Presentation is loading. Please wait.

Presentation is loading. Please wait.

Beyond edutainment The educational potential of computer games 2nd European Conference on Games-Based Learning 16-17 October ‘08 Simon Egenfeldt-Nielsen,

Similar presentations


Presentation on theme: "Beyond edutainment The educational potential of computer games 2nd European Conference on Games-Based Learning 16-17 October ‘08 Simon Egenfeldt-Nielsen,"— Presentation transcript:

1 Beyond edutainment The educational potential of computer games 2nd European Conference on Games-Based Learning 16-17 October ‘08 Simon Egenfeldt-Nielsen, PhD Assistant Professor IT-University Copenhagen CEO, founder Serious Games Interactive

2 My background MA Psychology PhD Games & learning Jumping between industry & research Research projects Commercial video games for learning Educational potential of video games: GC: Palestine Research project: Serious Games on a Global Market place Computer games Global Conflicts: Palestine Global Conflicts: Latin America +10 games for clients

3 Agenda 1.Introduction: The problem & challenge 2.What is a good learning game? 3.Example: Global Conflicts: Latin America

4 The problem “Most of what goes under the name "edutainment" reminds me of George Bernard Shaw's response to a famous beauty who speculated on the marvelous child they could have together: "With your brains and my looks..." He retorted, "But what if the child had my looks and your brains?”” - Seymour Papert (1998: 88)

5 Edutainment suffers from Little intrinsic motivation : Extrinsic motivation through rewards, rather than intrinsically motivating. No integrated learning experience : Lacks integration of the learning experience with playing experience. Drill-and-practice learning principles : Rely on drill-and- practice rather exploration.

6 Edutainment limited Edutainment works for some forms of knowledge & some target groups. Simple abstract & self-contained knowledge for pre- and early school (ex. spelling, algebra, geography).

7 The opportunity ”Educational games are [can be] fundamentally different than the prevalent instructional paradigm. They are based on challenge, reward, learning through doing and guided discovery, in contrast to ”tell and test” methods of traditional instruction.” - Report of the Federation of American Scientists, ”Educational Games 2006”

8 Learning games history 101  1960s: Strong trend for role-playing, board games & simulations  1970s: Early experiments with educational games  1980s: Full-blown edutainment industry that crashes  1990s: Well-established but conservative brands  2000s: Serious Games movement starts the new century

9 In summary One crucial factor – we need to create GAMES …! We HAVE lost that loving feeling one to many times…

10 Agenda 1.Introduction: The problem & challenge 2.What is a good learning game? 3.Example: Global Conflicts: Latin America

11 Simcity 4 Civilization 4 Spore Are these learning games? Bully Are these good learning games?

12 http://www.historicanada.com/ Is this a learning game?

13 A good game A good learning game is also a good game. A good game is also a good learning game. Audiovisual Story Problem space Choices/decisions Consequence Feedback Balance Reward Engaging Challenging Substantivs Verbs Interesting

14 Are these good (learning) games? All have elements of learning. When learning focus increase, motivation tends to decrease. Substantivs (ship/cannon) Verbs (sail/shoot) Integration Motivation Focus + Motivation - - - Integration - - - Focus + + Motivation -Integration - Focus + Motivation + Integration - Focus

15 A good learning game… Audiovisual Story Problem space Choices/decisions Consequence Feedback Balance Reward Substantivs Verbs Quality & abstraction Right substantivs Right verbs Integration Motivation Focus Learning gameComputer game

16 Games are the future language for training… Provide immersive, realistic & meaningful environments… …..in which learners actually apply information to develop knowledge, attitudes and skills. A good learning game…

17 Agenda 1.Introduction: The problem & challenge 2.What is a good learning game? 3.Example: Global Conflicts: Latin America

18 Overview GC: Latin America Basic information  Platform: CD-Rom (Mac/PC).  Technology: 3D game engine Unity.  Play time: 6-8 hours.  Players: Single player.  Languages: UK, ES, DE, SE, NO, DK & FR. Primary Target group: Students, 13-19 years Secondary target group: Gamers, >16 years Subjects : Citizenship, geography, media & history Themes: Unstable democracies, border trouble, pollution, exploitation, ethnic differences, debt slavery, developing countries & immigration

19 Educational game design Freelance journalist Get the best final interview for your article 1.Find informants 2.Select strong line of inquiry 3.Get good statements 4.Build arguments 5.Use arguments to get most revealing interview Most revealing story You Goal Means Winning Trailer

20 Teaching approach Teacher talks Play Game Plenum Group discussions  Read topic overview  Overview of theme  Teacher’s manual  Topics overview  Curriculum mapping  Explore perspectives  Experience issues  Discuss experiences  Write article  Worksheets  Online companion  Debriefing  Evaluation

21 Learning approach Group work Reflective observation Active experimentation GC: Latin America Lecture Abstract concepts Concrete experiences Based on same approach as Global Conflicts: Palestine Kolb’s cycle covered with different teaching forms in the course. The teacher is crucial to facilitate a full learning experience.

22  Started during early production phase  Conducted by research assistant Rasmus Møller  Intensive period from 1 st May – 1 st July 2008  4 teachers & 33 students (8 th -12 th grade)  Only testing of game – no educational packaging Product development

23  Weekly session with students & teachers of latest build  Results plugged into power point & distributed  Problems fixed for next weekly session  Test areas: Usability, gameplay & educational experience  Final report & talk by researcher to team Small sessionsMedium sessionFull class session 2 student iterations 2 teacher iterations 8 students w. teacher 17 students w. teacher Method Weeks 1-4 Week 4-6Week 7-9

24 General positive feedback  Fun: 19/22  Learned something 16/22  Learned more than normally 13/22  Immersion important 9/22  Use knowledge important 9/22 Product development: Method Based on analysis of open-ended interviews

25 "It's a really cool way to learn. Teachers should use this” (student1) "Instead of someone telling you how it is; you get to experience it and work it out” (student2) "It sticks better when you have to work things out for yourself” (student3) Qualitative feedback (students)

26 "It's a great way to learn… Students are active seekers of knowledge" (teacher1) "We really need something like this. We scream for it because there is so little like it.” (teacher2) "It brings the conflict much closer. The problem with these conflicts are that students don't feel anything for them, because they are safe and secure here.“(teacher3) Qualitative feedback (teachers)

27 Start: Read introduction & understand game No talking outside pairs Half-way: React strongly to received arguments Compete with each other More talking between groups Boss-fight: Concentration & engagement picks up Especially motivation when they fail Competition & motivation

28  New knowledge (Good)  New places  New persons  New information  Time (Good)  Most time in the end  Statements (problematic)  Number  Speed The right way of competing can be encouraged by teacher. This will strengthen learning experience. Qualitative feedback (teachers)

29 Click there way through  Student don’t read when they see its possible not to  Work against immersion & problem-solving  Teachers expect that they can just let students play Goal with the game  Students uncertain of the goal with the game & goal in the game  Halfway through some students become uncertain of what the goal is and begins to click. Challenges

30 Summary Games are the future language for training… but we need to expand the range beyond edutainment titles to maintain momentum. A good learning game: Provide immersive, realistic & meaningful environments… …..in which learners actually apply information to develop knowledge, attitudes and skills.

31 Contact details Serious Games Interactive Griffenfeldsgade 7A, 4. floor 2200 Copenhagen S Denmark www.seriousgames.dk| www.globalconflicts.eu My details: Simon Egenfeldt-Nielsen www.egenfeldt.eu sen@seriousgames.dk © Serious Games Interactive


Download ppt "Beyond edutainment The educational potential of computer games 2nd European Conference on Games-Based Learning 16-17 October ‘08 Simon Egenfeldt-Nielsen,"

Similar presentations


Ads by Google