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SAFER INTERNET FORUM 2010
COMPUTER GAMES & LEARNING
Daniel Schwarz
takomat GmbH
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
Presentation
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2
SAFER INTERNET FORUM 2010
Who plays what?
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
Who plays? (Germany )
•
FREQUENT playing adolescents: 67%of MALE 22% of
FEMALE
•
FREQUENTLY playing kids: 65%of MALE 47% of FEMALE
• NON-PLAYERS ADOLESCENTS: 19%
•
NOTE: 53%of all PLAYERS in Germany are adults (>=18)
2009: adolescent players: 12-19 y
2008: playing Kids: 6-13 y
KIM (2008) & JIM (2009) Studies from
Medienpädagogischer Forschungsverbund Südwest
n > 1000
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3
SAFER INTERNET FORUM 2010
Who plays what?
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
What do
they play? (Germany )2009: adolescent players: 12-19 y
2008: playing Kids: 6-13 y
Adolescent players Playing Kids Total German
Market 2009
Favorite game
genre:
Strategy Games Action (Fun) Action
(Fun+Shooter)
Favorite game
title:
„The Sims“ „Super Mario“ „Call of Duty:
Modern Warfare“
Favorite game
platform:
PC & Console in
equal meassure
PC & Console in
equal meassure
PC & Console in
equal meassure
Online/Offline No difference Offline -
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4
SAFER INTERNET FORUM 2010
Who plays what?
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
What
do the play? (United Kingdom )
2005: adolescent players: 11-15 y
2005: playing Kids: 6-10 y
Adolescent players Playing Kids Total UK Market
2005
Favorite game
genre:
Simulation Games Action-Adventure Action
(Sports+Racing)
Favorite game
title:
„The Sims“ „Shrek“ „FIFA06“
Favorite game
platform:
Consoles PC PC & Console in
equal meassure
Online/Offline - - -
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5
SAFER INTERNET FORUM 2010
Why do they play?
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
Why do the play?
Ran
k
Adolescent players +
Adults (>=16) in eighty
European Countries
2010
US-Teens, 2005 German
Adolescents (12-
19), 2009
1
FUN (61%) Fun & Excitement Fun
2 Relaxation (53%) Something to do when
bored
Relaxation
3 Positive way to pass
time (53%)
Challenge of figuring
things out
Communication /
Social Aspects
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6
SAFER INTERNET FORUM 2010
Why do they play?
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
...Well, „FUN“...
...what does that actually mean?
...and what is it good for?
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7
SAFER INTERNET FORUM 2010
Why do they play?
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
• CONFIDENCE
• EMPOWERMENT („I am entitled - I can do it!“)
• PARTICIPATION („I am in the screen!“)
• SELF-EFFICACY & FEEDBACK(„I can influence something, immediate recation to
actions!“, „I can achieve the goal if I really try!“, „I can proove my skills!“)
• CHALLENGE („I want to win!“, „I want success!“)
• BECOME BETTER through learning and aquiring skills
• FEELING COMPETENT
• FEELING OF POWER AND CONTROL
• (PARA)SOCIAL
• MEANINGFUL, VALUE
• ACTION, POWER OVER FUNCTIONS
• Self-paced usage
• REWARD,SATISFACTION
• FLOW
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8
SAFER INTERNET FORUM 2010
Why do they play?
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
When are gamers eminently fascinated?
• SELF-EFFICACY – RESOLVE UNCERTAINTY – UNFOLD
STORY+PROGRESSION
• FRUSTRATION/BOREDOM -> SUCCESS+FEELING of COMPETENCE
• FLOW
• INDIVIDUALITY: CONNECTION TO THEIR REAL LIFE/DESIRES:...when the
players find contact points in the game experience to real-world experience and
needs? (SIMS: Some train relationships with it)
• SANDBOX enables AGENCY+STYLE: Wide scope of actions in a open world to
express oneself (GTAIV: The gore is not decisive, but the possibility to act freely in
the simulation of a city) and give player the feeling of control, influence
• TRY YOURSELF and self-actualize, act out
• THRILL/SUSPENSE through action&story: uncertain ending „Will I make it?“
• RESOLVE CONFLICT
• RELIEF
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9
SAFER INTERNET FORUM 2010
Why do they play?
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
How do they feel when they play?
• Happier
• More active
• More creative
• More excited
• More engaged
...than when using other media like TV, radio
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10
SAFER INTERNET FORUM 2010
Next Gen. LEARNING GAMES, part
1
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
401 students
validated
401 students
validated
EU-STAR
PROJECT
EU-STAR
PROJECT2006-
2008
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11
SAFER INTERNET FORUM 2010
Lessons learnt from
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
FINDINGS & INSIGHTS: ELEKTRA‘s 4M‘s4M‘s
• MMOTIVATION:
• NEUROSCIENCE: Virtual 3D-Characters can establish para-
social learning and enrich the encoding of learning content in
the brain when they show believable emotions.
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12
SAFER INTERNET FORUM 2010
Lessons learnt from
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
FINDINGS & INSIGHTS: ELEKTRA‘s 4M‘s4M‘s
• MMOTIVATION:
• PEDAGOGY: Parasocial dimension of learning: Link fate of
game characters to the player‘s learning performance.
• MEDIA PSYCHOLOGY: Background music fosters learner‘s
motivation without distracting from learning task; Similarity-
Attraction principle is valid for virtual characters; Character
should have flaws and quirks (authentic); female players should
be able to choose female player character
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13
SAFER INTERNET FORUM 2010
Lessons learnt from
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
Motivation to
influence
the fate of
avatar and
NPCs
Motivation to
fulfill the
learning task
in order to
help Lisa
Disliking
Enmity
Identification
Liking
Caring
Liking
Caring
Friendly and
helping NPCs /
Galileo, Lisa
Avatar /
George
Hostile NPCs /
Black Galileans
Taking
action /
Learning
Story links the
fate of
characters to
learning tasks
Lisa trapped behind a door
George must open door
In order to open the door,
he must understand
propagation of light
Learning
situations on
propagation
of light
Door
opens /
Lisa is
free
• LEARNING & STORYTELLING: Link learning tasks with
story
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14
SAFER INTERNET FORUM 2010
Lessons learnt from
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
FINDINGS & INSIGHTS: ELEKTRA‘s
4M‘s4M‘s
• MMICROADAPTIVITY:
• COGNITIVE SCIENCE: Maintaining challenge
and flow within a learning situation through
adaptive interventions based on the skill state
and learning behavior of the player in the
situation
• MMACROADAPTIVITY:
• PEDAGOGY:Didactic Design of
ELEKTRA Game covers
8 LEARNING EVENT MODEL
• ExperimentsExperiments
• Creates
• Meta-LearnsMeta-Learns
• Debates
• ImitatesImitates
• ReceivesReceives
• Practices
• ExploresExplores
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15
SAFER INTERNET FORUM 2010
Lessons learnt from
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
FINDINGS & INSIGHTS: ELEKTRA‘s 4M‘s4M‘s
• MMETACOGNITION:
• PEDAGOGY: Metacognition was integrated as a pedagogical
feature in a Game Design for the very first time. It enabled self-
assessment (metacognition) and improved cognitive learning.
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16
SAFER INTERNET FORUM 2010
Next Gen. LEARNING GAMES, part
2
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
2008-
2010
658 pupils validated
(until now)
658 pupils validated
(until now)
|
17
SAFER INTERNET FORUM 2010
Lessons learnt from
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
FINDINGS & INSIGHTS:
Didactic Game Design for constructivist learning
• PEDAGOGY:
Games as constructivist learning environments result in better learning
compared to static learning content: Pupils learnt better in the game
when the learning content was mediated through ACTION than
through static text and images as in traditional school media.
⇒HOLY GRAIL OF LEARNING GAME DESIGN:
Transform factual knowledge into procedural
knowledge!
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18
SAFER INTERNET FORUM 2010
Lessons learnt from
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
FINDINGS & INSIGHTS:
Microadaptivity in personalized adaptive Learning
• COGNITIVE SCIENCE+PSYCHOLOGY:
Non-invasional assessment of the learner‘s cognitive performance
and motivation in a learning situation.
GAME CHARACTER TECHNOLOGY:
The virtual character must be able to react interactively in a learning
game situation and to provide adaptive hinting or motivational
feedback to the learner.
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19
SAFER INTERNET FORUM 2010
Lessons learnt from
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
FINDINGS & INSIGHTS:
Macroadaptivity in personalized adaptive Learning
• COGNITIVE SCIENCE+PSYCHOLOGY:
Link the development of storytelling to the development of the
learner‘s knowledge and to her motivational state. A pedagogical
strategy decides on basis of the learner‘s assessment (skill
state+motivation) what game scene and learning content should
be presented next.
⇒ HOLY GRAIL OF INTERACTIVE STORYTELLING:
There is still a debate between partners about a plot-based or
character-centred approach, but both character engine and story
engine are much further developed than comparable technologies in
the game industry.
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20
SAFER INTERNET FORUM 2010
Next Gen. LEARNING GAMES, part
3
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
MAY
2010
10.000 players
so far
10.000 players
so far
|
21
SAFER INTERNET FORUM 2010
Next Gen. LEARNING GAMES, part 3
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
Up to 37
attributes
|
22
SAFER INTERNET FORUM 2010
Next Gen. LEARNING GAMES, part
3
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
|
23
SAFER INTERNET FORUM 2010
Next Gen. LEARNING GAMES, part
3
POINTS ACCOUNT INDICATORS
|
24
SAFER INTERNET FORUM 2010
Next Gen. LEARNING GAMES, part
3
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
Online Highscore
on OCT. 18th.
Online Highscore
on OCT. 18th.
|
25
SAFER INTERNET FORUM 2010
Next Gen. LEARNING GAMES, part
3
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
Online Highscore
on OCT. 18th.
Online Highscore
on OCT. 18th.
|
26
SAFER INTERNET FORUM 2010
Next Gen. LEARNING GAMES, part
3
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
Online Highscore
on OCT. 18th.
Online Highscore
on OCT. 18th.
|
27
SAFER INTERNET FORUM 2010
Lessons learnt from
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
FINDINGS & INSIGHTS:
Empower young learners – and they will learn!
• EMPOWER YOUNG LEARNERS!
You want the young generation to solve the upcoming challenges of
the 21st century? Then give them the power and means to do so.
• LEARNING GAME DESIGN:
In simulation games players always learn the game mechanics in
order to master the game system. If the game mechanics
incorporate all the physical, social, economical and ecological
facts and interrelations of the complex topic , then they will learn
it. Not as a list of facts, but as a complex systemic knowledge
space.
|
28
SAFER INTERNET FORUM 2010
Lessons learnt from
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
FINDINGS & INSIGHTS:
Games are scientific simulations – with a human
touch!
DLR-Scientist after finishing the design and development work
on E.2010:
„I have never seen such a simulation before. It combines
scientifically correct data and models about the energy
production, -supply and -transportation with the social,
economic and ecologic implications!“
|
29
SAFER INTERNET FORUM 2010
CONCLUSION
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
Nefertiti, Akhenaton, and three of their daughters, exhibiting the Amarna style of family values,
throw golden collars, rings, vessels and other ornaments to the priest Aye and his wife. From the
tomb of Ay.
http://www.nilemuse.com/nefertiti/amarna.html#Ancient
SO, HOW DO WE HANDLE KNOWLEDGE IN OUR SOCIETY TODAY?
TODAY, we smirk at the
times in which a pocket
calendar provided power
over people
|
30
SAFER INTERNET FORUM 2010
CONCLUSION
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
Nefertiti, Akhenaton, and three of their daughters, exhibiting the Amarna style of family values,
throw golden collars, rings, vessels and other ornaments to the priest Aye and his wife. From the
tomb of Ay.
http://www.nilemuse.com/nefertiti/amarna.html#Ancient
RULER SLAVES
SUPPRESSIVE
TECHNOLOGY
|
31
SAFER INTERNET FORUM 2010
CONCLUSION
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
Nefertiti, Akhenaton, and three of their daughters, exhibiting the Amarna style of family values,
throw golden collars, rings, vessels and other ornaments to the priest Aye and his wife. From the
tomb of Ay.
http://www.nilemuse.com/nefertiti/amarna.html#Ancient
BUT ARE WE REALLY DOING BETTER TODAY?
|
32
SAFER INTERNET FORUM 2010
CONCLUSION
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
For young learners Computer games are the doors of perception
for 21st. Century Skills
GAP:
Currently we prevent our children
from the access to the digital means of our
Knowledge Creation
Computer
simulation for
entertainment
Knowledge
constructionConsumption Knowledge Representation
Computer
simulation as
instrument for the
creation of
scientific
knowledge
|
33
SAFER INTERNET FORUM 2010
END
Thank you!
dan@takomat.com
Daniel Schwarz
takomat GmbH | Neptunplatz 6b | 50823 Cologne, Germany
www.takomat.com
TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010

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Online games: Computer Games and Learning (Daniel Schwarz)

  • 1. | 1 SAFER INTERNET FORUM 2010 COMPUTER GAMES & LEARNING Daniel Schwarz takomat GmbH TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 Presentation
  • 2. | 2 SAFER INTERNET FORUM 2010 Who plays what? TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 Who plays? (Germany ) • FREQUENT playing adolescents: 67%of MALE 22% of FEMALE • FREQUENTLY playing kids: 65%of MALE 47% of FEMALE • NON-PLAYERS ADOLESCENTS: 19% • NOTE: 53%of all PLAYERS in Germany are adults (>=18) 2009: adolescent players: 12-19 y 2008: playing Kids: 6-13 y KIM (2008) & JIM (2009) Studies from Medienpädagogischer Forschungsverbund Südwest n > 1000
  • 3. | 3 SAFER INTERNET FORUM 2010 Who plays what? TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 What do they play? (Germany )2009: adolescent players: 12-19 y 2008: playing Kids: 6-13 y Adolescent players Playing Kids Total German Market 2009 Favorite game genre: Strategy Games Action (Fun) Action (Fun+Shooter) Favorite game title: „The Sims“ „Super Mario“ „Call of Duty: Modern Warfare“ Favorite game platform: PC & Console in equal meassure PC & Console in equal meassure PC & Console in equal meassure Online/Offline No difference Offline -
  • 4. | 4 SAFER INTERNET FORUM 2010 Who plays what? TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 What do the play? (United Kingdom ) 2005: adolescent players: 11-15 y 2005: playing Kids: 6-10 y Adolescent players Playing Kids Total UK Market 2005 Favorite game genre: Simulation Games Action-Adventure Action (Sports+Racing) Favorite game title: „The Sims“ „Shrek“ „FIFA06“ Favorite game platform: Consoles PC PC & Console in equal meassure Online/Offline - - -
  • 5. | 5 SAFER INTERNET FORUM 2010 Why do they play? TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 Why do the play? Ran k Adolescent players + Adults (>=16) in eighty European Countries 2010 US-Teens, 2005 German Adolescents (12- 19), 2009 1 FUN (61%) Fun & Excitement Fun 2 Relaxation (53%) Something to do when bored Relaxation 3 Positive way to pass time (53%) Challenge of figuring things out Communication / Social Aspects
  • 6. | 6 SAFER INTERNET FORUM 2010 Why do they play? TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 ...Well, „FUN“... ...what does that actually mean? ...and what is it good for?
  • 7. | 7 SAFER INTERNET FORUM 2010 Why do they play? TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 • CONFIDENCE • EMPOWERMENT („I am entitled - I can do it!“) • PARTICIPATION („I am in the screen!“) • SELF-EFFICACY & FEEDBACK(„I can influence something, immediate recation to actions!“, „I can achieve the goal if I really try!“, „I can proove my skills!“) • CHALLENGE („I want to win!“, „I want success!“) • BECOME BETTER through learning and aquiring skills • FEELING COMPETENT • FEELING OF POWER AND CONTROL • (PARA)SOCIAL • MEANINGFUL, VALUE • ACTION, POWER OVER FUNCTIONS • Self-paced usage • REWARD,SATISFACTION • FLOW
  • 8. | 8 SAFER INTERNET FORUM 2010 Why do they play? TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 When are gamers eminently fascinated? • SELF-EFFICACY – RESOLVE UNCERTAINTY – UNFOLD STORY+PROGRESSION • FRUSTRATION/BOREDOM -> SUCCESS+FEELING of COMPETENCE • FLOW • INDIVIDUALITY: CONNECTION TO THEIR REAL LIFE/DESIRES:...when the players find contact points in the game experience to real-world experience and needs? (SIMS: Some train relationships with it) • SANDBOX enables AGENCY+STYLE: Wide scope of actions in a open world to express oneself (GTAIV: The gore is not decisive, but the possibility to act freely in the simulation of a city) and give player the feeling of control, influence • TRY YOURSELF and self-actualize, act out • THRILL/SUSPENSE through action&story: uncertain ending „Will I make it?“ • RESOLVE CONFLICT • RELIEF
  • 9. | 9 SAFER INTERNET FORUM 2010 Why do they play? TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 How do they feel when they play? • Happier • More active • More creative • More excited • More engaged ...than when using other media like TV, radio
  • 10. | 10 SAFER INTERNET FORUM 2010 Next Gen. LEARNING GAMES, part 1 TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 401 students validated 401 students validated EU-STAR PROJECT EU-STAR PROJECT2006- 2008
  • 11. | 11 SAFER INTERNET FORUM 2010 Lessons learnt from TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 FINDINGS & INSIGHTS: ELEKTRA‘s 4M‘s4M‘s • MMOTIVATION: • NEUROSCIENCE: Virtual 3D-Characters can establish para- social learning and enrich the encoding of learning content in the brain when they show believable emotions.
  • 12. | 12 SAFER INTERNET FORUM 2010 Lessons learnt from TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 FINDINGS & INSIGHTS: ELEKTRA‘s 4M‘s4M‘s • MMOTIVATION: • PEDAGOGY: Parasocial dimension of learning: Link fate of game characters to the player‘s learning performance. • MEDIA PSYCHOLOGY: Background music fosters learner‘s motivation without distracting from learning task; Similarity- Attraction principle is valid for virtual characters; Character should have flaws and quirks (authentic); female players should be able to choose female player character
  • 13. | 13 SAFER INTERNET FORUM 2010 Lessons learnt from TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 Motivation to influence the fate of avatar and NPCs Motivation to fulfill the learning task in order to help Lisa Disliking Enmity Identification Liking Caring Liking Caring Friendly and helping NPCs / Galileo, Lisa Avatar / George Hostile NPCs / Black Galileans Taking action / Learning Story links the fate of characters to learning tasks Lisa trapped behind a door George must open door In order to open the door, he must understand propagation of light Learning situations on propagation of light Door opens / Lisa is free • LEARNING & STORYTELLING: Link learning tasks with story
  • 14. | 14 SAFER INTERNET FORUM 2010 Lessons learnt from TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 FINDINGS & INSIGHTS: ELEKTRA‘s 4M‘s4M‘s • MMICROADAPTIVITY: • COGNITIVE SCIENCE: Maintaining challenge and flow within a learning situation through adaptive interventions based on the skill state and learning behavior of the player in the situation • MMACROADAPTIVITY: • PEDAGOGY:Didactic Design of ELEKTRA Game covers 8 LEARNING EVENT MODEL • ExperimentsExperiments • Creates • Meta-LearnsMeta-Learns • Debates • ImitatesImitates • ReceivesReceives • Practices • ExploresExplores
  • 15. | 15 SAFER INTERNET FORUM 2010 Lessons learnt from TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 FINDINGS & INSIGHTS: ELEKTRA‘s 4M‘s4M‘s • MMETACOGNITION: • PEDAGOGY: Metacognition was integrated as a pedagogical feature in a Game Design for the very first time. It enabled self- assessment (metacognition) and improved cognitive learning.
  • 16. | 16 SAFER INTERNET FORUM 2010 Next Gen. LEARNING GAMES, part 2 TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 2008- 2010 658 pupils validated (until now) 658 pupils validated (until now)
  • 17. | 17 SAFER INTERNET FORUM 2010 Lessons learnt from TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 FINDINGS & INSIGHTS: Didactic Game Design for constructivist learning • PEDAGOGY: Games as constructivist learning environments result in better learning compared to static learning content: Pupils learnt better in the game when the learning content was mediated through ACTION than through static text and images as in traditional school media. ⇒HOLY GRAIL OF LEARNING GAME DESIGN: Transform factual knowledge into procedural knowledge!
  • 18. | 18 SAFER INTERNET FORUM 2010 Lessons learnt from TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 FINDINGS & INSIGHTS: Microadaptivity in personalized adaptive Learning • COGNITIVE SCIENCE+PSYCHOLOGY: Non-invasional assessment of the learner‘s cognitive performance and motivation in a learning situation. GAME CHARACTER TECHNOLOGY: The virtual character must be able to react interactively in a learning game situation and to provide adaptive hinting or motivational feedback to the learner.
  • 19. | 19 SAFER INTERNET FORUM 2010 Lessons learnt from TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 FINDINGS & INSIGHTS: Macroadaptivity in personalized adaptive Learning • COGNITIVE SCIENCE+PSYCHOLOGY: Link the development of storytelling to the development of the learner‘s knowledge and to her motivational state. A pedagogical strategy decides on basis of the learner‘s assessment (skill state+motivation) what game scene and learning content should be presented next. ⇒ HOLY GRAIL OF INTERACTIVE STORYTELLING: There is still a debate between partners about a plot-based or character-centred approach, but both character engine and story engine are much further developed than comparable technologies in the game industry.
  • 20. | 20 SAFER INTERNET FORUM 2010 Next Gen. LEARNING GAMES, part 3 TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 MAY 2010 10.000 players so far 10.000 players so far
  • 21. | 21 SAFER INTERNET FORUM 2010 Next Gen. LEARNING GAMES, part 3 TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 Up to 37 attributes
  • 22. | 22 SAFER INTERNET FORUM 2010 Next Gen. LEARNING GAMES, part 3 TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010
  • 23. | 23 SAFER INTERNET FORUM 2010 Next Gen. LEARNING GAMES, part 3 POINTS ACCOUNT INDICATORS
  • 24. | 24 SAFER INTERNET FORUM 2010 Next Gen. LEARNING GAMES, part 3 TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 Online Highscore on OCT. 18th. Online Highscore on OCT. 18th.
  • 25. | 25 SAFER INTERNET FORUM 2010 Next Gen. LEARNING GAMES, part 3 TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 Online Highscore on OCT. 18th. Online Highscore on OCT. 18th.
  • 26. | 26 SAFER INTERNET FORUM 2010 Next Gen. LEARNING GAMES, part 3 TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 Online Highscore on OCT. 18th. Online Highscore on OCT. 18th.
  • 27. | 27 SAFER INTERNET FORUM 2010 Lessons learnt from TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 FINDINGS & INSIGHTS: Empower young learners – and they will learn! • EMPOWER YOUNG LEARNERS! You want the young generation to solve the upcoming challenges of the 21st century? Then give them the power and means to do so. • LEARNING GAME DESIGN: In simulation games players always learn the game mechanics in order to master the game system. If the game mechanics incorporate all the physical, social, economical and ecological facts and interrelations of the complex topic , then they will learn it. Not as a list of facts, but as a complex systemic knowledge space.
  • 28. | 28 SAFER INTERNET FORUM 2010 Lessons learnt from TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 FINDINGS & INSIGHTS: Games are scientific simulations – with a human touch! DLR-Scientist after finishing the design and development work on E.2010: „I have never seen such a simulation before. It combines scientifically correct data and models about the energy production, -supply and -transportation with the social, economic and ecologic implications!“
  • 29. | 29 SAFER INTERNET FORUM 2010 CONCLUSION TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 Nefertiti, Akhenaton, and three of their daughters, exhibiting the Amarna style of family values, throw golden collars, rings, vessels and other ornaments to the priest Aye and his wife. From the tomb of Ay. http://www.nilemuse.com/nefertiti/amarna.html#Ancient SO, HOW DO WE HANDLE KNOWLEDGE IN OUR SOCIETY TODAY? TODAY, we smirk at the times in which a pocket calendar provided power over people
  • 30. | 30 SAFER INTERNET FORUM 2010 CONCLUSION TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 Nefertiti, Akhenaton, and three of their daughters, exhibiting the Amarna style of family values, throw golden collars, rings, vessels and other ornaments to the priest Aye and his wife. From the tomb of Ay. http://www.nilemuse.com/nefertiti/amarna.html#Ancient RULER SLAVES SUPPRESSIVE TECHNOLOGY
  • 31. | 31 SAFER INTERNET FORUM 2010 CONCLUSION TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 Nefertiti, Akhenaton, and three of their daughters, exhibiting the Amarna style of family values, throw golden collars, rings, vessels and other ornaments to the priest Aye and his wife. From the tomb of Ay. http://www.nilemuse.com/nefertiti/amarna.html#Ancient BUT ARE WE REALLY DOING BETTER TODAY?
  • 32. | 32 SAFER INTERNET FORUM 2010 CONCLUSION TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010 For young learners Computer games are the doors of perception for 21st. Century Skills GAP: Currently we prevent our children from the access to the digital means of our Knowledge Creation Computer simulation for entertainment Knowledge constructionConsumption Knowledge Representation Computer simulation as instrument for the creation of scientific knowledge
  • 33. | 33 SAFER INTERNET FORUM 2010 END Thank you! dan@takomat.com Daniel Schwarz takomat GmbH | Neptunplatz 6b | 50823 Cologne, Germany www.takomat.com TAKOMAT GmbH | SAFER INTERNET FORUM 2010| Luxembourg 22 OCT 2010