SlideShare uma empresa Scribd logo
1 de 47
Baixar para ler offline
1




  Why Games Work –
The Science of Learning

       Curtiss Murphy
     (cmmurphy@alionscience.com)
        Army Games For Training
            March 27, 2012
2




  PART 1

Introduction
Contents       3




1 – Intro
2 – Science of Learning
3 – Why Games Work
4 – Game Design
5 – Conclusion
The Goal              4




Learning
 Theory

            Game
            Design



                      Awesome!
Resources and References                                          5


                           US Army
                    Fundamentals of Instruction

                             US Navy
                       Revolution In Training

                              US Air Force
                            Train the Trainers

                              US FAA
                  Aviation Instructor‟s Handbook

            Susan Coleman       Clint Bowers       Bruno Frey

             Jan Cannon-Bowers       Robert Green       John Lee

            Richard Ryan      Richard Van Eck      James Buchanan

           Talib Hussain      Edwin Locke       Richard Wainess

            Dustin Chertoff     Michael Guerrero      Kerry Moffit

           Ellen Menaker       Alan Koenig        Kelly Pounds

            Richard Blunt       Mitchell Wade      Curtiss Murphy
6



              PART 2

       The Science of
         Learning
“Teaching is a wonderful way to learn.”
           Carol Dweck (32)
What Improves Learning?                    7




  Laws of Learning 1,2,3,31,30
          Readiness

          Exercise

          Effect

          Intensity

          Primacy     (**)

          Recency (**)

 ** Primacy & Recency are based on time
   And are beyond the scope of this talk
Zoom   In30                 8




                       Laws of Learning
Laws of Learning         For Games
  Readiness           Motivation

  Exercise            Feedback

  Effect              Practice

  Intensity           Positive Feelings

  Primacy             Intensity

  Recency             Choice/Involvement
Motivation and Feedback             9




• Motivation (1-6,20,22,31)
  – Part of „Readiness‟
  – The holy grail
  – Increases learning, retention, and
    student performance

• Feedback (1-4,8,23,31)
  – Part of „Exercise‟
  – Is how we perceive progress
  – Correlates actions to outcomes
Practice and Effect                     10




• Practice (1-4,21,31,33)
   – Part of „Exercise‟
   – “A student learns by applying what he has
     been taught.” – USAF
   – Time on task creates opportunities to learn


• Positive Feelings (1-4,31,33)
   – „Law of Effect‟
   – Learning is stronger with pleasant emotions
   – Keeps students engaged longer
Intensity and Choice                     11




• Intensity (1-4,33)
   – Learning increases with vivid, sharp,
     intense activities (positive or negative)
   – Practiced activities are more intense than
     passive lessons or texts

• Choice/Involvement (1-3,25,31,33)
   – Sub-parts of Effect, Readiness, and
     Intensity
   – Choice of challenge affects motivation
   – Coercion and external rewards are
     negatively associated with learning
Change Perspective   12




• Flip it around
13




    PART 3

Why Games Work
The Big Question   14




     Why Do Games Work?


• Is it art?
• Is it mystical?
• Is it a secret?
The Answer                15




• Games work for the same reasons
  that learning works (30)
         Motivation

         Feedback

         Practice

         Positive Feelings

         Intensity

         Choice/Involvement
What?   16
What‟s It Mean?         17




     If true…
   Motivation

   Feedback

   Practice

   Positive Feelings

   Intensity

   Choice/Involvement
18




            PART 4

      Game Design
“Game Design is more art than science,
  more like cooking than chemistry.” –
             Jesse Schell (11)
Game Techniques   (30)   19




1.   Flow
2.   Feedback
3.   Simplicity
4.   Choice
5.   Practice
6.   Fun
1 - Flow                              20




• The „state in which people are so
  involved in an activity that nothing
  else seems to matter‟ (8)
      • Mihaly Csikszentmihalyi


• Optimal human experience
• Complete focus
• Distorted time

  (References: 5, 6, 7, 8, 9, 11, 15, 19, 20, 23, 26, 31, 33)
Why Flow Matters           21




• The essence of games
  – It‟s why we play


• Flow
  – Is intrinsically motivating
  – Is a “magnet for learning” (9)
  – Is pleasurable
How to Create Flow?                       22




• There are four conditions for Flow:
                • Understand what must be done



                • Is how we perceive progress
                • Usually immediate


                • Goal is challenging
                • But within abilities
                • And not overly long


                • Lack of distractions
                • Can fully attend to task
What Flow Looks Like           23




  Difficulty
               Too Hard

                     LO W
                    F Too Easy
                              Time/Skill

Flow creates a cycle of increasing learning
2 - Feedback in Games                             24




• Two Types (30)
• Type One - short term
  – Immediate Progress
  – Task completion




  – Natural
    consequences


                         Sims 3   Damage Control Trainer
Feedback in Games                                  25


                                                     Everquest 2
• Type two – holistic
    – Repetition - play again
    – Player development
    – Narrative progression
    – „Meta‟ growth




Damage Control Trainer                       Royal Envoy

                         League of Legends
3 - Simplicity                   26




• Games simplify the world to
  “goals and rules” -Csikszentmihalyi (8)


• Games offer transcendence:
   “the player is more powerful in the game
   world than they are in the real world.” –
   Schell (11)
Simplicity           27




• Journey(PS3) - NO UI or HUD!
Simplicity (26,30,31)            28




• Simple Interfaces
  – Highlight goals
  – Provide feedback
  – Reduce difficulty
  – Minimize distractions
• Simplicity  Flow                       Tiny Wings
    Difficulty




                 Too Hard

                       OW
                     FL Too Easy
                            Time/Skill
4-   Choice (26,30)            29




• Games are “just a series of
  interesting and meaningful choices” –
  Sid Meier

• Wait!
  – There are some big „Buts!‟
Paradox of Choice       30




• Barry Schwartz
  – Some choice is good
    • Too much choice is bad!
Paradox of         Choice (26,30,33)    31




• Three problems:
  – 1) Increased difficulty
    • Option paralysis
    • Postpone decisions
  – 2) Worse decisions
    • People are not good at comparing
    • We simplify the criteria ( random)
  – 3) Regret & loss
The Impact!          (10, 7, 30)   32




• Breaks Flow!
  – Feedback – confused
  – Difficulty – increased
  – Lots of distractions


• Decreases motivation
5 – Practice in Games           (26,30,33)     33




• Practice promotes mastery
• Replay and failure
  – With games, “failure is a part of the
    process that leads to success” – Beck (13)


• Don‟t break flow! (27)
  – Excessive practice
  – Instant death
  – Long recoveries
Repetition…     Again… (27)   34




• Example
 – Closing doors. Over…
   • And over
     – And over …
     – Until …
 – Transference!
6 - Fun              35




• „Fun‟ is hard to define
  – But matters
• Fun is “Another word for learning” (12)
     -   Raph Koster
• Includes (26,30,33)
  – Engagement
  – Satisfaction                 Positive
  – Fiero (triumph)              Feelings
  – The joy of doing
36




          PART 5

      Conclusion
“Rewards … turned play into work,
   and the player into a pawn”
        – Edward Deci (5)
Perspective… Again…   37
Putting It All Together                        38




Laws of       Game
Learning      Techniques
Motivation    Flow. Intrinsic Motivation. Games are
              fun. Moment to moment decisions.


              Feedback is essential to games. Part
Feedback      of flow. Simplicity correlates actions to
              outcomes. Near-term/holistic.

Practice      Practice to promote mastery. Failure.
              Increasing difficulty. Repetition.
Putting It All Together (cont)                  39




Laws of      Game
Learning     Techniques
Positive     Fun. Flow is pleasurable. Simplicity
Feelings     and involvement encourages
             accomplishment and mastery.
             Flow is intense focus. Feedback loop
Intensity    is intense actions/outcomes.
             Engagement & Immersion (30,33).

Choice/     Games simplify the world to
Involvement meaningful decisions. Learning via
            moment to moment actions.
The Question and the Answer              40




• Q: Why Do Games Work?
 – A: For the same reasons as learning!
             Motivation

             Feedback

             Practice

             Positive Feelings

             Intensity

             Choice/Involvement
The Goal              41




Learning
 Theory

            Game
            Design



                      Awesome!
A Change in Perspective!                  42




                  Motivation

                  Feedback

                  Practice
Learning Theory                        Game Design
                  Positive Feelings

                  Intensity

                  Choice/Involvement




                      Awesome!
43


      THE END
  Why Games Work –
The Science of Learning

    Thank you for attending!



         Curtiss Murphy
    cmmurphy@alionscience.com
Bibliography (1)                                             44


•   DoD References
    1) Fundamentals of Instruction, US Army
    2) Revolution in Training, US Navy
    3) Train the Trainers, US Air Force
    31) Aviation Instructor’s Handbook, Federal Aviation Administration (FAA)

•   Books - Learning Science and Psychology
    4) How People Learn, National Research Council, 2000
    5) Why We Do What We Do, Edward Deci, 1995
    6) Drive – The Surprising Truth About What Motivates Us, Daniel Pink, 2009
    7) The Paradox of Choice, Barry Schwartz, 2005
    8) Flow – Psychology of Optimal Performance, Mihaly Csikmszentmihalyi, 1990
    9) Finding Flow, Mihaly Csikszentmihalyi, 1997
    10) Cost and Choice: An Inquiry in Economic Theory, James Buchanan, 1999
    15) Flourish – A Visionary New Understanding of Happiness and Well-Being,
        Martin Seligman, 2011
    32) Mindset, Carol Dweck, 2008

•   Books - Game Design
    11) The Art of Game Design, A Book of Lenses, Jesse Schell, 2008
    12) A Theory of Fun for Game Design, Raph Koster, 2005
    13) Got Game, John Beck, Mitchell Wade, 2004
    14) Serious Game Design and Development, Cannon-Bowers and Bowers, 2010
Bibliography (2)                                              45



• Articles, Research Papers, Journals
   16) “Today’s Video Gamer, It Might Not Be Who You Think”, CNN, 2011
   17) “Do Serious Games Work? Results From Three Studies”, Richard Blunt,
      2009
   18) “Digital Game-Based Learning: It’s Not Just the Digital Natives Who Are
      Restless”, Van Eck, 2006
   19) “Not Just for the Money: An Economic Theory of Personal Motivation”,
      Bruno Frey. 1997
   20) “Self-determination Theory and the Facilitation of Intrinsic Motivation,
      Social Development, and Well-being”, Richard Ryan, Edward Deci. 2000
   21) “Repetition and Learning”, Robert Green, 2009
   22) “Toward a Theory of Task Motivation and Incentive”, Edwin Locke, 1968
   23) “Instruction and Gaming Elements - What Are They and What Is Their
      Intersection”, Clint Bowers, 2011 (in press)
   24) “The pleasures of immersion and engagement: schemas, scripts, and the
      fifth business”, J Douglas and Andrew Hargadon, 2001
   25)“Motivating Learning in Young Children”, National Association of School
      Psychologists, 2007
Bibliography (3)                                             46



• Author‟s Prior Research
  26)“Designing Effective Games – Flow, Motivation, and Fun”, Murphy,
     Chertoff, Guerrero, Moffit, 2011 (in press)
  27)“How to Build an Award Winning Training Game”, Murphy, 2010
  28)“Designing and Developing Effective Training Games for the US Navy”,
     Hussain, Moffit, Bowers, Cannon-Bowers, Menaker, Pounds, Koenig,
     Wainess, Lee, Murphy. 2009
  29)“Damage Control Trainer – A Serious Games Case Study”, Murphy,
     Hussain, 2009.
  30)“Why Games Work and the Science of Learning”, Murphy, 2011
  33) “Creating Flow, Motivation, & Fun in Learning Games”, Murphy, Chertoff,
     Guerrero, Moffitt, 2012.
Bibliography (4)                                      47


•   Games and photos are copyright of their respective owners
    – Licensed by „Fair Use‟ or „Creative Commons Attribution‟ license

•   Game Acknowledgements
    –   Damage Control Trainer (US Navy, Ratheon, Alion, IDSI, IDEAS, UCF)
    –   Sims 3 (Electronic Arts)
    –   Everquest 2 (Sony)
    –   Royal Envoy (Playrix)
    –   League of Legends (Riot)
    –   Journey (ThatGameCompany)
    –   Tiny Wings (Andreas Illiger)
    –   Red Dead Redemption (Rockstar Games)
    –   7 Little Words (Blue Ox Technologies)

•   Photo Credits (Flickr.com)
    –   Forest Fairy (Deeble)
    –   Thinking (gavinzac)
    –   Guitar Hero 1 (Severin Sadjina)
    –   Interobang (Stewf)
    –   Designed for men, by women (Kaptain Kobold)
    –   Colorful door (Brentdanly)
    –   Domino Spiral (fracturedpixel)
    –   Bird Amazement (skywidedesign)
    –   Green Pac-Man (Patrick Hoesly)
    –   Electric me with more lazers (navfy)
    –   Red Dead Redemption (Gamer Gourmet)
    –   Magic of the holidays (jmtimages)
    –   Teaching the adult learning cycle (pmorgan)
    –   I will meet you in the garden gate (bitzcelt)

Mais conteúdo relacionado

Destaque

Training & Development (Train The Trainer ) Workshop
Training & Development (Train The Trainer ) WorkshopTraining & Development (Train The Trainer ) Workshop
Training & Development (Train The Trainer ) Workshop
Consultants for Business Leaders
 
Ice breaker brain teasers
Ice breaker   brain teasersIce breaker   brain teasers
Ice breaker brain teasers
Anupriya Balaji
 
IIW-2009a Games (Session F10)
IIW-2009a Games (Session F10)IIW-2009a Games (Session F10)
IIW-2009a Games (Session F10)
Nancy Frishberg
 
Train the Trainer
Train the TrainerTrain the Trainer
Train the Trainer
snehnad86
 

Destaque (20)

Concentration Building for Kids with Brain Training Games
Concentration Building for Kids with Brain Training GamesConcentration Building for Kids with Brain Training Games
Concentration Building for Kids with Brain Training Games
 
Train The Trainer
Train The TrainerTrain The Trainer
Train The Trainer
 
Training of Trainers
Training of TrainersTraining of Trainers
Training of Trainers
 
Train the trainer
Train the trainerTrain the trainer
Train the trainer
 
Training & Development (Train The Trainer ) Workshop
Training & Development (Train The Trainer ) WorkshopTraining & Development (Train The Trainer ) Workshop
Training & Development (Train The Trainer ) Workshop
 
Train the trainer Training
Train the trainer TrainingTrain the trainer Training
Train the trainer Training
 
Training games
Training gamesTraining games
Training games
 
Train The Trainer For Sharing
Train The Trainer For SharingTrain The Trainer For Sharing
Train The Trainer For Sharing
 
Ice breaker brain teasers
Ice breaker   brain teasersIce breaker   brain teasers
Ice breaker brain teasers
 
Train The Trainer Power Point Presentation
Train The Trainer   Power Point PresentationTrain The Trainer   Power Point Presentation
Train The Trainer Power Point Presentation
 
Mind Habits Emotion Trainer Games For Health 2008
Mind Habits Emotion Trainer   Games For Health 2008Mind Habits Emotion Trainer   Games For Health 2008
Mind Habits Emotion Trainer Games For Health 2008
 
Free Online Tools For Trainers
Free Online Tools For TrainersFree Online Tools For Trainers
Free Online Tools For Trainers
 
Character Development for Video Games
Character Development for Video GamesCharacter Development for Video Games
Character Development for Video Games
 
TRAIN THE TRAINER BY- MUKESH BHALSE
TRAIN THE TRAINER BY- MUKESH BHALSETRAIN THE TRAINER BY- MUKESH BHALSE
TRAIN THE TRAINER BY- MUKESH BHALSE
 
IIW-2009a Games (Session F10)
IIW-2009a Games (Session F10)IIW-2009a Games (Session F10)
IIW-2009a Games (Session F10)
 
Fun & Games at Work
Fun & Games at WorkFun & Games at Work
Fun & Games at Work
 
Train the Trainer
Train the TrainerTrain the Trainer
Train the Trainer
 
Train The Trainer
Train The TrainerTrain The Trainer
Train The Trainer
 
Interactive Storytelling - lecture slides 2012
Interactive Storytelling - lecture slides 2012Interactive Storytelling - lecture slides 2012
Interactive Storytelling - lecture slides 2012
 
Game Art Bible - Secret Sauce to Making Great Game Art
Game Art Bible - Secret Sauce to Making Great Game ArtGame Art Bible - Secret Sauce to Making Great Game Art
Game Art Bible - Secret Sauce to Making Great Game Art
 

Semelhante a Why Games Work- The Science of Learning

Ssc107 july2010 revision.bb
Ssc107 july2010 revision.bbSsc107 july2010 revision.bb
Ssc107 july2010 revision.bb
piscesxsmile
 
Cvtc presentation
Cvtc presentationCvtc presentation
Cvtc presentation
Jan Seiter
 
Tobi Saulnier - Cognitive Bias Training Game Valuable for Everything from Law...
Tobi Saulnier - Cognitive Bias Training Game Valuable for Everything from Law...Tobi Saulnier - Cognitive Bias Training Game Valuable for Everything from Law...
Tobi Saulnier - Cognitive Bias Training Game Valuable for Everything from Law...
SeriousGamesAssoc
 

Semelhante a Why Games Work- The Science of Learning (20)

Ssc107 july2010 revision.bb
Ssc107 july2010 revision.bbSsc107 july2010 revision.bb
Ssc107 july2010 revision.bb
 
Emotions in game and narrative - 20141204
Emotions in game and narrative - 20141204Emotions in game and narrative - 20141204
Emotions in game and narrative - 20141204
 
Gameful Design for Learning
Gameful Design for LearningGameful Design for Learning
Gameful Design for Learning
 
Cvtc presentation
Cvtc presentationCvtc presentation
Cvtc presentation
 
Game Sense
Game SenseGame Sense
Game Sense
 
Role of teacher as motivator
Role of teacher as motivatorRole of teacher as motivator
Role of teacher as motivator
 
Best Practices Around Implementing Educational Games
Best Practices Around Implementing Educational GamesBest Practices Around Implementing Educational Games
Best Practices Around Implementing Educational Games
 
Steven Weitz and Mary Rasley - The Edugaming Framework: Keeping the Quiz out ...
Steven Weitz and Mary Rasley - The Edugaming Framework: Keeping the Quiz out ...Steven Weitz and Mary Rasley - The Edugaming Framework: Keeping the Quiz out ...
Steven Weitz and Mary Rasley - The Edugaming Framework: Keeping the Quiz out ...
 
Would the real Mary Poppins please stand up? Approaches and Methods in Gamefu...
Would the real Mary Poppins please stand up? Approaches and Methods in Gamefu...Would the real Mary Poppins please stand up? Approaches and Methods in Gamefu...
Would the real Mary Poppins please stand up? Approaches and Methods in Gamefu...
 
PROCEDE 2014- PLCs in Action
PROCEDE 2014- PLCs in ActionPROCEDE 2014- PLCs in Action
PROCEDE 2014- PLCs in Action
 
Gamification - Engineering happiness
Gamification - Engineering happinessGamification - Engineering happiness
Gamification - Engineering happiness
 
Seriously fun
Seriously funSeriously fun
Seriously fun
 
J.D. Fletcher, Institute of Defense Analyses and Sigmond Tobias, SUNY
J.D. Fletcher, Institute of Defense Analyses and Sigmond Tobias, SUNYJ.D. Fletcher, Institute of Defense Analyses and Sigmond Tobias, SUNY
J.D. Fletcher, Institute of Defense Analyses and Sigmond Tobias, SUNY
 
Th -11-00--davis-reduced
Th -11-00--davis-reducedTh -11-00--davis-reduced
Th -11-00--davis-reduced
 
Group games and activities
Group games and activitiesGroup games and activities
Group games and activities
 
Group games and activities
Group games and activitiesGroup games and activities
Group games and activities
 
Game sense approach rationale
Game sense approach rationaleGame sense approach rationale
Game sense approach rationale
 
Gamification of Learning (High Tech, High Touch course)
Gamification of Learning (High Tech, High Touch course)Gamification of Learning (High Tech, High Touch course)
Gamification of Learning (High Tech, High Touch course)
 
Tobi Saulnier - Cognitive Bias Training Game Valuable for Everything from Law...
Tobi Saulnier - Cognitive Bias Training Game Valuable for Everything from Law...Tobi Saulnier - Cognitive Bias Training Game Valuable for Everything from Law...
Tobi Saulnier - Cognitive Bias Training Game Valuable for Everything from Law...
 
Learning Game Design Workshop
Learning Game Design WorkshopLearning Game Design Workshop
Learning Game Design Workshop
 

Mais de Brian Lucke

More Capability for Less: PEO C3T finds efficiencies as it continues to upgra...
More Capability for Less: PEO C3T finds efficiencies as it continues to upgra...More Capability for Less: PEO C3T finds efficiencies as it continues to upgra...
More Capability for Less: PEO C3T finds efficiencies as it continues to upgra...
Brian Lucke
 
Beyond the Horizon: Defining Army Core Competencies for the 21st Century
Beyond the Horizon: Defining Army Core Competencies for the 21st CenturyBeyond the Horizon: Defining Army Core Competencies for the 21st Century
Beyond the Horizon: Defining Army Core Competencies for the 21st Century
Brian Lucke
 
Army Low Overhead Training Toolkit (ALOTT)
Army Low Overhead Training Toolkit (ALOTT)Army Low Overhead Training Toolkit (ALOTT)
Army Low Overhead Training Toolkit (ALOTT)
Brian Lucke
 

Mais de Brian Lucke (13)

Fielding Made Simpler
Fielding Made SimplerFielding Made Simpler
Fielding Made Simpler
 
More Capability for Less: PEO C3T finds efficiencies as it continues to upgra...
More Capability for Less: PEO C3T finds efficiencies as it continues to upgra...More Capability for Less: PEO C3T finds efficiencies as it continues to upgra...
More Capability for Less: PEO C3T finds efficiencies as it continues to upgra...
 
CJCS Mission Command White Paper 2012
CJCS Mission Command White Paper 2012CJCS Mission Command White Paper 2012
CJCS Mission Command White Paper 2012
 
Micro-Grid Power: Working Intelligently and Working Together
Micro-Grid Power: Working Intelligently and Working TogetherMicro-Grid Power: Working Intelligently and Working Together
Micro-Grid Power: Working Intelligently and Working Together
 
VBS2 2.0 Update March 2012
VBS2 2.0 Update March 2012VBS2 2.0 Update March 2012
VBS2 2.0 Update March 2012
 
"Soldier Power"
"Soldier Power""Soldier Power"
"Soldier Power"
 
The US Army Squad: Foundation of the Decisive Force
The US Army Squad: Foundation of the Decisive ForceThe US Army Squad: Foundation of the Decisive Force
The US Army Squad: Foundation of the Decisive Force
 
Beyond the Horizon: Defining Army Core Competencies for the 21st Century
Beyond the Horizon: Defining Army Core Competencies for the 21st CenturyBeyond the Horizon: Defining Army Core Competencies for the 21st Century
Beyond the Horizon: Defining Army Core Competencies for the 21st Century
 
Army Low Overhead Training Toolkit (ALOTT)
Army Low Overhead Training Toolkit (ALOTT)Army Low Overhead Training Toolkit (ALOTT)
Army Low Overhead Training Toolkit (ALOTT)
 
Modernizing the Military Retirement System
Modernizing the Military Retirement SystemModernizing the Military Retirement System
Modernizing the Military Retirement System
 
Aviation Warrant Officer Advanced Course (AWOAC)
Aviation Warrant Officer Advanced Course (AWOAC)Aviation Warrant Officer Advanced Course (AWOAC)
Aviation Warrant Officer Advanced Course (AWOAC)
 
FM 7-0 Training Units and Developing Leaders for Full Spectrum Operations
FM 7-0 Training Units and Developing Leaders for Full Spectrum OperationsFM 7-0 Training Units and Developing Leaders for Full Spectrum Operations
FM 7-0 Training Units and Developing Leaders for Full Spectrum Operations
 
VBS2 Introduction & v1.5 Details
VBS2 Introduction & v1.5 DetailsVBS2 Introduction & v1.5 Details
VBS2 Introduction & v1.5 Details
 

Último

1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdf
QucHHunhnh
 
Gardella_PRCampaignConclusion Pitch Letter
Gardella_PRCampaignConclusion Pitch LetterGardella_PRCampaignConclusion Pitch Letter
Gardella_PRCampaignConclusion Pitch Letter
MateoGardella
 
Beyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactBeyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global Impact
PECB
 
Making and Justifying Mathematical Decisions.pdf
Making and Justifying Mathematical Decisions.pdfMaking and Justifying Mathematical Decisions.pdf
Making and Justifying Mathematical Decisions.pdf
Chris Hunter
 

Último (20)

Web & Social Media Analytics Previous Year Question Paper.pdf
Web & Social Media Analytics Previous Year Question Paper.pdfWeb & Social Media Analytics Previous Year Question Paper.pdf
Web & Social Media Analytics Previous Year Question Paper.pdf
 
Measures of Dispersion and Variability: Range, QD, AD and SD
Measures of Dispersion and Variability: Range, QD, AD and SDMeasures of Dispersion and Variability: Range, QD, AD and SD
Measures of Dispersion and Variability: Range, QD, AD and SD
 
Unit-IV- Pharma. Marketing Channels.pptx
Unit-IV- Pharma. Marketing Channels.pptxUnit-IV- Pharma. Marketing Channels.pptx
Unit-IV- Pharma. Marketing Channels.pptx
 
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptxINDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
 
Holdier Curriculum Vitae (April 2024).pdf
Holdier Curriculum Vitae (April 2024).pdfHoldier Curriculum Vitae (April 2024).pdf
Holdier Curriculum Vitae (April 2024).pdf
 
Mixin Classes in Odoo 17 How to Extend Models Using Mixin Classes
Mixin Classes in Odoo 17  How to Extend Models Using Mixin ClassesMixin Classes in Odoo 17  How to Extend Models Using Mixin Classes
Mixin Classes in Odoo 17 How to Extend Models Using Mixin Classes
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdf
 
Measures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeMeasures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and Mode
 
Gardella_PRCampaignConclusion Pitch Letter
Gardella_PRCampaignConclusion Pitch LetterGardella_PRCampaignConclusion Pitch Letter
Gardella_PRCampaignConclusion Pitch Letter
 
Mattingly "AI & Prompt Design: The Basics of Prompt Design"
Mattingly "AI & Prompt Design: The Basics of Prompt Design"Mattingly "AI & Prompt Design: The Basics of Prompt Design"
Mattingly "AI & Prompt Design: The Basics of Prompt Design"
 
Beyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactBeyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global Impact
 
Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"
Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"
Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"
 
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptxSOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
 
Making and Justifying Mathematical Decisions.pdf
Making and Justifying Mathematical Decisions.pdfMaking and Justifying Mathematical Decisions.pdf
Making and Justifying Mathematical Decisions.pdf
 
Basic Civil Engineering first year Notes- Chapter 4 Building.pptx
Basic Civil Engineering first year Notes- Chapter 4 Building.pptxBasic Civil Engineering first year Notes- Chapter 4 Building.pptx
Basic Civil Engineering first year Notes- Chapter 4 Building.pptx
 
Nutritional Needs Presentation - HLTH 104
Nutritional Needs Presentation - HLTH 104Nutritional Needs Presentation - HLTH 104
Nutritional Needs Presentation - HLTH 104
 
Class 11th Physics NEET formula sheet pdf
Class 11th Physics NEET formula sheet pdfClass 11th Physics NEET formula sheet pdf
Class 11th Physics NEET formula sheet pdf
 
psychiatric nursing HISTORY COLLECTION .docx
psychiatric  nursing HISTORY  COLLECTION  .docxpsychiatric  nursing HISTORY  COLLECTION  .docx
psychiatric nursing HISTORY COLLECTION .docx
 
Código Creativo y Arte de Software | Unidad 1
Código Creativo y Arte de Software | Unidad 1Código Creativo y Arte de Software | Unidad 1
Código Creativo y Arte de Software | Unidad 1
 
Introduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The BasicsIntroduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The Basics
 

Why Games Work- The Science of Learning

  • 1. 1 Why Games Work – The Science of Learning Curtiss Murphy (cmmurphy@alionscience.com) Army Games For Training March 27, 2012
  • 2. 2 PART 1 Introduction
  • 3. Contents 3 1 – Intro 2 – Science of Learning 3 – Why Games Work 4 – Game Design 5 – Conclusion
  • 4. The Goal 4 Learning Theory Game Design Awesome!
  • 5. Resources and References 5 US Army Fundamentals of Instruction US Navy Revolution In Training US Air Force Train the Trainers US FAA Aviation Instructor‟s Handbook Susan Coleman Clint Bowers Bruno Frey Jan Cannon-Bowers Robert Green John Lee Richard Ryan Richard Van Eck James Buchanan Talib Hussain Edwin Locke Richard Wainess Dustin Chertoff Michael Guerrero Kerry Moffit Ellen Menaker Alan Koenig Kelly Pounds Richard Blunt Mitchell Wade Curtiss Murphy
  • 6. 6 PART 2 The Science of Learning “Teaching is a wonderful way to learn.” Carol Dweck (32)
  • 7. What Improves Learning? 7 Laws of Learning 1,2,3,31,30 Readiness Exercise Effect Intensity Primacy (**) Recency (**) ** Primacy & Recency are based on time And are beyond the scope of this talk
  • 8. Zoom In30 8 Laws of Learning Laws of Learning For Games Readiness Motivation Exercise Feedback Effect Practice Intensity Positive Feelings Primacy Intensity Recency Choice/Involvement
  • 9. Motivation and Feedback 9 • Motivation (1-6,20,22,31) – Part of „Readiness‟ – The holy grail – Increases learning, retention, and student performance • Feedback (1-4,8,23,31) – Part of „Exercise‟ – Is how we perceive progress – Correlates actions to outcomes
  • 10. Practice and Effect 10 • Practice (1-4,21,31,33) – Part of „Exercise‟ – “A student learns by applying what he has been taught.” – USAF – Time on task creates opportunities to learn • Positive Feelings (1-4,31,33) – „Law of Effect‟ – Learning is stronger with pleasant emotions – Keeps students engaged longer
  • 11. Intensity and Choice 11 • Intensity (1-4,33) – Learning increases with vivid, sharp, intense activities (positive or negative) – Practiced activities are more intense than passive lessons or texts • Choice/Involvement (1-3,25,31,33) – Sub-parts of Effect, Readiness, and Intensity – Choice of challenge affects motivation – Coercion and external rewards are negatively associated with learning
  • 12. Change Perspective 12 • Flip it around
  • 13. 13 PART 3 Why Games Work
  • 14. The Big Question 14 Why Do Games Work? • Is it art? • Is it mystical? • Is it a secret?
  • 15. The Answer 15 • Games work for the same reasons that learning works (30) Motivation Feedback Practice Positive Feelings Intensity Choice/Involvement
  • 16. What? 16
  • 17. What‟s It Mean? 17 If true… Motivation Feedback Practice Positive Feelings Intensity Choice/Involvement
  • 18. 18 PART 4 Game Design “Game Design is more art than science, more like cooking than chemistry.” – Jesse Schell (11)
  • 19. Game Techniques (30) 19 1. Flow 2. Feedback 3. Simplicity 4. Choice 5. Practice 6. Fun
  • 20. 1 - Flow 20 • The „state in which people are so involved in an activity that nothing else seems to matter‟ (8) • Mihaly Csikszentmihalyi • Optimal human experience • Complete focus • Distorted time (References: 5, 6, 7, 8, 9, 11, 15, 19, 20, 23, 26, 31, 33)
  • 21. Why Flow Matters 21 • The essence of games – It‟s why we play • Flow – Is intrinsically motivating – Is a “magnet for learning” (9) – Is pleasurable
  • 22. How to Create Flow? 22 • There are four conditions for Flow: • Understand what must be done • Is how we perceive progress • Usually immediate • Goal is challenging • But within abilities • And not overly long • Lack of distractions • Can fully attend to task
  • 23. What Flow Looks Like 23 Difficulty Too Hard LO W F Too Easy Time/Skill Flow creates a cycle of increasing learning
  • 24. 2 - Feedback in Games 24 • Two Types (30) • Type One - short term – Immediate Progress – Task completion – Natural consequences Sims 3 Damage Control Trainer
  • 25. Feedback in Games 25 Everquest 2 • Type two – holistic – Repetition - play again – Player development – Narrative progression – „Meta‟ growth Damage Control Trainer Royal Envoy League of Legends
  • 26. 3 - Simplicity 26 • Games simplify the world to “goals and rules” -Csikszentmihalyi (8) • Games offer transcendence: “the player is more powerful in the game world than they are in the real world.” – Schell (11)
  • 27. Simplicity 27 • Journey(PS3) - NO UI or HUD!
  • 28. Simplicity (26,30,31) 28 • Simple Interfaces – Highlight goals – Provide feedback – Reduce difficulty – Minimize distractions • Simplicity  Flow Tiny Wings Difficulty Too Hard OW FL Too Easy Time/Skill
  • 29. 4- Choice (26,30) 29 • Games are “just a series of interesting and meaningful choices” – Sid Meier • Wait! – There are some big „Buts!‟
  • 30. Paradox of Choice 30 • Barry Schwartz – Some choice is good • Too much choice is bad!
  • 31. Paradox of Choice (26,30,33) 31 • Three problems: – 1) Increased difficulty • Option paralysis • Postpone decisions – 2) Worse decisions • People are not good at comparing • We simplify the criteria ( random) – 3) Regret & loss
  • 32. The Impact! (10, 7, 30) 32 • Breaks Flow! – Feedback – confused – Difficulty – increased – Lots of distractions • Decreases motivation
  • 33. 5 – Practice in Games (26,30,33) 33 • Practice promotes mastery • Replay and failure – With games, “failure is a part of the process that leads to success” – Beck (13) • Don‟t break flow! (27) – Excessive practice – Instant death – Long recoveries
  • 34. Repetition… Again… (27) 34 • Example – Closing doors. Over… • And over – And over … – Until … – Transference!
  • 35. 6 - Fun 35 • „Fun‟ is hard to define – But matters • Fun is “Another word for learning” (12) - Raph Koster • Includes (26,30,33) – Engagement – Satisfaction Positive – Fiero (triumph) Feelings – The joy of doing
  • 36. 36 PART 5 Conclusion “Rewards … turned play into work, and the player into a pawn” – Edward Deci (5)
  • 38. Putting It All Together 38 Laws of Game Learning Techniques Motivation Flow. Intrinsic Motivation. Games are fun. Moment to moment decisions. Feedback is essential to games. Part Feedback of flow. Simplicity correlates actions to outcomes. Near-term/holistic. Practice Practice to promote mastery. Failure. Increasing difficulty. Repetition.
  • 39. Putting It All Together (cont) 39 Laws of Game Learning Techniques Positive Fun. Flow is pleasurable. Simplicity Feelings and involvement encourages accomplishment and mastery. Flow is intense focus. Feedback loop Intensity is intense actions/outcomes. Engagement & Immersion (30,33). Choice/ Games simplify the world to Involvement meaningful decisions. Learning via moment to moment actions.
  • 40. The Question and the Answer 40 • Q: Why Do Games Work? – A: For the same reasons as learning! Motivation Feedback Practice Positive Feelings Intensity Choice/Involvement
  • 41. The Goal 41 Learning Theory Game Design Awesome!
  • 42. A Change in Perspective! 42 Motivation Feedback Practice Learning Theory Game Design Positive Feelings Intensity Choice/Involvement Awesome!
  • 43. 43 THE END Why Games Work – The Science of Learning Thank you for attending! Curtiss Murphy cmmurphy@alionscience.com
  • 44. Bibliography (1) 44 • DoD References 1) Fundamentals of Instruction, US Army 2) Revolution in Training, US Navy 3) Train the Trainers, US Air Force 31) Aviation Instructor’s Handbook, Federal Aviation Administration (FAA) • Books - Learning Science and Psychology 4) How People Learn, National Research Council, 2000 5) Why We Do What We Do, Edward Deci, 1995 6) Drive – The Surprising Truth About What Motivates Us, Daniel Pink, 2009 7) The Paradox of Choice, Barry Schwartz, 2005 8) Flow – Psychology of Optimal Performance, Mihaly Csikmszentmihalyi, 1990 9) Finding Flow, Mihaly Csikszentmihalyi, 1997 10) Cost and Choice: An Inquiry in Economic Theory, James Buchanan, 1999 15) Flourish – A Visionary New Understanding of Happiness and Well-Being, Martin Seligman, 2011 32) Mindset, Carol Dweck, 2008 • Books - Game Design 11) The Art of Game Design, A Book of Lenses, Jesse Schell, 2008 12) A Theory of Fun for Game Design, Raph Koster, 2005 13) Got Game, John Beck, Mitchell Wade, 2004 14) Serious Game Design and Development, Cannon-Bowers and Bowers, 2010
  • 45. Bibliography (2) 45 • Articles, Research Papers, Journals 16) “Today’s Video Gamer, It Might Not Be Who You Think”, CNN, 2011 17) “Do Serious Games Work? Results From Three Studies”, Richard Blunt, 2009 18) “Digital Game-Based Learning: It’s Not Just the Digital Natives Who Are Restless”, Van Eck, 2006 19) “Not Just for the Money: An Economic Theory of Personal Motivation”, Bruno Frey. 1997 20) “Self-determination Theory and the Facilitation of Intrinsic Motivation, Social Development, and Well-being”, Richard Ryan, Edward Deci. 2000 21) “Repetition and Learning”, Robert Green, 2009 22) “Toward a Theory of Task Motivation and Incentive”, Edwin Locke, 1968 23) “Instruction and Gaming Elements - What Are They and What Is Their Intersection”, Clint Bowers, 2011 (in press) 24) “The pleasures of immersion and engagement: schemas, scripts, and the fifth business”, J Douglas and Andrew Hargadon, 2001 25)“Motivating Learning in Young Children”, National Association of School Psychologists, 2007
  • 46. Bibliography (3) 46 • Author‟s Prior Research 26)“Designing Effective Games – Flow, Motivation, and Fun”, Murphy, Chertoff, Guerrero, Moffit, 2011 (in press) 27)“How to Build an Award Winning Training Game”, Murphy, 2010 28)“Designing and Developing Effective Training Games for the US Navy”, Hussain, Moffit, Bowers, Cannon-Bowers, Menaker, Pounds, Koenig, Wainess, Lee, Murphy. 2009 29)“Damage Control Trainer – A Serious Games Case Study”, Murphy, Hussain, 2009. 30)“Why Games Work and the Science of Learning”, Murphy, 2011 33) “Creating Flow, Motivation, & Fun in Learning Games”, Murphy, Chertoff, Guerrero, Moffitt, 2012.
  • 47. Bibliography (4) 47 • Games and photos are copyright of their respective owners – Licensed by „Fair Use‟ or „Creative Commons Attribution‟ license • Game Acknowledgements – Damage Control Trainer (US Navy, Ratheon, Alion, IDSI, IDEAS, UCF) – Sims 3 (Electronic Arts) – Everquest 2 (Sony) – Royal Envoy (Playrix) – League of Legends (Riot) – Journey (ThatGameCompany) – Tiny Wings (Andreas Illiger) – Red Dead Redemption (Rockstar Games) – 7 Little Words (Blue Ox Technologies) • Photo Credits (Flickr.com) – Forest Fairy (Deeble) – Thinking (gavinzac) – Guitar Hero 1 (Severin Sadjina) – Interobang (Stewf) – Designed for men, by women (Kaptain Kobold) – Colorful door (Brentdanly) – Domino Spiral (fracturedpixel) – Bird Amazement (skywidedesign) – Green Pac-Man (Patrick Hoesly) – Electric me with more lazers (navfy) – Red Dead Redemption (Gamer Gourmet) – Magic of the holidays (jmtimages) – Teaching the adult learning cycle (pmorgan) – I will meet you in the garden gate (bitzcelt)