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G-ScalE
Brock R. Dubbels PhD.
G-ScalE Game Development and Testing Lab
McMaster University
Dubbels@McMaster.ca
Is play is the problem with games?
Play and Function
• "Biologically, its function is to reinforce the
  organism’s variability in the face of
  rigidifications of successful adaptation”
   – (Sutton-Smith, 1997, 231).
• Play allows for a reframing of reality, and
  reconsideration of context and the realm of
  the possibilities.
   – (Dubbels, 2010)
Play and Cultural Role
• Play strengthens societies by uniting
  individuals through ritual activity and helping
  them achieve common goals.
  – Huizinga (1950)
     • Toys, jokes, and games are often as symbols of play to
       face collective fears about cultural issues that quickly
       overwhelm the individual: bigotry, racism, rejection,
       terrorism, addiction, and poverty.
     • Toys, jokes, and games are things we can study as
       distributed cognition by examining them as tools, rules,
       roles, and context.
Toys structure play
• play as imagination in
  action,
• imagination as play
  without action.
   – Vygotsky (1977)
By design
Distributed Cognition
Simulation
Virtual Worlds
Edutainment?




From Squire – Games to Teach
Serious Games

Replicate




  You: The Virus



  Your Goal: Replication    The Enemy: The Body
Environmental Detectives
Computer simulation on handheld computer
    triggered by real world location
                     • Combines physical world and
                       virtual world contexts
                     • Embeds learners in authentic
                       situations
                     • Engages users in a socially
                       facilitated context




                      From Klopfer
Training
Productivity
Ethos of Activity
          Play         Work




Risk   Emphasis on learning outcomes from
       assessment, evaluation as consequence
Work & play
Assessment Criteria & Mechanics
• Games assess, measure, and evaluate by their very nature.
• Outcomes from scoring criteria can provide evidence for
  assessment and diagnosis.
• Evidence is only as good as the scoring criteria.
• Evidence should constitute measures that support transfer of
  learning.
Games & Informative Assessment
• Research findings from over 4,000 studies
  indicate that informative assessment has the
  most significant impact on achievement.
     • (Wiliam, 2007).
The brain is for action

Research on instruction that
emphasizes congruent
sensorimotor experience and
visualization has been found to
improve the ability to
comprehend, read fluently, and
solve problems.

(Glenberg, Brown & Levin, 2007;
Glenberg, Gutierrez, Levin, & Japuntich,
2004).
Functional Equivalence
Modality-specific states are partially   Simulations – Reenactments
captured in online experience            underlie imagery
Walkthrough
                      Word Problem
                      Multiple Choice
Texts and Multimodal Narratives

INSTRUCTION AND PURPOSE
Research Design
• This was an experimental study with students
  randomized into six different media orders,
  consisting of:
Walkthrough
                       Across Media–Dimensions
  1
0.9
0.8
0.7
0.6
0.5
                                                    Game
0.4
                                                    Video
0.3
0.2                                                 Text
0.1
  0




*A large, or clinical effect is .8 (Cohen, 1997).
Across Media—Word Problem
3.5
   3
2.5
    2                                 Game
1.5                                   Video
    1                                 Text

 0.5
    0                                 (GLM (F (2, 129)=102.93) p= .000)

                Word Problem


*A large, or clinical effect is .8.
Across Media—NAEP CogTargets
   4                                          https:/ / sewardsurvey.m pls.k12.m n.us/ TakeSurvey.aspx ?PageNum ber= 1&SurveyID= 122&Preview= true                 2/ 21/ 11 8:26 PM




                                                 NAEP Cognitive Targets


3.5                                              Note: You are currently in preview mode and your responses are being saved. You should
                                                 be sure to delete your entries before collecting real responses and analyzing your data.
                                                                                                                                                             Page 1 of 1



                                                    1.   The first handrail*
                                                             leads up




    3
                                                             is at the beginning of the map.
                                                             is next the picnic table.
                                                             blocks the way.


                                                    2.   Moving into the green spaces on the map *
                                                             makes you go faster
                                                             makes you wipe out




2.5                                                 3.
                                                             makes you ollie -- jump in the air
                                                             makes you go slower


                                                         If you go over the ramp at the beginning of the map in the center, you have to hit it just right or *
                                                             you will fall into the bottomless pit.
                                                             you will run into pedestrians in the crosswalk.




   2
                                                             you will run into the garbage cans.
                                                             you will ride on the chain-link and grass which slows you down.


                                                    4.   You will find pedestrians in the business park if you *




                                      Game                   go the left.
                                                             go to the center
                                                             go the right.




 1.5                                                5.
                                                             go the second level on the left.


                                                         The fastest way to go through the business park is to *




                                      Video
                                                             turn as little as possible and jump over obstacles.
                                                             go to the left and jump over obstacles.
                                                             go to the right and avoid obstacles.




   1
                                                             go through the center and jump over obstacles.


                                                    6.   The purpose of this activity is to: *
                                                             See what you know about skateboarding




                                      Text
                                                             Learn new vocabulary, science talk, and math
                                                             Estimate the fastest path through the park using vectors and feet per second.




 0.5
                                                             Try different kinds of media.

                                                                                                                                                                         Page 1 of 3




   0

             Recall &
                      Integrate
              Locate
                          &
                      Interpret



*A large, or clinical effect is .8.
Analysis Setting 3
• Walkthrough
• Word Problem
• NAEP
Media Specific Influence Across Order
        Reading Dimensions
3.2 Word Problem
Reading Condition - Across Order
Affect of Specific Media on
       Multiple Choice Across Reading
4.5
  4
3.5
  3
2.5
  2                        Game to Text
1.5                        Video to text
  1
0.5
  0
      Locate & Integrate
       Recall      &
               Interpret
Role of Causation
• How does the identification causation predict
  building a mental representation and problem
  solving?
  – (GLM (F (4, 127)= 299.25) p= .000) PE= .91, and OP= 1.0
         – Game and Text (Mdiff= .47, p= .000);
         – No significance from Video to Text (Mdiff= .06, p= .34);
         – Game to Video (Mdiff= .41, p= .000).
Landmarks, Concepts, Causation,
            and Memory



•   Game required mental rehearsal
•   The game scaffolded learning & rehearsal through distribution of cognitive load and grounding memory
•   Context and landmarks –discourse markers -- are important in memory.
•   These were associated with actions / causation prior to memorable landmarks
•   The more associations a particular memory can trigger, the more easily it tends to be recalled.
•   Seemingly irrelevant factors like remembering where, when, why, how, and with whom you learned a thing help
    solidify information and flexible memory.
•   Consider the Method of Loci.
Assessment Criteria & Mechanics
• Games assess, measure, and evaluate by their very nature.
• Outcomes from scoring criteria can provide evidence for
  assessment and diagnosis.
• Evidence is only as good as the scoring criteria.
• Evidence should constitute measures that support transfer of
  learning.

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Serious games for structured interventions for health, academic, productivity & training applications colloquium

  • 1. G-ScalE Brock R. Dubbels PhD. G-ScalE Game Development and Testing Lab McMaster University Dubbels@McMaster.ca
  • 2. Is play is the problem with games?
  • 3. Play and Function • "Biologically, its function is to reinforce the organism’s variability in the face of rigidifications of successful adaptation” – (Sutton-Smith, 1997, 231). • Play allows for a reframing of reality, and reconsideration of context and the realm of the possibilities. – (Dubbels, 2010)
  • 4. Play and Cultural Role • Play strengthens societies by uniting individuals through ritual activity and helping them achieve common goals. – Huizinga (1950) • Toys, jokes, and games are often as symbols of play to face collective fears about cultural issues that quickly overwhelm the individual: bigotry, racism, rejection, terrorism, addiction, and poverty. • Toys, jokes, and games are things we can study as distributed cognition by examining them as tools, rules, roles, and context.
  • 5. Toys structure play • play as imagination in action, • imagination as play without action. – Vygotsky (1977)
  • 11. Serious Games Replicate You: The Virus Your Goal: Replication The Enemy: The Body
  • 12. Environmental Detectives Computer simulation on handheld computer triggered by real world location • Combines physical world and virtual world contexts • Embeds learners in authentic situations • Engages users in a socially facilitated context From Klopfer
  • 15. Ethos of Activity Play Work Risk Emphasis on learning outcomes from assessment, evaluation as consequence
  • 17. Assessment Criteria & Mechanics • Games assess, measure, and evaluate by their very nature. • Outcomes from scoring criteria can provide evidence for assessment and diagnosis. • Evidence is only as good as the scoring criteria. • Evidence should constitute measures that support transfer of learning.
  • 18. Games & Informative Assessment • Research findings from over 4,000 studies indicate that informative assessment has the most significant impact on achievement. • (Wiliam, 2007).
  • 19. The brain is for action Research on instruction that emphasizes congruent sensorimotor experience and visualization has been found to improve the ability to comprehend, read fluently, and solve problems. (Glenberg, Brown & Levin, 2007; Glenberg, Gutierrez, Levin, & Japuntich, 2004).
  • 20. Functional Equivalence Modality-specific states are partially Simulations – Reenactments captured in online experience underlie imagery
  • 21. Walkthrough Word Problem Multiple Choice Texts and Multimodal Narratives INSTRUCTION AND PURPOSE
  • 22. Research Design • This was an experimental study with students randomized into six different media orders, consisting of:
  • 23. Walkthrough Across Media–Dimensions 1 0.9 0.8 0.7 0.6 0.5 Game 0.4 Video 0.3 0.2 Text 0.1 0 *A large, or clinical effect is .8 (Cohen, 1997).
  • 24. Across Media—Word Problem 3.5 3 2.5 2 Game 1.5 Video 1 Text 0.5 0 (GLM (F (2, 129)=102.93) p= .000) Word Problem *A large, or clinical effect is .8.
  • 25. Across Media—NAEP CogTargets 4 https:/ / sewardsurvey.m pls.k12.m n.us/ TakeSurvey.aspx ?PageNum ber= 1&SurveyID= 122&Preview= true 2/ 21/ 11 8:26 PM NAEP Cognitive Targets 3.5 Note: You are currently in preview mode and your responses are being saved. You should be sure to delete your entries before collecting real responses and analyzing your data. Page 1 of 1 1. The first handrail* leads up 3 is at the beginning of the map. is next the picnic table. blocks the way. 2. Moving into the green spaces on the map * makes you go faster makes you wipe out 2.5 3. makes you ollie -- jump in the air makes you go slower If you go over the ramp at the beginning of the map in the center, you have to hit it just right or * you will fall into the bottomless pit. you will run into pedestrians in the crosswalk. 2 you will run into the garbage cans. you will ride on the chain-link and grass which slows you down. 4. You will find pedestrians in the business park if you * Game go the left. go to the center go the right. 1.5 5. go the second level on the left. The fastest way to go through the business park is to * Video turn as little as possible and jump over obstacles. go to the left and jump over obstacles. go to the right and avoid obstacles. 1 go through the center and jump over obstacles. 6. The purpose of this activity is to: * See what you know about skateboarding Text Learn new vocabulary, science talk, and math Estimate the fastest path through the park using vectors and feet per second. 0.5 Try different kinds of media. Page 1 of 3 0 Recall & Integrate Locate & Interpret *A large, or clinical effect is .8.
  • 26. Analysis Setting 3 • Walkthrough • Word Problem • NAEP
  • 27. Media Specific Influence Across Order Reading Dimensions
  • 28. 3.2 Word Problem Reading Condition - Across Order
  • 29. Affect of Specific Media on Multiple Choice Across Reading 4.5 4 3.5 3 2.5 2 Game to Text 1.5 Video to text 1 0.5 0 Locate & Integrate Recall & Interpret
  • 30. Role of Causation • How does the identification causation predict building a mental representation and problem solving? – (GLM (F (4, 127)= 299.25) p= .000) PE= .91, and OP= 1.0 – Game and Text (Mdiff= .47, p= .000); – No significance from Video to Text (Mdiff= .06, p= .34); – Game to Video (Mdiff= .41, p= .000).
  • 31. Landmarks, Concepts, Causation, and Memory • Game required mental rehearsal • The game scaffolded learning & rehearsal through distribution of cognitive load and grounding memory • Context and landmarks –discourse markers -- are important in memory. • These were associated with actions / causation prior to memorable landmarks • The more associations a particular memory can trigger, the more easily it tends to be recalled. • Seemingly irrelevant factors like remembering where, when, why, how, and with whom you learned a thing help solidify information and flexible memory. • Consider the Method of Loci.
  • 32. Assessment Criteria & Mechanics • Games assess, measure, and evaluate by their very nature. • Outcomes from scoring criteria can provide evidence for assessment and diagnosis. • Evidence is only as good as the scoring criteria. • Evidence should constitute measures that support transfer of learning.

Notas do Editor

  1. Games and play can be a very powerful form of learningThe work of the game designer is to find the happy medium.The key to this is the creation of game mechanics that scaffold the learner into success through repetition and encouraging feedback based upon criteria. Pivot – play is the imagination and representation before it has been internalized.
  2. Games and play have their own types and degree of risk, but often the assessments do not come with the risks of failure, and are not as focused on crystallized content.Games are are not often constructed to provide evidence of transfer. These issues should be a priority in serious game developmentthere should be evidence that learning acquired in a game is applicable outside of the game.
  3. The technology is in the way that we design instruction. The use of games is not enough. They need to have thoughtful integration into learning abstractions and concept development.Montessori instruction acknowledges this with early childhood education. But many children from poverty do not get this experience. They are immediately put into a process that begins with memorization of the alphabet with the addition of phonics instruction, rhyming, sight words, blending, etc. These are important, but what if the child does not have the experience in the world?
  4. Games and play have their own types and degree of risk, but often the assessments do not come with the risks of failure, and are not as focused on crystallized content.Games are are not often constructed to provide evidence of transfer. These issues should be a priority in serious game developmentthere should be evidence that learning acquired in a game is applicable outside of the game.