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The Pedagogy of Commercial Games
Prepared for the IMAGINE Network Symposium Mar Katrin Becker University of Calgary March 2006 This session examines successful commercial games to connect the designs of these games with known learning and instructional design theories. K.Becker IMAGINE Network Symposium ‘06 Pedagogy & Games
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How I got here… Learning how to design and create programs
Teaching how to design and create programs Teaching how to create games (already designed) Thinking about how to design games Thinking about how to design and create educational games. ….. How to teach how to design and create educational games K.Becker IMAGINE Network Symposium ‘06 Pedagogy & Games
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“The invention of new methods that are adequate to the new ways
in which problems are posed requires far more than a simple modification of previously accepted methods." Vygotsky K.Becker IMAGINE Network Symposium ‘06 Pedagogy & Games
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New Ways to Pose Problems?
Complex Ill-structured Interconnected Different perspectives Emergent Affective Value laden Digital Games = New Method K.Becker IMAGINE Network Symposium ‘06 Pedagogy & Games
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New Ways to View Learning
Constructivism Constructionism Envactivism Activity Theory Situated Cognition K.Becker IMAGINE Network Symposium ‘06 Pedagogy & Games
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Digital Games More than a simple modification of previously accepted methods… Now what? Look at HOW… Look at exemplars: “Old Media” New Media K.Becker IMAGINE Network Symposium ‘06 Pedagogy & Games
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Why are these such good teachers?
Amos’n’Andy The West Wing K.Becker IMAGINE Network Symposium ‘06 Pedagogy & Games
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Kolb / Keirsey / Gregorc / Felder
How Do Games Teach? Learning Theories To find out how games should teach, first look at how games do teach. Place in familiar context: Learning & Instructional Theories Find contact points. Gagné Reigeluth Kolb / Keirsey / Gregorc / Felder K.Becker IMAGINE Network Symposium ‘06 Pedagogy & Games
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How Do Games Teach? Learning Theories Gagné’s Nine Events Levels
Each of these elements can be seen as a tool that facilitates learning. Levels Valorization Attract Mode Back Story P.O.V. / Perspective Point of View Trailers 2. Informing Learners of the Objective (Expectancy) 3. Stimulating Recall of Prior Learning (Retrieval) H.U.D. Heads Up Display 1. Gaining Attention (Reception) Click to progress through events Story Mode 4. Presenting the Stimulus (Selective Perception) Sandbox Mode Gagné’s Nine Events 9. Enhancing Retention and Transfer (Generalization) N.P.C. Non-Playable Characters Tutorial Mode 5. Providing Learning Guidance (Semantic Encoding) 8. Assessing Performance (Retrieval) Fan Sites & Game Communities Boss Challenges 7. Providing Feedback (Reinforcement) 6. Eliciting Performance (Responding) Cut- Scenes A.I. Artificial Intelligence Variable L.O.D. Level of Detail Transmediality K.Becker IMAGINE Network Symposium ‘06 Pedagogy & Games
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Are Games Good Teachers Too?
Learning Theories Another example.. K.Becker IMAGINE Network Symposium ‘06 Pedagogy & Games
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Are Games Good Teachers Too?
Learning Theories Each of these elements can be seen as a tool that facilitates learning. Levels Valorization Attract Mode Back Story P.O.V. / Perspective Point of View Trailers 2. Learning Prerequisite Sequences 1. Elaborative Sequence H.U.D. Heads Up Display Click to progress through strategies 7. Learner Control 3. Summary Reigeluth’s Elaboration Theory Story Mode Sandbox Mode 6. Cognitive Strategies 4. Synthesis N.P.C. Non-Playable Characters Tutorial Mode 5. Analogies Fan Sites & Game Communities Boss Challenges Cut- Scenes A.I. Artificial Intelligence Variable L.O.D. Level of Detail Transmediality K.Becker IMAGINE Network Symposium ‘06 Pedagogy & Games
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How Do Games Teach? Learning Styles Kolb / Keirsey Pedagogy & Games
K.Becker IMAGINE Network Symposium ‘06 Pedagogy & Games
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Some Learning Styles already conjure up images of various races….
How Do Games Teach? Learning Styles Idealists Kolb’s “Races” Kolb’s “Races” Keirsey’s “Races” Keirsey’s “Races” Converger Some Learning Styles already conjure up images of various races…. Guardians Assimilator Accomodator Photo: Neverwinter Nights Photo: Neverwinter Nights Photo: Legend of Zelda Photo: gamewallpapers.com Diverger Artisans Rationals Photo: Halo 2 Photo: NOX gamewallpapers.com Photo: Shenmue Photo: Metroid Prime nintelligent.net K.Becker IMAGINE Network Symposium ‘06 Pedagogy & Games
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How Do Games Teach? Learning Styles Gregorc Pedagogy & Games
K.Becker IMAGINE Network Symposium ‘06 Pedagogy & Games
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Abstract-Sequential:
How Do Games Teach? Learning Styles Concrete-Random: Syberia Gregorc’s System of Learning Concrete-Sequential: Super Monkeyball Syberia Screenshot: mobygames.com Abstract-Random: Katamari Damacy Abstract-Sequential: Myst Screenshot: mobygames.com Screenshot: mobygames.com K.Becker IMAGINE Network Symposium ‘06 Pedagogy & Games
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How Do Games Teach? Learning Styles Felder Pedagogy & Games
K.Becker IMAGINE Network Symposium ‘06 Pedagogy & Games
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How Do Games Teach? Learning Styles versus Felder’s
Index of Learning Styles Active (doing) Reflective (thinking) Felder’s Index of Learning Styles Intuitive (concepts, relationships) Sensing (facts, processes) versus Verbal (hearing, reading, saying) Visual (seeing, picturing) versus Need For Speed Sequential (step-wise) Global (leaps, random) Medal of Honor versus Black and White Screenshot: mobygames.com Civilization III Felder’s Index of Learning Styles Harvest Moon Screenshot: mobygames.com Screenshot: gamespot.com Felder’s Index of Learning Styles Felder’s Index of Learning Styles Screenshot: gamespot.com Psychonauts Screenshot: gamespot.com Roller Coaster Tycoon Electroplankton K.Becker IMAGINE Network Symposium ‘06 Pedagogy & Games
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How Do Games Teach? Learning Styles
Most successful games ALREADY allow players to approach from the perspective of various styles. What other media lets us do that? K.Becker IMAGINE Network Symposium ‘06 Pedagogy & Games
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Next Steps 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. OUTCOMES (moving towards…): Clear evidence that existing designs of commercial games already embody sound pedagogy, as found in established learning theory, even if that connection was neither conscious, nor deliberate on the part of the designers. An understanding of how digital games can be used as instructional technology informed by learning theory. A theory/theories of the kinds of learning best served through this technology. A synthesis of core requirements for instructional design relevant to games. K.Becker IMAGINE Network Symposium ‘06 Pedagogy & Games
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Next Steps Instructional Games Design
will require a thorough grounding in BOTH Instructional Design AND Games Design. Merrill’s First Principles (applied to instructional game design – core requirements?): Engagement – Solving realistic (real-life) problems Activation – Start Where the player/learner is. Demonstration – Show them what we want them to learn – don’t just tell them. Application – New knowledge must be applied to solve problems. Integration – Motivate to apply what was learned K.Becker IMAGINE Network Symposium ‘06 Pedagogy & Games Promo shot
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