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Games	
  &	
  learning:	
  
Games	
  as	
  frames,	
  mechanics	
  and	
  structures	
  of	
  
learning	
  
sonja.angesleva@igda.fi	
  (Dec2013)	
  

	
  
"There	
  is	
  no	
  reason	
  that	
  a	
  generation	
  that	
  can	
  memorize	
  over	
  100	
  Pokemon	
  
characters	
  with	
  all	
  their	
  characteristics,	
  history	
  and	
  evolution	
  can't	
  learn	
  the	
  
names,	
  relationships	
  of	
  all	
  capitals	
  option	
  allows	
  you,	
  and	
  the	
  nations	
  in	
  the	
  
world."	
  
	
  
Marc	
  Prensky	
  (Digital	
  natives.	
  An	
  important	
  point	
  	
  
emerging	
  from	
  the	
  Digital,	
  2001)	
  

	
  
The	
  school's	
  mission	
  is	
  to	
  organize	
  and	
  provide	
  official	
  training	
  that	
  leads	
  to	
  
qualifications.	
  Education	
  must,	
  however,	
  take	
  account	
  that	
  the	
  whole	
  society	
  is	
  
changing	
  due	
  to	
  the	
  technical	
  and	
  digital	
  culture	
  influences	
  that	
  also	
  change	
  the	
  
learning	
  environments	
  and	
  learning	
  habits.	
  
	
  
Games	
  are	
  an	
  organic	
  part	
  of	
  youngsters’	
  lives.	
  Games’	
  influence	
  in	
  learning	
  and	
  
working	
  is	
  visible	
  already	
  today	
  in	
  the	
  forms	
  of	
  edutainment,	
  gamification	
  and	
  
game	
  mechanics	
  driven	
  motivation.	
  But	
  what	
  does	
  it	
  mean	
  to	
  learning?	
  
	
  
This	
  short	
  paper	
  was	
  originally	
  written	
  in	
  Finnish	
  in	
  January	
  2013.	
  The	
  purpose	
  
was	
  to	
  give	
  teachers	
  an	
  overview	
  of	
  games	
  and	
  inspire	
  them	
  to	
  find	
  different	
  
ways	
  to	
  utilize	
  games	
  and	
  game	
  mechanics	
  in	
  learning.	
  
	
  

	
  
What	
  is	
  a	
  game?	
  

	
  
Let’s	
  start	
  with	
  what	
  is	
  a	
  game.	
  Games	
  journalist	
  Tadhg	
  Kelly	
  wrote	
  in	
  his	
  blog:	
  
“Games	
  are	
  belief	
  engines.	
  Games	
  are	
  canvases	
  for	
  stories	
  in	
  motion.	
  Games	
  are	
  a	
  
challenge	
  and	
  a	
  learning	
  activity.	
  Games	
  are	
  ideas.	
  Games	
  make	
  life	
  better.	
  Games	
  
are	
  addictive.	
  Games	
  are	
  pressure.	
  Games	
  are	
  motivational,	
  inspirational	
  and	
  
educational.	
  Games	
  are	
  fun.	
  Games	
  are	
  emotive.”	
  
	
  

	
  
	
  
A	
  game	
  is	
  based	
  on	
  a	
  set	
  of	
  rules,	
  a	
  selection	
  of	
  interaction	
  methods,	
  character	
  
roles,	
  objects	
  to	
  interact	
  with	
  and	
  a	
  possible	
  background	
  story.	
  The	
  rules	
  of	
  the	
  
game	
  are	
  part	
  of	
  the	
  game	
  mechanics.	
  At	
  the	
  heart	
  of	
  the	
  game	
  is	
  an	
  interactive	
  
feedback	
  structure:	
  when	
  a	
  player	
  does	
  something,	
  it	
  causes	
  a	
  reaction	
  in	
  the	
  
game	
  and	
  gives	
  immediate	
  feedback	
  to	
  the	
  player.	
  The	
  confrontation	
  between	
  
good	
  &	
  bad	
  is	
  one	
  common	
  way	
  to	
  build	
  up	
  the	
  dynamics	
  of	
  the	
  game.	
  A	
  player	
  
has	
  to	
  do	
  something	
  to	
  overcome	
  the	
  enemy,	
  to	
  save	
  the	
  world	
  or	
  defeat	
  the	
  
threat.	
  A	
  game	
  is	
  typically	
  an	
  endless	
  loop	
  (like	
  Tetris)	
  where	
  a	
  player	
  tries	
  to	
  
improve	
  her	
  performance	
  or	
  a	
  linear	
  story	
  (like	
  Final	
  Fantasy	
  games).	
  
	
  
	
  
	
  

	
  

	
  

	
  
Game	
  driven	
  learning	
  
	
  

"Game-­‐based	
  learning	
  involves	
  the	
  use	
  of	
  board	
  games,	
  card	
  games,	
  video	
  
games,	
  simulations,	
  model	
  building,	
  role	
  play	
  and	
  other	
  competitive	
  activities	
  
where	
  students	
  are	
  engaged	
  in	
  play	
  that	
  teaches	
  them	
  an	
  important	
  concept	
  
that	
  is	
  part	
  of	
  their	
  curriculum.	
  Many	
  games	
  include	
  an	
  element	
  of	
  fantasy	
  that	
  
makes	
  the	
  learning	
  process	
  truly	
  appealing	
  to	
  students.	
  The	
  use	
  of	
  such	
  games	
  
serves	
  a	
  dual	
  purpose:	
  the	
  content	
  of	
  the	
  game	
  helps	
  to	
  improve	
  the	
  knowledge	
  
of	
  the	
  students	
  and	
  the	
  process	
  of	
  playing	
  the	
  game	
  develops	
  their	
  skills."	
  
	
  
David	
  Stuart	
  (eHow.com,	
  2012)	
  

	
  

In	
  the	
  context	
  of	
  games,	
  learning	
  typically	
  refers	
  to	
  games	
  as	
  media	
  (media	
  
education),	
  game	
  mechanics	
  (motivational	
  factors),	
  games	
  as	
  educational	
  objects	
  
(learning	
  from	
  games,	
  learning	
  by	
  playing)	
  and	
  the	
  role	
  of	
  games	
  in	
  youth	
  
cultures.	
  	
  
	
  
Game	
  mechanics	
  can	
  be	
  used	
  to	
  create	
  supportive	
  and	
  inspiring	
  educational	
  
content.	
  Games	
  can	
  also	
  motivate	
  and	
  provide	
  an	
  inspiring	
  learning	
  context.	
  
Games	
  offer	
  more	
  active	
  role	
  for	
  learners	
  in	
  the	
  process.	
  At	
  its	
  best	
  the	
  game-­‐like	
  
learning	
  brings	
  flexibility	
  to	
  learning,	
  which	
  supports	
  various	
  types	
  of	
  learners	
  
(slow	
  fast,	
  visual,	
  etc.),	
  and	
  different	
  ways	
  of	
  understanding	
  things.	
  Games	
  also	
  
help	
  to	
  make	
  problems	
  concrete	
  and	
  easier	
  to	
  understand	
  from	
  different	
  
perspectives.	
  	
  

What’s	
  good	
  in	
  games	
  (for	
  learning)?	
  
	
  
1. Limits.	
  The	
  game	
  structure	
  provides	
  a	
  safe	
  environment	
  and	
  a	
  context	
  to	
  
experiment	
  on	
  some	
  concrete	
  topics.	
  It	
  does	
  not	
  matter	
  if	
  you	
  fail,	
  you	
  can	
  
always	
  try	
  again.	
  Everyone	
  fails	
  in	
  games.	
  Even	
  the	
  best	
  ones.	
  
2. All	
  the	
  key	
  ingredients	
  at	
  hand.	
  Relevant	
  source	
  materials	
  and	
  necessary	
  
objects	
  to	
  solve	
  the	
  problems	
  are	
  all	
  at	
  hand	
  in	
  a	
  game.	
  A	
  player	
  just	
  has	
  to	
  
adapt,	
  solve	
  the	
  puzzles	
  and	
  connect	
  the	
  dots.	
  
3. Cooperation.	
  Both	
  game	
  development	
  and	
  game	
  play	
  are	
  social	
  activities.	
  In	
  
game	
  development,	
  you	
  have	
  at	
  least	
  the	
  following	
  parts	
  to	
  tackle	
  on:	
  game	
  
design,	
  story/dialogue,	
  art,	
  sound	
  design	
  and	
  programming.	
  If	
  you	
  do	
  not	
  
want	
  to	
  use	
  computers,	
  game	
  design	
  and	
  development	
  can	
  easily	
  be	
  done	
  on	
  
paper	
  or	
  with	
  cards,	
  clay,	
  sounds,	
  words...	
  	
  
4. Examples.	
  Games	
  use	
  a	
  lot	
  of	
  examples	
  to	
  make	
  it	
  clear	
  what	
  a	
  player	
  has	
  to	
  
do	
  in	
  a	
  game.	
  Sometimes	
  it	
  first	
  shows	
  how	
  things	
  could	
  be	
  done	
  and	
  then	
  a	
  
player	
  can	
  try	
  the	
  same	
  by	
  herself.	
  As	
  a	
  teacher,	
  you	
  could	
  develop	
  your	
  
examples	
  and	
  recycle	
  ideas	
  to	
  make	
  it	
  easier	
  for	
  the	
  class	
  to	
  get	
  started.	
  
5. Co-­‐creation.	
  Let	
  the	
  pupils	
  do	
  the	
  design	
  and	
  implementation.	
  Teacher’s	
  role	
  
is	
  to	
  frame	
  the	
  context	
  of	
  the	
  learning	
  objectives	
  and	
  make	
  sure	
  all	
  key	
  
ingredients	
  are	
  at	
  hand	
  and	
  included	
  in	
  the	
  game.	
  
6. Different	
  perspectives.	
  The	
  same	
  thing	
  can	
  look	
  very	
  different	
  from	
  other	
  
perspectives.	
  Take	
  advantage	
  of	
  it.	
  Use	
  roles,	
  introduce	
  limitations	
  that	
  force	
  
the	
  group	
  to	
  take	
  different	
  viewpoints	
  to	
  the	
  topic	
  and	
  be	
  critical.	
  

How	
  to	
  learn	
  from	
  games?	
  

	
  
A	
  game	
  is	
  an	
  ideal	
  form	
  for	
  teaching	
  something	
  new.	
  A	
  game	
  defines	
  the	
  setup	
  of	
  
a	
  specific	
  problem	
  in	
  a	
  form	
  of	
  a	
  story,	
  or	
  otherwise	
  in	
  a	
  limited	
  context.	
  The	
  
main	
  objective	
  of	
  a	
  game	
  is	
  well	
  defined	
  in	
  the	
  beginning,	
  and	
  intermediate	
  
targets,	
  obstacles	
  and	
  opponents	
  or	
  other	
  challenges	
  are	
  introduced	
  to	
  the	
  player	
  
along	
  the	
  way.	
  All	
  of	
  these	
  “frames”	
  help	
  the	
  learners	
  to	
  understand	
  and	
  become	
  
motivated	
  of	
  what	
  they	
  should	
  be	
  doing,	
  when	
  and	
  why.	
  	
  
	
  
When	
  I	
  was	
  at	
  the	
  grade	
  school,	
  I	
  together	
  with	
  many	
  of	
  my	
  classmates	
  was	
  
doing	
  cross-­‐country	
  skiing.	
  We	
  had	
  a	
  skiing	
  table	
  attached	
  to	
  the	
  class	
  room	
  wall.	
  
The	
  table	
  was	
  a	
  simple	
  poster	
  where	
  we	
  could	
  draw	
  a	
  horizontal	
  line	
  based	
  on	
  
the	
  length	
  (kilometers)	
  of	
  our	
  daily	
  cross-­‐country	
  skiing.	
  We	
  added	
  a	
  few	
  
millimeters	
  to	
  the	
  line	
  day	
  after	
  day.	
  The	
  poster	
  was	
  on	
  the	
  wall	
  during	
  the	
  
whole	
  winter	
  season.	
  It	
  was	
  a	
  fierce	
  competition	
  even	
  if	
  there	
  were	
  no	
  concrete	
  
rewards	
  or	
  prizes.	
  At	
  least	
  I	
  do	
  not	
  remember	
  any	
  of	
  the	
  prizes.	
  For	
  me	
  the	
  
bigger	
  reward	
  was	
  the	
  actual	
  competition	
  and	
  a	
  possibility	
  to	
  see	
  your	
  own	
  
advancement	
  on	
  the	
  wall.	
  The	
  other	
  students	
  were	
  my	
  opponents	
  and	
  I	
  fought	
  
for	
  the	
  victory.	
  I	
  did	
  a	
  lot	
  of	
  skiing	
  that	
  winter	
  and	
  also	
  cheated	
  some	
  extra	
  
kilometers.	
  But	
  so	
  did	
  many	
  others,	
  too.	
  It	
  was	
  not	
  that	
  serious	
  –	
  more	
  of	
  a	
  play	
  
or	
  a	
  game.	
  It	
  was	
  about	
  trying	
  to	
  be	
  the	
  best	
  but	
  also	
  seeing	
  your	
  own	
  activities	
  
over	
  a	
  longer	
  period	
  of	
  time.	
  At	
  the	
  end	
  it	
  was	
  just	
  a	
  piece	
  of	
  paper	
  on	
  the	
  wall	
  
but	
  oh	
  boy	
  what	
  a	
  game	
  it	
  was!	
  
	
  
Today	
  online	
  service	
  Muuvit	
  offers	
  similar	
  type	
  of	
  a	
  tool	
  to	
  motivate	
  children	
  to	
  
do	
  some	
  everyday	
  sport	
  (see	
  picture	
  below).	
  For	
  us	
  the	
  skiing	
  table	
  was	
  a	
  
valuable	
  tool	
  to	
  measure	
  the	
  success.	
  Muuvit	
  developers	
  told	
  me	
  that	
  for	
  many	
  
kids,	
  the	
  tiny	
  Muuvit	
  notebook	
  also	
  has	
  very	
  big	
  value	
  the	
  its	
  owners.	
  But	
  
different	
  from	
  the	
  skiing	
  table,	
  Muuvit	
  is	
  about	
  contributing	
  to	
  a	
  common	
  goal.	
  It	
  
is	
  about	
  collaboration.	
  A	
  total	
  amount	
  of	
  minutes	
  the	
  class	
  has	
  exercised	
  during	
  a	
  
week	
  is	
  summed	
  up	
  at	
  the	
  end	
  of	
  the	
  week.	
  Instead	
  of	
  competing	
  against	
  the	
  
classmates,	
  the	
  class	
  is	
  competing	
  against	
  other	
  students	
  around	
  the	
  world.	
  The	
  
evolution	
  from	
  skiing	
  table	
  to	
  Muuvit	
  notebook	
  is	
  very	
  much	
  in	
  line	
  with	
  the	
  
recent	
  development	
  of	
  digital	
  games.	
  Besides	
  competition,	
  playing	
  is	
  more	
  and	
  
more	
  about	
  collaboration	
  and	
  learning	
  from	
  the	
  peers.	
  Minecraft	
  and	
  
MinecraftEdu	
  or	
  Supernauts	
  are	
  all	
  great	
  examples	
  of	
  that.	
  	
  
	
  

	
  

	
  
These	
  two	
  examples	
  nicely	
  highlight	
  the	
  motivational	
  factors	
  behind	
  playing	
  
games.	
  A	
  game	
  is	
  played	
  with	
  a	
  certain	
  set	
  of	
  rules,	
  goal	
  and	
  opponents	
  or	
  
challenges.	
  The	
  opponent	
  can	
  be	
  another	
  game	
  character,	
  but	
  also,	
  for	
  example,	
  
the	
  time	
  (Tetris,	
  Bejeweled),	
  another	
  player	
  (MarioKart,	
  chess,	
  World	
  of	
  
Warcraft)	
  or	
  a	
  model	
  performance	
  (Singstar).	
  	
  
	
  
There	
  are	
  a	
  lot	
  of	
  great	
  things	
  to	
  utilize	
  from	
  games:	
  
	
  
1. Games	
  are	
  difficult	
  and/or	
  challenging	
  and	
  the	
  players	
  are	
  failing	
  
constantly.	
  By	
  failing	
  over	
  and	
  over	
  again	
  a	
  player	
  will	
  learn	
  how	
  to	
  
overcome	
  certain	
  challenges	
  and	
  accept	
  failure	
  as	
  part	
  of	
  learning.	
  That	
  a	
  
part	
  of	
  the	
  games’	
  charm.	
  Games	
  can	
  be	
  used	
  to	
  identify	
  learning	
  
problems	
  within	
  a	
  certain	
  topic	
  and	
  carry	
  out	
  experimental	
  training	
  and	
  
learning	
  because	
  game	
  play	
  is	
  about	
  snack	
  size	
  achievements.	
  A	
  player	
  
will	
  advance	
  from	
  one	
  waypoint	
  to	
  another.	
  If	
  a	
  player	
  gets	
  stuck	
  there	
  
are	
  clearly	
  some	
  challenging	
  tasks	
  or	
  problems	
  to	
  focus	
  on.	
  	
  
	
  
You	
  do	
  not	
  need	
  to	
  worry	
  about	
  errors	
  because	
  "it	
  was	
  just	
  a	
  game".	
  Students	
  learn	
  
by	
  making	
  mistakes	
  and	
  making	
  mistakes	
  is	
  about	
  experimentation,	
  not	
  about	
  
humiliation.	
  In	
  games	
  the	
  failure	
  can	
  be	
  a	
  shared	
  emotion,	
  something	
  the	
  whole	
  
class	
  can	
  strive	
  to	
  improve	
  and	
  adjust.	
  
	
  
2. The	
  structure	
  and	
  the	
  rules	
  of	
  a	
  game	
  keep	
  learning	
  interesting.	
  The	
  
games’	
  progression	
  makes	
  it	
  interesting	
  to	
  learn	
  more	
  and	
  more	
  through	
  
waypoints.	
  The	
  player	
  encounters	
  constant	
  challenges	
  to	
  achieve	
  
something	
  on	
  the	
  way	
  toward	
  the	
  ultimate	
  goal.	
  
	
  
This	
  relates	
  to	
  the	
  idea	
  of	
  learning	
  by	
  doing.	
  Everyone	
  can	
  make	
  games,	
  find	
  ways	
  
to	
  make	
  the	
  topics	
  and	
  learning	
  objectives	
  easier	
  to	
  understand.	
  By	
  playing	
  games	
  
with	
  others	
  the	
  value	
  of	
  learning	
  from	
  the	
  peers	
  will	
  become	
  stronger.	
  Also	
  by	
  
doing	
  things	
  also	
  the	
  level	
  of	
  participation	
  and	
  commitment	
  is	
  strong.	
  
	
  
3. Games	
  are	
  interactive	
  experiences:	
  the	
  player	
  is	
  involved	
  in	
  the	
  creation	
  
of	
  events.	
  Actual	
  participation	
  in	
  doing	
  things	
  makes	
  it	
  more	
  personal	
  and	
  
increases	
  the	
  feeling	
  of	
  ownership	
  making	
  the	
  experience	
  more	
  valuable,	
  
more	
  memorable.	
  
	
  
Making	
  things	
  concrete	
  is	
  making	
  them	
  personal:	
  games	
  offer	
  the	
  chance	
  to	
  try	
  out	
  
different	
  roles,	
  approaches,	
  situations,	
  solutions,	
  identities	
  and	
  perspectives.	
  When	
  
the	
  topic	
  is	
  connected	
  to	
  personal	
  interests	
  it	
  is	
  easier	
  to	
  understand	
  and	
  
remember.	
  
	
  
4. Games	
  force	
  players	
  to	
  be	
  active.	
  A	
  game	
  requires	
  players	
  to	
  progress	
  and	
  
follow	
  a	
  certain	
  structure.	
  The	
  interactive	
  structure	
  of	
  a	
  game	
  makes	
  it	
  
more	
  addictive	
  and	
  challenging.	
  
	
  
If	
  a	
  player	
  does	
  not	
  do	
  anything,	
  nothing	
  happens.	
  Games	
  make	
  it	
  natural	
  to	
  
interact	
  or	
  react.	
  The	
  it	
  is	
  not	
  only	
  about	
  the	
  most	
  active	
  students,	
  it	
  is	
  about	
  
introducing	
  active	
  participation	
  as	
  part	
  of	
  learning.	
  If	
  a	
  student	
  does	
  not	
  do	
  
anything,	
  hardly	
  any	
  learning	
  will	
  happen.	
  
	
  
5. Try	
  out	
  games	
  for	
  role-­‐play:	
  observe	
  which	
  roles	
  each	
  one	
  will	
  take	
  and	
  
how	
  they	
  act	
  in	
  their	
  roles.	
  	
  
	
  
Different	
  learners	
  &	
  different	
  kinds	
  of	
  learners'	
  needs	
  can	
  be	
  catered	
  in	
  games.	
  
Games	
  offer	
  a	
  set	
  of	
  flexible	
  components	
  that	
  can	
  be	
  adjusted	
  based	
  on	
  the	
  learners	
  
/	
  players	
  roles.	
  	
  
	
  
6. Games	
  emphasize	
  motivation	
  factors	
  like	
  competition,	
  progression,	
  co-­‐
creation,	
  social	
  aspects…	
  A	
  more	
  versatile	
  skills	
  management,	
  for	
  example	
  
critical	
  thinking,	
  problem	
  solving,	
  logical	
  reasoning,	
  decision-­‐making	
  and	
  
fantasy.	
  
	
  
Think	
  of	
  individual	
  and	
  interpersonal	
  motivations	
  and	
  how	
  to	
  bring	
  those	
  to	
  the	
  
learning	
  process.	
  
	
  

	
  

	
  

Could	
  commercial	
  games	
  be	
  used	
  in	
  teaching?	
  
	
  
A	
  game	
  can	
  break	
  down	
  learning	
  topics	
  into	
  snack	
  size	
  pieces,	
  and	
  help	
  to	
  look	
  at	
  
a	
  subject	
  from	
  different	
  point	
  of	
  view.	
  	
  
	
  
Commercial	
  games	
  can	
  also	
  serve	
  as	
  tools	
  for	
  learning	
  outside	
  the	
  classroom.	
  
Finnish	
  academic	
  Pekka	
  Kuusi	
  in	
  his	
  book	
  “In	
  this	
  human	
  world”	
  (1982)	
  listed	
  
eight	
  special	
  human	
  characters	
  that	
  define	
  human	
  behavior:	
  	
  
1)	
  Communication	
  and	
  language,	
  	
  
2)	
  Love	
  and	
  socializing,	
  	
  
3)	
  Competition,	
  power	
  and	
  war,	
  	
  
4)	
  Data	
  and	
  science,	
  	
  
5)	
  Skill	
  and	
  technology,	
  	
  
6)	
  Myths	
  and	
  religions,	
  	
  
7)	
  Beauty	
  and	
  the	
  arts,	
  and	
  	
  
8)	
  Economy	
  &	
  social	
  order.	
  	
  
	
  
All	
  of	
  these	
  can	
  also	
  be	
  seen	
  as	
  game	
  genres.	
  Love	
  simulations,	
  sport	
  games,	
  
world	
  creation	
  and	
  management	
  games,	
  fighting	
  games…	
  Game	
  titles	
  ranging	
  
from	
  Civilization	
  to	
  Myst	
  and	
  from	
  Tetris	
  to	
  Heavy	
  Rain.	
  Games	
  imitate	
  certain	
  
parts	
  of	
  life	
  and	
  are	
  inspired	
  by	
  it.	
  
	
  
Majority	
  of	
  commercial	
  games	
  are	
  developed	
  to	
  entertain	
  us.	
  In	
  the	
  sense	
  of	
  
entertainment	
  products,	
  games	
  are	
  similar	
  to	
  books,	
  films	
  or	
  television	
  series.	
  
They	
  are	
  aimed	
  to	
  inspire,	
  entertain	
  and	
  in	
  some	
  sense	
  educate	
  and	
  inform.	
  
Media	
  literacy	
  enables	
  people	
  to	
  analyze	
  and	
  create	
  messages	
  in	
  wide	
  variety	
  of	
  
media	
  modes.	
  
	
  
If	
  you	
  want	
  to	
  utilize	
  learning	
  games	
  and	
  take	
  a	
  one	
  step	
  towards	
  more	
  concrete	
  
examples.	
  Marc	
  Cunningham	
  (2010)	
  has	
  collected	
  17	
  of	
  the	
  teaching	
  of	
  the	
  
available	
  commercial	
  game	
  examples,	
  how	
  it	
  is	
  used	
  in	
  teaching:	
  
http://www.cunniman.net/?p=250.	
  	
  
	
  
But	
  if	
  you	
  want	
  to	
  do	
  something	
  on	
  your	
  own	
  and	
  create	
  games	
  with	
  the	
  
students,	
  read	
  on.	
  

	
  
	
  
	
  
	
  

	
  
So:	
  how	
  to	
  get	
  started?	
  
	
  

"Playing	
  should	
  be	
  fun!	
  In	
  our	
  eagerness	
  to	
  teach	
  our	
  children	
  we	
  studiously	
  
look	
  for	
  "educational"	
  toys,	
  games	
  with	
  built-­‐in	
  lessons,	
  books	
  with	
  a	
  "message."	
  
Often,	
  these	
  "tools"	
  are	
  less	
  interesting	
  and	
  stimulating	
  than	
  the	
  child's	
  natural	
  
curiosity	
  and	
  playfulness.	
  The	
  play	
  is	
  by	
  its	
  very	
  nature	
  educational.	
  And	
  it	
  
should	
  be	
  pleasurable.	
  When	
  the	
  fun	
  goes	
  out	
  of	
  play,	
  most	
  often	
  so	
  does	
  the	
  
learning."	
  
	
  
Joanne	
  e.	
  O ppenheim	
  (Kids	
  and	
  Play,	
  ch.	
  1,	
  1984)	
  
	
  
	
  
Motivation	
  works	
  as	
  a	
  source	
  of	
  energy	
  and	
  controls	
  the	
  behavior	
  (control	
  and	
  
regulation).	
  Games	
  can	
  give	
  a	
  different	
  viewpoint	
  to	
  topic	
  of	
  everyday	
  life,	
  or	
  
lessons	
  learned	
  in	
  school.	
  Motivation	
  in	
  games	
  is	
  about	
  intrinsic	
  motivation.	
  
Intrinsic	
  motivation	
  factors	
  include	
  the	
  acceptance,	
  curiosity,	
  socializing,	
  and	
  
improving	
  your	
  own	
  skills	
  and	
  competition	
  and/or	
  revenge.	
  The	
  games	
  evoke	
  
emotions.	
  Emotions	
  are	
  an	
  important	
  fuel	
  for	
  commitment	
  and	
  getting	
  things	
  
done.	
  
	
  
But	
  if	
  you	
  do	
  not	
  know	
  anything	
  about	
  games	
  -­‐	
  How	
  to	
  get	
  started?	
  Let’s	
  start	
  
with	
  the	
  fact	
  that	
  you	
  are	
  not	
  doing	
  Mario	
  or	
  even	
  Tetris	
  as	
  your	
  first	
  game.	
  
That’s	
  for	
  sure!	
  Here’s	
  my	
  keep	
  these	
  in	
  mind	
  top	
  6:	
  
	
  
1. Forget	
  3D,	
  massively	
  multiplayer,	
  and	
  technology	
  mumbojumbo.	
  Instead	
  
think	
  about	
  the	
  game’s	
  rules,	
  structures	
  and	
  mechanics.	
  Think	
  about	
  what	
  
kind	
  of	
  game	
  is	
  in	
  question	
  (e.g.,	
  problem-­‐solving,	
  adventure,	
  martial	
  arts,	
  
simulation)	
  and	
  think	
  about	
  how	
  the	
  game	
  will	
  be	
  carried	
  out	
  (an	
  
interactive	
  computer	
  game,	
  a	
  board	
  game,	
  a	
  card	
  game,	
  game	
  prototype,	
  
animation,	
  dice	
  game,	
  character	
  play...).	
  
2. Think	
  small	
  –	
  What	
  is	
  the	
  small	
  idea	
  or	
  experiment,	
  what	
  subject	
  or	
  thing	
  
would	
  you	
  like	
  the	
  students	
  to	
  learn?	
  
3. Define	
  and	
  write	
  down	
  the	
  learning	
  objectives	
  
4. Chop	
  the	
  greatest	
  challenges	
  and	
  learning	
  goals	
  into	
  smaller,	
  
intermediate	
  objectives	
  –	
  into	
  snack	
  sized	
  pieces	
  	
  
5. Recycle	
  and	
  copy	
  game	
  ideas	
  
6. Keep	
  the	
  official	
  ratings	
  and	
  games	
  separate.	
  Rewards	
  are	
  important	
  
but	
  it	
  cannot	
  be	
  an	
  official	
  evaluation	
  of	
  the	
  tasks	
  carried	
  out.	
  
	
  
Here	
  are	
  two	
  examples	
  of	
  game	
  “frames”	
  based	
  on	
  these	
  six	
  starting	
  points	
  you	
  
can	
  use	
  to	
  generate	
  games	
  with	
  the	
  class.	
  The	
  following	
  examples	
  are	
  very	
  rough	
  
ones	
  just	
  to	
  highlight	
  the	
  thinking	
  behind	
  using	
  games	
  as	
  structures	
  and	
  
chopping	
  learning	
  objectives	
  into	
  measurable	
  snack	
  sized	
  pieces.	
  
	
  
	
  
	
  
EXAMPLES:	
  
	
  
Example	
  1:	
  City	
  at	
  war	
  (history,	
  communications)	
  
	
  
Building	
  of	
  a	
  game	
  in	
  a	
  co-­‐creation	
  fashion	
  can	
  go	
  like	
  this:	
  
	
  
1.	
  Start	
  with	
  defining	
  the	
  game:	
  
• Type	
  of	
  a	
  game:	
  problem-­‐solving	
  adventure	
  game	
  (combined	
  with	
  
memory	
  &	
  puzzle	
  features)	
  
• The	
  rules	
  of	
  the	
  game:	
  The	
  game	
  will	
  be	
  played	
  in	
  a	
  classroom	
  when	
  
every	
  student	
  sits	
  on	
  his	
  or	
  her	
  own	
  places.	
  The	
  players	
  are	
  dealt	
  10	
  
playing	
  cards	
  each.	
  The	
  cards	
  can	
  represent	
  traps	
  or	
  be	
  memory	
  cards	
  
that	
  help	
  to	
  advance	
  in	
  the	
  game.	
  The	
  game	
  uses	
  a	
  dice.	
  By	
  rolling	
  a	
  dice	
  
the	
  players	
  will	
  advance	
  in	
  the	
  game.	
  Players	
  need	
  to	
  solve	
  different	
  
challenges	
  to	
  advance	
  in	
  the	
  game.	
  
• Mechanics:	
  there	
  are	
  traps,	
  bonuses	
  and	
  penalties	
  (cards),	
  aimed	
  at	
  
increasing	
  the	
  randomness.	
  
• The	
  plot:	
  It	
  is	
  year	
  1939	
  and	
  the	
  city	
  of	
  NN	
  (your	
  city)	
  is	
  being	
  
bombarded.	
  Your	
  home	
  is	
  in	
  the	
  middle	
  of	
  the	
  crisis	
  region.	
  Find	
  out	
  how	
  
to	
  avoid	
  the	
  bombs	
  and	
  help	
  others	
  to	
  find	
  a	
  way	
  out	
  of	
  the	
  crisis.	
  
	
  
2.	
  Start	
  with	
  a	
  small	
  idea:	
  	
  
The	
  game	
  is	
  a	
  memory	
  game	
  played	
  in	
  the	
  classroom.	
  The	
  idea	
  is	
  to	
  discover	
  the	
  
history	
  of	
  the	
  homestead	
  and	
  make	
  the	
  history	
  more	
  tangible.	
  
	
  
3.	
  Learning	
  objective:	
  	
  
•	
  To	
  concretely	
  understand	
  critical	
  reasons	
  and	
  implications	
  of	
  war	
  
•	
  A	
  comprehensive	
  understanding	
  of	
  local	
  history	
  and	
  its	
  legacy	
  
•	
  Discussion	
  skills	
  
	
  
4.	
  Milestones:	
  
(a)	
  Understanding	
  of	
  the	
  point	
  of	
  time	
  of	
  the	
  War.	
  
(b)	
  The	
  effects	
  of	
  the	
  war	
  on	
  the	
  civilian	
  population	
  and	
  living	
  conditions.	
  
(c)	
  Play	
  through	
  one	
  short	
  period	
  of	
  the	
  wartime	
  to	
  better	
  understand	
  the	
  
longer	
  timeframe.	
  
	
  
5.	
  The	
  game:	
  	
  
The	
  idea	
  is	
  borrowed	
  from	
  the	
  game	
  Monopoly.	
  The	
  game	
  has	
  memory,	
  
knowledge	
  and	
  trap	
  cards.	
  Memory	
  cards	
  express	
  the	
  experiences	
  of	
  the	
  local	
  
inhabitants	
  of	
  that	
  time.	
  Knowledge	
  cards	
  give	
  details	
  of	
  the	
  war	
  and	
  its	
  impacts	
  
to	
  the	
  local	
  community.	
  Traps	
  add	
  the	
  aspect	
  of	
  randomness	
  and	
  challenge	
  to	
  the	
  
game.	
  
	
  
6.	
  Rewards:	
  
Use	
  a	
  game	
  to	
  make	
  learning	
  more	
  concrete	
  and	
  enhance	
  the	
  actual	
  learning	
  
experience.	
  The	
  prize	
  comes	
  from	
  the	
  gameplay	
  itself.	
  The	
  students	
  will	
  not	
  be	
  
graded	
  based	
  on	
  their	
  performance.	
  	
  
	
  
	
  
 
	
  
Example	
  2:	
  Flower	
  picking	
  (biology,	
  sports,	
  locality)	
  
	
  
1.	
  The	
  definition	
  of	
  the	
  game:	
  
• Type	
  of	
  game:	
  collect	
  and	
  compare.	
  
• Rules:	
  each	
  plays	
  alone	
  or	
  in	
  a	
  team.	
  They	
  will	
  collect	
  plants	
  by	
  taking	
  
photos	
  of	
  the	
  plants	
  with	
  a	
  camera	
  or	
  a	
  cell	
  phone	
  (camera).	
  In	
  the	
  
collection	
  they	
  will	
  find	
  out	
  which	
  flowers	
  or	
  plants	
  they	
  have	
  collected	
  
and	
  write	
  a	
  description	
  of	
  them.	
  
• Goal:	
  try	
  to	
  get	
  as	
  rich	
  collection	
  of	
  pictures	
  as	
  possible,	
  complete	
  pre-­‐
defined	
  collections	
  and	
  find	
  rare	
  plants.	
  Get	
  rarity	
  and	
  victory	
  points	
  
based	
  on	
  the	
  collection.	
  
• The	
  plot:	
  the	
  story	
  is	
  about	
  setting	
  up	
  a	
  plant	
  information	
  bank.	
  The	
  
students	
  need	
  to	
  help	
  in	
  localizing	
  the	
  plants.	
  
	
  
2.	
  Starting	
  with	
  a	
  small	
  idea:	
  	
  
The	
  game	
  is	
  flower-­‐picking	
  game	
  and	
  is	
  played	
  with	
  a	
  cell	
  phone/a	
  camera.	
  
	
  
3.	
  Learning	
  objective:	
  	
  
•	
  Examination	
  of	
  flora,	
  learning	
  about	
  different	
  plants	
  and	
  their	
  role	
  in	
  the	
  
ecosystem	
  
•	
  Learn	
  about	
  the	
  impact	
  of	
  pollution,	
  soil,	
  seasons…	
  
•	
  Understanding	
  of	
  regional	
  biodiversity	
  
	
  
4.	
  Milestones:	
  
• Collect	
  a	
  diverse	
  array	
  of	
  plant	
  and	
  flowers	
  in	
  a	
  plant	
  gallery.	
  
• Sort	
  and	
  identify	
  common	
  and	
  regional	
  plants.	
  
• Give	
  a	
  more	
  detailed	
  presentation	
  of	
  the	
  collection	
  or	
  generate	
  a	
  game	
  
to	
  be	
  played	
  with	
  other	
  students	
  (instead	
  of	
  a	
  presentation)	
  to	
  support	
  
learning	
  from	
  the	
  peers.	
  
	
  
5.	
  The	
  idea	
  is	
  borrowed	
  from	
  the	
  Pokemon	
  games	
  (“Gotta	
  Catch	
  ‘em	
  All”).	
  
	
  
6.	
  Players	
  will	
  be	
  rewarded	
  in	
  a	
  form	
  of	
  a	
  leaderboard	
  and	
  achievements.	
  Players	
  
will	
  get	
  special	
  points	
  based	
  on	
  rarity	
  of	
  the	
  plants,	
  the	
  biggest	
  selection	
  and	
  so	
  
on.	
  
	
  
NOTE!	
  
Consider	
  utilizing	
  different	
  viewpoints	
  or	
  playing	
  personas	
  in	
  games.	
  Different	
  
views	
  help	
  to	
  understand	
  some	
  topics	
  better.	
  Cooperation	
  is	
  a	
  nice	
  way	
  to	
  change	
  
the	
  dynamics	
  of	
  a	
  game.	
  The	
  students	
  no	
  longer	
  compete	
  against	
  each	
  other	
  but	
  
collaborate	
  and	
  try	
  to	
  achieve	
  something	
  together.	
  
	
  
The	
  game	
  can	
  also	
  be	
  just	
  a	
  structure	
  where	
  a	
  student	
  will	
  add	
  the	
  story.	
  If	
  the	
  
students	
  are	
  into	
  snowboarding,	
  Harry	
  Potter,	
  anything…	
  they	
  can	
  use	
  their	
  
hobby	
  as	
  the	
  background	
  story	
  and	
  that	
  way	
  make	
  the	
  learning	
  objectives	
  easier	
  
to	
  understand.	
  That	
  way	
  they	
  will	
  also	
  understand	
  the	
  possibility	
  to	
  apply	
  
certain	
  common	
  topics	
  to	
  different	
  contexts.	
  
 

	
  
So	
  what’s	
  the	
  problem	
  teacher?	
  

	
  
Games	
  could	
  be	
  a	
  great	
  addition	
  to	
  the	
  primary	
  teaching	
  methods,	
  but	
  often	
  they	
  
are	
  not	
  used	
  because	
  of	
  the	
  following	
  issues.	
  
	
  
-­‐	
  Curricular	
  requirements:	
  schools	
  follow	
  the	
  curriculum	
  and	
  the	
  learning	
  is	
  
based	
  on	
  books	
  and	
  lectures.	
  Games	
  cannot	
  be	
  found	
  in	
  the	
  curriculum	
  because	
  
their	
  efficacy	
  has	
  not	
  been	
  proven.	
  True	
  but	
  this	
  is	
  about	
  to	
  change.	
  
-­‐	
  Attitude:	
  games	
  are	
  bad	
  for	
  us.	
  This	
  idea	
  is	
  typically	
  based	
  on	
  stereotypes	
  or	
  
some	
  extreme	
  cases	
  that	
  exceed	
  the	
  threshold	
  of	
  mainstream	
  media.	
  Try	
  to	
  think	
  
about	
  games	
  as	
  a	
  motivating	
  learning	
  structure,	
  not	
  as	
  Grand	
  Theft	
  Auto.	
  
-­‐	
  Information	
  technology	
  is	
  not	
  the	
  only	
  option:	
  if	
  playing	
  on	
  a	
  computer	
  or	
  a	
  cell	
  
phone	
  does	
  not	
  sound	
  like	
  a	
  good	
  idea	
  or	
  the	
  access	
  is	
  limited	
  to	
  computers	
  or	
  
cell	
  phones	
  are	
  banned	
  in	
  schools,	
  just	
  use	
  pen	
  and	
  paper.	
  
Teachers	
  do	
  not	
  play	
  games:	
  Teachers	
  do	
  not	
  generally	
  have	
  an	
  extensive	
  
knowhow	
  of	
  games,	
  which	
  makes	
  it	
  harder	
  to	
  come	
  up	
  with	
  good	
  ways	
  to	
  utilize	
  
games	
  in	
  schools.	
  Forget	
  digital	
  games	
  for	
  now.	
  Think	
  about	
  games	
  as	
  structures.	
  	
  
-­‐	
  Evaluation:	
  the	
  gaming	
  skills	
  are	
  not	
  considered	
  to	
  have	
  any	
  value	
  in	
  school’s	
  
context.	
  Do	
  not	
  evaluate	
  gaming	
  or	
  edugames	
  the	
  same	
  way	
  as	
  more	
  traditional	
  
learning.	
  
-­‐	
  Evidence	
  is	
  missing:	
  educational	
  games	
  are	
  not	
  yet	
  broadly	
  used	
  so	
  there	
  only	
  a	
  
few	
  practical	
  examples	
  to	
  copy	
  and	
  try	
  out.	
  
	
  
There	
  is	
  still	
  a	
  long	
  way	
  to	
  go	
  in	
  order	
  to	
  make	
  it	
  easy	
  for	
  teachers	
  to	
  adapt	
  and	
  
adjust	
  existing	
  learning	
  game	
  examples.	
  BUT	
  by	
  experimenting	
  with	
  games	
  your	
  
class	
  can	
  be	
  an	
  important	
  source	
  of	
  information	
  for	
  other	
  schools.	
  

Inspiration	
  

	
  
There	
  are	
  some	
  more	
  traditional	
  educational	
  games	
  that	
  could	
  be	
  used	
  as	
  
inspiration.	
  For	
  example:	
  
	
  
•	
  MinecraftEdu:	
  http://minecraftedu.com/	
  
•	
  The	
  Traveler	
  IQ	
  challenge:	
  http://www.travelpod.com/traveler-­‐iq	
  
•	
  Expedition:	
  http://www.history.com/games/action-­‐
adventure/expedition/play	
  
•	
  World	
  heritage	
  destinations:	
  http://www.history.com/games/trivia-­‐
quizzes/mankind-­‐world-­‐heritage-­‐destinations/play	
  
•	
  The	
  life	
  of	
  the	
  ice	
  age	
  (BBC)	
  
http://www.bbc.co.uk/history/ancient/british_prehistory/launch_gms_ironage_
life.shtml	
  
•	
  The	
  Victoria	
  times:	
  women's	
  right	
  quiz:	
  
http://www.bbc.co.uk/history/british/victorians/launch_gms_womens_rights.s
html	
  
•	
  The	
  China	
  game:	
  http://playinghistory.org/items/show/540	
  
•	
  Educational	
  game	
  portal	
  (in	
  different	
  subjects	
  and	
  grade	
  levels):	
  
http://www.thekidzpage.com/learninggames/index.htm	
  
•	
  Game	
  portal:	
  http://gamesined.wikispaces.com/Mathematics	
  
Literature	
  (used	
  as	
  a	
  source	
  for	
  this	
  summary):	
  

•	
  The	
  Use	
  of	
  Games	
  in	
  Education	
  (eHow.com,	
  2012):	
  
http://www.ehow.com/info_8321667_use-­‐games-­‐
education.html#ixzz2Gp0TAvxM	
  
•	
  Moving	
  learning	
  games	
  forward	
  (MIT,	
  2009):	
  http://bit.ly/10TPxZ0	
  
IBM	
  future	
  visions	
  (2013)	
  http://venturebeat.com/2013/12/16/ibm-­‐reveals-­‐
its-­‐top-­‐five-­‐predictions-­‐for-­‐the-­‐next-­‐five-­‐years/	
  
	
  
	
  
If	
  you	
  are	
  interested	
  in	
  using	
  free	
  game-­‐development	
  tools	
  and	
  making	
  actual	
  
games,	
  you	
  might	
  want	
  to	
  check	
  out	
  my	
  presentation	
  on	
  “Everyone	
  can	
  design	
  
games”	
  on	
  Slideshare:	
  http://www.slideshare.net/soppa/everyone-­‐can-­‐design-­‐
games-­‐girls-­‐game-­‐clubs.	
  

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Games in learning_sonja_ang

  • 1.   Games  &  learning:   Games  as  frames,  mechanics  and  structures  of   learning   sonja.angesleva@igda.fi  (Dec2013)     "There  is  no  reason  that  a  generation  that  can  memorize  over  100  Pokemon   characters  with  all  their  characteristics,  history  and  evolution  can't  learn  the   names,  relationships  of  all  capitals  option  allows  you,  and  the  nations  in  the   world."     Marc  Prensky  (Digital  natives.  An  important  point     emerging  from  the  Digital,  2001)     The  school's  mission  is  to  organize  and  provide  official  training  that  leads  to   qualifications.  Education  must,  however,  take  account  that  the  whole  society  is   changing  due  to  the  technical  and  digital  culture  influences  that  also  change  the   learning  environments  and  learning  habits.     Games  are  an  organic  part  of  youngsters’  lives.  Games’  influence  in  learning  and   working  is  visible  already  today  in  the  forms  of  edutainment,  gamification  and   game  mechanics  driven  motivation.  But  what  does  it  mean  to  learning?     This  short  paper  was  originally  written  in  Finnish  in  January  2013.  The  purpose   was  to  give  teachers  an  overview  of  games  and  inspire  them  to  find  different   ways  to  utilize  games  and  game  mechanics  in  learning.      
  • 2. What  is  a  game?     Let’s  start  with  what  is  a  game.  Games  journalist  Tadhg  Kelly  wrote  in  his  blog:   “Games  are  belief  engines.  Games  are  canvases  for  stories  in  motion.  Games  are  a   challenge  and  a  learning  activity.  Games  are  ideas.  Games  make  life  better.  Games   are  addictive.  Games  are  pressure.  Games  are  motivational,  inspirational  and   educational.  Games  are  fun.  Games  are  emotive.”         A  game  is  based  on  a  set  of  rules,  a  selection  of  interaction  methods,  character   roles,  objects  to  interact  with  and  a  possible  background  story.  The  rules  of  the   game  are  part  of  the  game  mechanics.  At  the  heart  of  the  game  is  an  interactive   feedback  structure:  when  a  player  does  something,  it  causes  a  reaction  in  the   game  and  gives  immediate  feedback  to  the  player.  The  confrontation  between   good  &  bad  is  one  common  way  to  build  up  the  dynamics  of  the  game.  A  player   has  to  do  something  to  overcome  the  enemy,  to  save  the  world  or  defeat  the   threat.  A  game  is  typically  an  endless  loop  (like  Tetris)  where  a  player  tries  to   improve  her  performance  or  a  linear  story  (like  Final  Fantasy  games).              
  • 3. Game  driven  learning     "Game-­‐based  learning  involves  the  use  of  board  games,  card  games,  video   games,  simulations,  model  building,  role  play  and  other  competitive  activities   where  students  are  engaged  in  play  that  teaches  them  an  important  concept   that  is  part  of  their  curriculum.  Many  games  include  an  element  of  fantasy  that   makes  the  learning  process  truly  appealing  to  students.  The  use  of  such  games   serves  a  dual  purpose:  the  content  of  the  game  helps  to  improve  the  knowledge   of  the  students  and  the  process  of  playing  the  game  develops  their  skills."     David  Stuart  (eHow.com,  2012)     In  the  context  of  games,  learning  typically  refers  to  games  as  media  (media   education),  game  mechanics  (motivational  factors),  games  as  educational  objects   (learning  from  games,  learning  by  playing)  and  the  role  of  games  in  youth   cultures.       Game  mechanics  can  be  used  to  create  supportive  and  inspiring  educational   content.  Games  can  also  motivate  and  provide  an  inspiring  learning  context.   Games  offer  more  active  role  for  learners  in  the  process.  At  its  best  the  game-­‐like   learning  brings  flexibility  to  learning,  which  supports  various  types  of  learners   (slow  fast,  visual,  etc.),  and  different  ways  of  understanding  things.  Games  also   help  to  make  problems  concrete  and  easier  to  understand  from  different   perspectives.     What’s  good  in  games  (for  learning)?     1. Limits.  The  game  structure  provides  a  safe  environment  and  a  context  to   experiment  on  some  concrete  topics.  It  does  not  matter  if  you  fail,  you  can   always  try  again.  Everyone  fails  in  games.  Even  the  best  ones.   2. All  the  key  ingredients  at  hand.  Relevant  source  materials  and  necessary   objects  to  solve  the  problems  are  all  at  hand  in  a  game.  A  player  just  has  to   adapt,  solve  the  puzzles  and  connect  the  dots.   3. Cooperation.  Both  game  development  and  game  play  are  social  activities.  In   game  development,  you  have  at  least  the  following  parts  to  tackle  on:  game   design,  story/dialogue,  art,  sound  design  and  programming.  If  you  do  not   want  to  use  computers,  game  design  and  development  can  easily  be  done  on   paper  or  with  cards,  clay,  sounds,  words...     4. Examples.  Games  use  a  lot  of  examples  to  make  it  clear  what  a  player  has  to   do  in  a  game.  Sometimes  it  first  shows  how  things  could  be  done  and  then  a   player  can  try  the  same  by  herself.  As  a  teacher,  you  could  develop  your   examples  and  recycle  ideas  to  make  it  easier  for  the  class  to  get  started.   5. Co-­‐creation.  Let  the  pupils  do  the  design  and  implementation.  Teacher’s  role   is  to  frame  the  context  of  the  learning  objectives  and  make  sure  all  key   ingredients  are  at  hand  and  included  in  the  game.  
  • 4. 6. Different  perspectives.  The  same  thing  can  look  very  different  from  other   perspectives.  Take  advantage  of  it.  Use  roles,  introduce  limitations  that  force   the  group  to  take  different  viewpoints  to  the  topic  and  be  critical.   How  to  learn  from  games?     A  game  is  an  ideal  form  for  teaching  something  new.  A  game  defines  the  setup  of   a  specific  problem  in  a  form  of  a  story,  or  otherwise  in  a  limited  context.  The   main  objective  of  a  game  is  well  defined  in  the  beginning,  and  intermediate   targets,  obstacles  and  opponents  or  other  challenges  are  introduced  to  the  player   along  the  way.  All  of  these  “frames”  help  the  learners  to  understand  and  become   motivated  of  what  they  should  be  doing,  when  and  why.       When  I  was  at  the  grade  school,  I  together  with  many  of  my  classmates  was   doing  cross-­‐country  skiing.  We  had  a  skiing  table  attached  to  the  class  room  wall.   The  table  was  a  simple  poster  where  we  could  draw  a  horizontal  line  based  on   the  length  (kilometers)  of  our  daily  cross-­‐country  skiing.  We  added  a  few   millimeters  to  the  line  day  after  day.  The  poster  was  on  the  wall  during  the   whole  winter  season.  It  was  a  fierce  competition  even  if  there  were  no  concrete   rewards  or  prizes.  At  least  I  do  not  remember  any  of  the  prizes.  For  me  the   bigger  reward  was  the  actual  competition  and  a  possibility  to  see  your  own   advancement  on  the  wall.  The  other  students  were  my  opponents  and  I  fought   for  the  victory.  I  did  a  lot  of  skiing  that  winter  and  also  cheated  some  extra   kilometers.  But  so  did  many  others,  too.  It  was  not  that  serious  –  more  of  a  play   or  a  game.  It  was  about  trying  to  be  the  best  but  also  seeing  your  own  activities   over  a  longer  period  of  time.  At  the  end  it  was  just  a  piece  of  paper  on  the  wall   but  oh  boy  what  a  game  it  was!     Today  online  service  Muuvit  offers  similar  type  of  a  tool  to  motivate  children  to   do  some  everyday  sport  (see  picture  below).  For  us  the  skiing  table  was  a   valuable  tool  to  measure  the  success.  Muuvit  developers  told  me  that  for  many   kids,  the  tiny  Muuvit  notebook  also  has  very  big  value  the  its  owners.  But   different  from  the  skiing  table,  Muuvit  is  about  contributing  to  a  common  goal.  It   is  about  collaboration.  A  total  amount  of  minutes  the  class  has  exercised  during  a   week  is  summed  up  at  the  end  of  the  week.  Instead  of  competing  against  the   classmates,  the  class  is  competing  against  other  students  around  the  world.  The   evolution  from  skiing  table  to  Muuvit  notebook  is  very  much  in  line  with  the   recent  development  of  digital  games.  Besides  competition,  playing  is  more  and   more  about  collaboration  and  learning  from  the  peers.  Minecraft  and   MinecraftEdu  or  Supernauts  are  all  great  examples  of  that.          
  • 5. These  two  examples  nicely  highlight  the  motivational  factors  behind  playing   games.  A  game  is  played  with  a  certain  set  of  rules,  goal  and  opponents  or   challenges.  The  opponent  can  be  another  game  character,  but  also,  for  example,   the  time  (Tetris,  Bejeweled),  another  player  (MarioKart,  chess,  World  of   Warcraft)  or  a  model  performance  (Singstar).       There  are  a  lot  of  great  things  to  utilize  from  games:     1. Games  are  difficult  and/or  challenging  and  the  players  are  failing   constantly.  By  failing  over  and  over  again  a  player  will  learn  how  to   overcome  certain  challenges  and  accept  failure  as  part  of  learning.  That  a   part  of  the  games’  charm.  Games  can  be  used  to  identify  learning   problems  within  a  certain  topic  and  carry  out  experimental  training  and   learning  because  game  play  is  about  snack  size  achievements.  A  player   will  advance  from  one  waypoint  to  another.  If  a  player  gets  stuck  there   are  clearly  some  challenging  tasks  or  problems  to  focus  on.       You  do  not  need  to  worry  about  errors  because  "it  was  just  a  game".  Students  learn   by  making  mistakes  and  making  mistakes  is  about  experimentation,  not  about   humiliation.  In  games  the  failure  can  be  a  shared  emotion,  something  the  whole   class  can  strive  to  improve  and  adjust.     2. The  structure  and  the  rules  of  a  game  keep  learning  interesting.  The   games’  progression  makes  it  interesting  to  learn  more  and  more  through   waypoints.  The  player  encounters  constant  challenges  to  achieve   something  on  the  way  toward  the  ultimate  goal.     This  relates  to  the  idea  of  learning  by  doing.  Everyone  can  make  games,  find  ways   to  make  the  topics  and  learning  objectives  easier  to  understand.  By  playing  games   with  others  the  value  of  learning  from  the  peers  will  become  stronger.  Also  by   doing  things  also  the  level  of  participation  and  commitment  is  strong.     3. Games  are  interactive  experiences:  the  player  is  involved  in  the  creation   of  events.  Actual  participation  in  doing  things  makes  it  more  personal  and   increases  the  feeling  of  ownership  making  the  experience  more  valuable,   more  memorable.     Making  things  concrete  is  making  them  personal:  games  offer  the  chance  to  try  out   different  roles,  approaches,  situations,  solutions,  identities  and  perspectives.  When   the  topic  is  connected  to  personal  interests  it  is  easier  to  understand  and   remember.     4. Games  force  players  to  be  active.  A  game  requires  players  to  progress  and   follow  a  certain  structure.  The  interactive  structure  of  a  game  makes  it   more  addictive  and  challenging.     If  a  player  does  not  do  anything,  nothing  happens.  Games  make  it  natural  to   interact  or  react.  The  it  is  not  only  about  the  most  active  students,  it  is  about  
  • 6. introducing  active  participation  as  part  of  learning.  If  a  student  does  not  do   anything,  hardly  any  learning  will  happen.     5. Try  out  games  for  role-­‐play:  observe  which  roles  each  one  will  take  and   how  they  act  in  their  roles.       Different  learners  &  different  kinds  of  learners'  needs  can  be  catered  in  games.   Games  offer  a  set  of  flexible  components  that  can  be  adjusted  based  on  the  learners   /  players  roles.       6. Games  emphasize  motivation  factors  like  competition,  progression,  co-­‐ creation,  social  aspects…  A  more  versatile  skills  management,  for  example   critical  thinking,  problem  solving,  logical  reasoning,  decision-­‐making  and   fantasy.     Think  of  individual  and  interpersonal  motivations  and  how  to  bring  those  to  the   learning  process.         Could  commercial  games  be  used  in  teaching?     A  game  can  break  down  learning  topics  into  snack  size  pieces,  and  help  to  look  at   a  subject  from  different  point  of  view.       Commercial  games  can  also  serve  as  tools  for  learning  outside  the  classroom.   Finnish  academic  Pekka  Kuusi  in  his  book  “In  this  human  world”  (1982)  listed   eight  special  human  characters  that  define  human  behavior:     1)  Communication  and  language,     2)  Love  and  socializing,     3)  Competition,  power  and  war,     4)  Data  and  science,     5)  Skill  and  technology,    
  • 7. 6)  Myths  and  religions,     7)  Beauty  and  the  arts,  and     8)  Economy  &  social  order.       All  of  these  can  also  be  seen  as  game  genres.  Love  simulations,  sport  games,   world  creation  and  management  games,  fighting  games…  Game  titles  ranging   from  Civilization  to  Myst  and  from  Tetris  to  Heavy  Rain.  Games  imitate  certain   parts  of  life  and  are  inspired  by  it.     Majority  of  commercial  games  are  developed  to  entertain  us.  In  the  sense  of   entertainment  products,  games  are  similar  to  books,  films  or  television  series.   They  are  aimed  to  inspire,  entertain  and  in  some  sense  educate  and  inform.   Media  literacy  enables  people  to  analyze  and  create  messages  in  wide  variety  of   media  modes.     If  you  want  to  utilize  learning  games  and  take  a  one  step  towards  more  concrete   examples.  Marc  Cunningham  (2010)  has  collected  17  of  the  teaching  of  the   available  commercial  game  examples,  how  it  is  used  in  teaching:   http://www.cunniman.net/?p=250.       But  if  you  want  to  do  something  on  your  own  and  create  games  with  the   students,  read  on.            
  • 8. So:  how  to  get  started?     "Playing  should  be  fun!  In  our  eagerness  to  teach  our  children  we  studiously   look  for  "educational"  toys,  games  with  built-­‐in  lessons,  books  with  a  "message."   Often,  these  "tools"  are  less  interesting  and  stimulating  than  the  child's  natural   curiosity  and  playfulness.  The  play  is  by  its  very  nature  educational.  And  it   should  be  pleasurable.  When  the  fun  goes  out  of  play,  most  often  so  does  the   learning."     Joanne  e.  O ppenheim  (Kids  and  Play,  ch.  1,  1984)       Motivation  works  as  a  source  of  energy  and  controls  the  behavior  (control  and   regulation).  Games  can  give  a  different  viewpoint  to  topic  of  everyday  life,  or   lessons  learned  in  school.  Motivation  in  games  is  about  intrinsic  motivation.   Intrinsic  motivation  factors  include  the  acceptance,  curiosity,  socializing,  and   improving  your  own  skills  and  competition  and/or  revenge.  The  games  evoke   emotions.  Emotions  are  an  important  fuel  for  commitment  and  getting  things   done.     But  if  you  do  not  know  anything  about  games  -­‐  How  to  get  started?  Let’s  start   with  the  fact  that  you  are  not  doing  Mario  or  even  Tetris  as  your  first  game.   That’s  for  sure!  Here’s  my  keep  these  in  mind  top  6:     1. Forget  3D,  massively  multiplayer,  and  technology  mumbojumbo.  Instead   think  about  the  game’s  rules,  structures  and  mechanics.  Think  about  what   kind  of  game  is  in  question  (e.g.,  problem-­‐solving,  adventure,  martial  arts,   simulation)  and  think  about  how  the  game  will  be  carried  out  (an   interactive  computer  game,  a  board  game,  a  card  game,  game  prototype,   animation,  dice  game,  character  play...).   2. Think  small  –  What  is  the  small  idea  or  experiment,  what  subject  or  thing   would  you  like  the  students  to  learn?   3. Define  and  write  down  the  learning  objectives   4. Chop  the  greatest  challenges  and  learning  goals  into  smaller,   intermediate  objectives  –  into  snack  sized  pieces     5. Recycle  and  copy  game  ideas   6. Keep  the  official  ratings  and  games  separate.  Rewards  are  important   but  it  cannot  be  an  official  evaluation  of  the  tasks  carried  out.     Here  are  two  examples  of  game  “frames”  based  on  these  six  starting  points  you   can  use  to  generate  games  with  the  class.  The  following  examples  are  very  rough   ones  just  to  highlight  the  thinking  behind  using  games  as  structures  and   chopping  learning  objectives  into  measurable  snack  sized  pieces.        
  • 9. EXAMPLES:     Example  1:  City  at  war  (history,  communications)     Building  of  a  game  in  a  co-­‐creation  fashion  can  go  like  this:     1.  Start  with  defining  the  game:   • Type  of  a  game:  problem-­‐solving  adventure  game  (combined  with   memory  &  puzzle  features)   • The  rules  of  the  game:  The  game  will  be  played  in  a  classroom  when   every  student  sits  on  his  or  her  own  places.  The  players  are  dealt  10   playing  cards  each.  The  cards  can  represent  traps  or  be  memory  cards   that  help  to  advance  in  the  game.  The  game  uses  a  dice.  By  rolling  a  dice   the  players  will  advance  in  the  game.  Players  need  to  solve  different   challenges  to  advance  in  the  game.   • Mechanics:  there  are  traps,  bonuses  and  penalties  (cards),  aimed  at   increasing  the  randomness.   • The  plot:  It  is  year  1939  and  the  city  of  NN  (your  city)  is  being   bombarded.  Your  home  is  in  the  middle  of  the  crisis  region.  Find  out  how   to  avoid  the  bombs  and  help  others  to  find  a  way  out  of  the  crisis.     2.  Start  with  a  small  idea:     The  game  is  a  memory  game  played  in  the  classroom.  The  idea  is  to  discover  the   history  of  the  homestead  and  make  the  history  more  tangible.     3.  Learning  objective:     •  To  concretely  understand  critical  reasons  and  implications  of  war   •  A  comprehensive  understanding  of  local  history  and  its  legacy   •  Discussion  skills     4.  Milestones:   (a)  Understanding  of  the  point  of  time  of  the  War.   (b)  The  effects  of  the  war  on  the  civilian  population  and  living  conditions.   (c)  Play  through  one  short  period  of  the  wartime  to  better  understand  the   longer  timeframe.     5.  The  game:     The  idea  is  borrowed  from  the  game  Monopoly.  The  game  has  memory,   knowledge  and  trap  cards.  Memory  cards  express  the  experiences  of  the  local   inhabitants  of  that  time.  Knowledge  cards  give  details  of  the  war  and  its  impacts   to  the  local  community.  Traps  add  the  aspect  of  randomness  and  challenge  to  the   game.     6.  Rewards:   Use  a  game  to  make  learning  more  concrete  and  enhance  the  actual  learning   experience.  The  prize  comes  from  the  gameplay  itself.  The  students  will  not  be   graded  based  on  their  performance.        
  • 10.     Example  2:  Flower  picking  (biology,  sports,  locality)     1.  The  definition  of  the  game:   • Type  of  game:  collect  and  compare.   • Rules:  each  plays  alone  or  in  a  team.  They  will  collect  plants  by  taking   photos  of  the  plants  with  a  camera  or  a  cell  phone  (camera).  In  the   collection  they  will  find  out  which  flowers  or  plants  they  have  collected   and  write  a  description  of  them.   • Goal:  try  to  get  as  rich  collection  of  pictures  as  possible,  complete  pre-­‐ defined  collections  and  find  rare  plants.  Get  rarity  and  victory  points   based  on  the  collection.   • The  plot:  the  story  is  about  setting  up  a  plant  information  bank.  The   students  need  to  help  in  localizing  the  plants.     2.  Starting  with  a  small  idea:     The  game  is  flower-­‐picking  game  and  is  played  with  a  cell  phone/a  camera.     3.  Learning  objective:     •  Examination  of  flora,  learning  about  different  plants  and  their  role  in  the   ecosystem   •  Learn  about  the  impact  of  pollution,  soil,  seasons…   •  Understanding  of  regional  biodiversity     4.  Milestones:   • Collect  a  diverse  array  of  plant  and  flowers  in  a  plant  gallery.   • Sort  and  identify  common  and  regional  plants.   • Give  a  more  detailed  presentation  of  the  collection  or  generate  a  game   to  be  played  with  other  students  (instead  of  a  presentation)  to  support   learning  from  the  peers.     5.  The  idea  is  borrowed  from  the  Pokemon  games  (“Gotta  Catch  ‘em  All”).     6.  Players  will  be  rewarded  in  a  form  of  a  leaderboard  and  achievements.  Players   will  get  special  points  based  on  rarity  of  the  plants,  the  biggest  selection  and  so   on.     NOTE!   Consider  utilizing  different  viewpoints  or  playing  personas  in  games.  Different   views  help  to  understand  some  topics  better.  Cooperation  is  a  nice  way  to  change   the  dynamics  of  a  game.  The  students  no  longer  compete  against  each  other  but   collaborate  and  try  to  achieve  something  together.     The  game  can  also  be  just  a  structure  where  a  student  will  add  the  story.  If  the   students  are  into  snowboarding,  Harry  Potter,  anything…  they  can  use  their   hobby  as  the  background  story  and  that  way  make  the  learning  objectives  easier   to  understand.  That  way  they  will  also  understand  the  possibility  to  apply   certain  common  topics  to  different  contexts.  
  • 11.    
  • 12. So  what’s  the  problem  teacher?     Games  could  be  a  great  addition  to  the  primary  teaching  methods,  but  often  they   are  not  used  because  of  the  following  issues.     -­‐  Curricular  requirements:  schools  follow  the  curriculum  and  the  learning  is   based  on  books  and  lectures.  Games  cannot  be  found  in  the  curriculum  because   their  efficacy  has  not  been  proven.  True  but  this  is  about  to  change.   -­‐  Attitude:  games  are  bad  for  us.  This  idea  is  typically  based  on  stereotypes  or   some  extreme  cases  that  exceed  the  threshold  of  mainstream  media.  Try  to  think   about  games  as  a  motivating  learning  structure,  not  as  Grand  Theft  Auto.   -­‐  Information  technology  is  not  the  only  option:  if  playing  on  a  computer  or  a  cell   phone  does  not  sound  like  a  good  idea  or  the  access  is  limited  to  computers  or   cell  phones  are  banned  in  schools,  just  use  pen  and  paper.   Teachers  do  not  play  games:  Teachers  do  not  generally  have  an  extensive   knowhow  of  games,  which  makes  it  harder  to  come  up  with  good  ways  to  utilize   games  in  schools.  Forget  digital  games  for  now.  Think  about  games  as  structures.     -­‐  Evaluation:  the  gaming  skills  are  not  considered  to  have  any  value  in  school’s   context.  Do  not  evaluate  gaming  or  edugames  the  same  way  as  more  traditional   learning.   -­‐  Evidence  is  missing:  educational  games  are  not  yet  broadly  used  so  there  only  a   few  practical  examples  to  copy  and  try  out.     There  is  still  a  long  way  to  go  in  order  to  make  it  easy  for  teachers  to  adapt  and   adjust  existing  learning  game  examples.  BUT  by  experimenting  with  games  your   class  can  be  an  important  source  of  information  for  other  schools.   Inspiration     There  are  some  more  traditional  educational  games  that  could  be  used  as   inspiration.  For  example:     •  MinecraftEdu:  http://minecraftedu.com/   •  The  Traveler  IQ  challenge:  http://www.travelpod.com/traveler-­‐iq   •  Expedition:  http://www.history.com/games/action-­‐ adventure/expedition/play   •  World  heritage  destinations:  http://www.history.com/games/trivia-­‐ quizzes/mankind-­‐world-­‐heritage-­‐destinations/play   •  The  life  of  the  ice  age  (BBC)   http://www.bbc.co.uk/history/ancient/british_prehistory/launch_gms_ironage_ life.shtml   •  The  Victoria  times:  women's  right  quiz:   http://www.bbc.co.uk/history/british/victorians/launch_gms_womens_rights.s html   •  The  China  game:  http://playinghistory.org/items/show/540   •  Educational  game  portal  (in  different  subjects  and  grade  levels):   http://www.thekidzpage.com/learninggames/index.htm   •  Game  portal:  http://gamesined.wikispaces.com/Mathematics  
  • 13. Literature  (used  as  a  source  for  this  summary):   •  The  Use  of  Games  in  Education  (eHow.com,  2012):   http://www.ehow.com/info_8321667_use-­‐games-­‐ education.html#ixzz2Gp0TAvxM   •  Moving  learning  games  forward  (MIT,  2009):  http://bit.ly/10TPxZ0   IBM  future  visions  (2013)  http://venturebeat.com/2013/12/16/ibm-­‐reveals-­‐ its-­‐top-­‐five-­‐predictions-­‐for-­‐the-­‐next-­‐five-­‐years/       If  you  are  interested  in  using  free  game-­‐development  tools  and  making  actual   games,  you  might  want  to  check  out  my  presentation  on  “Everyone  can  design   games”  on  Slideshare:  http://www.slideshare.net/soppa/everyone-­‐can-­‐design-­‐ games-­‐girls-­‐game-­‐clubs.