. The framework focuses on evaluation rather than design and thus it does not present strategies or methods for game design. In order to strengthen the link between game design and educational design Burgos et al. (2007) have suggested to develop a framework based on the IMS- Learning Design technology specification. Practical application of the framework is hampered, because it would require complex tooling. Literature review (1/2)

Literature review (2/2) Björk et al. (2004) have suggested to work with game design patterns, which describe well-identified re-occurring problems in game design and offer reusable solutions. However, the framework provides only very little support for the integration of patterns into an appropriate game. Kiili (2007) focuses on games for experiential learning and looks into the conditions that contribute to achieve experiential flow. Although the research of Kiili explicitly links educational theory with game design, it sincerely reports not to be able to address or improve game design. Altogether, quite some valuable frameworks are available that enhance our understanding of games. But they generally provide only little design directions, often lack a pedagogical perspective and fail to suggest how to deal with game complexity.

Although complexity is a keyword for serious games, education does not require complexity per se: it demands controlled complexity in support of effective learning. Two opposite ways for generating complexity:  Complex structures can emerge from the self-organised nature of a collection of interacting agents.  Complexity can be created by design. Serious games cannot do without a pre-structured complexity that is based on a narrative or scenario, covering the dynamics of the game. So, the starting point of our approach is designed complexity rather than emergent complexity. It thus identifies a subset of serious games which can be labelled scenario-based serious games or case-based serious games. Method

Main characteristics of the subset of pursued scenario-based serious games:  The environment Learners are exposed to a challenging context for learning, that mimics real world situations, displays ambiguity and conflicting information and offers large degrees of freedom.  The learning activities Learning activities involve complex decision making, problem solving strategies, intelligent reasoning and other higher order skills. They are based on professional or academic role adoption and modelled after expert behaviour.  Multi-user Complex real world problems are likely to involve several participants. The games should thus allow multi-user scenarios.  Methodology Expert behaviour is framed by one or more methodologies or strategies, which can be used to counter trial and error behaviours, to control complexity and to act as a reference for generating relevant feedback during the game.

Method The proposed game design framework applies essentially to the subset of scenario-based games. It combines three different levels of description.  Conceptual level: a game is considered a system. Designing a game involves specification of the relevant elements. Space: covers the static configuration of the (virtual) game locations, including the associated objects, attributes and relationships Time: the evolution and the state changes of the game elements  Technical level: the basic system architecture of scenario-based game development. Required tooling system and its separate tools to deal with the development of game locations, objects, actor roles and game scenarios.  Practical level: the framework provides principles for reducing design complexity. Refer to the way the game is structured, to the feedback that is offered to learners and to the multimedia representation of the game environment, respectively.

The static game configuration The world of game play  learners carry out their learning tasks by accessing the locations of the game and the game objects.  Game play is the most critical feature of game design (Kiili, 2005). The learner world  A separate environment that extends and complements the context of the game play. The teacher world  Provides a meta-channel, transcending the game play, which allows tutors to assess progress, provide feedback and make interventions. The game management world  The different game runs are arranged and co-ordinated, users are registered and new game scenarios are added. Framework - conceptual level

Objects are the building blocks of the game environment. The principal objects of the game environment are the game’s locations. The game world may comprise different locations which can be visited and which may provide access to different tools, resources or fellow-players. Unless scenery objects are necessary to effect a realistic, cluttered context, they are likely to distract the learning rather than support it (Koumi, 2006). The objects should have some relevance for the learner’s assignment. The world of game play need not be a closed, self-contained environment. Framework - conceptual level

The dynamics of the game include the state changes of the various game components. Playing a game is just making changes in game states (Björk et al., 2004). State changes is also referred to as events. State changes are triggered when certain conditions within the game are met. Framework - conceptual level

Framework - technical level The location builder The task builder The builder The selection builder The interview builder The object evolution builder The role builder The scenario builder

Framework - technical level

Reducing structural design complexity  Option width rather than option depth  Shallow distracters Many branches of the decision tree can be omitted.  Closures Game closures are certain game states that correspond with the completion of one or more achievements and that trigger access to a new episode, activity or level of the game.  Parallel task execution Complex tasks often require the parallel or iterative execution of activities. Reducing feedback design complexity  Strategic performance feedback  Including peer feedback Reducing representation design complexity Framework - practical level

The framework has been applied to develop a system architecture and the associated tools for efficient scenario- based game development. An important goal of the approach is to reduce the efforts needed for design, development and exploitation. It must be said that in the case of sophisticated scenarios, additional support remains essential. To this end, it can be remarked that once a scenario is finalised, its structure becomes available for the community of teachers to serve as a template for reuse with different content. Additional research will be necessary to establish the framework’s effectiveness and to evaluate the learning outcomes in connection with particular scenario types. Discussion