1. Blumberg Center Topical Series –
Applying Game Concepts to Learning
Tim Boileau, Ph.D. – Indiana State University
Curriculum, Instruction, and Media Technology
November 12, 2013
2. Why Games?
✤
$ Multi-billion industry surpassing Hollywood film industry!
✤
Embedded in popular culture!
✤
Represent more natural ways of learning and engagement!
Learning can and should be hard fun!
3. Who Plays Games in the U.S.?
✤
50% of the population over the age of 6!
✤
Average game player is 29 yrs old!
✤
43% of game players are women!
✤
97% of games are purchased by adults over the age of 18!
✤
60% of parents play games with their children at least one a
month
Entertainment Software Association
4. Who Plays Games in the U.S.?
✤
Survey of 12-17 year olds:!
✤
✤
✤
99% of boys and 94% of girls report playing video games!
Younger teen boys are most likely to play games, followed by
younger girls, then older boys!
Age is more strongly correlated with gaming than sex of
respondent (55% male; 50% female)!
✤
81% of 18-29 year olds play games!
✤
25% of adults age 65 or older play games
Pew Foundation Research
5. Gender and Genre (12-17 yr olds)
✤
39% of boys play games on a daily basis, averaging 8 different genres!
✤
22% of girls play games on a daily basis, averaging 6 different genres!
✤
Boys favor fighting, FPS, role-playing games and mature content (sex
and violence)!
✤
Girls favor puzzle games (casual games)!
✤
No discernible gender differences in preferences toward racing
games, rhythm games, and simulation games (e.g., SIMS)!
✤
Boys are more likely to own and play console games
Pew Foundation Research
7. What’s in a Game?
✤
Objective!
✤
Rules!
✤
Challenge/Competition!
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Randomness or unpredictability!
✤
Designed for fun and sometimes learning
8. What Makes a Game Fun?
✤
Challenge - requires reasonable level of difficulty!
✤
Fantasy - compelling setting for game action; temporary
suspension of reality!
✤
Curiosity - random events so that play is not completely
deterministic!
✤
Control - learners are confronted with choices
9. What’s in a Learning Game?
✤
Active participation!
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Immediate feedback!
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Dynamic interaction!
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Competition!
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Novelty!
✤
Goal direction
10. What does the Learning Games
Research tell us?
✤
Learners, and people in general, have positive attitudes
toward game playing!
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Affective appeal of games increases engagement through
time spent in play!
✤
Research is inconclusive in categorization of games for
learning and transfer (near vs. far)!
✤
Games for learning should be a part of curriculum design;
they do not necessarily replace other forms of instruction
11. Humans for Learning
✤
Human beings are natural born learning machines!
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Our brains are constantly seeking patterns–exploring and
experimenting–in order to increase our survival chances!
✤
We learn naturally in order to thrive by interacting with the
world around us!
✤
Neuroscience research tells us that when we learn something
new, or brains release a flood of opioids, producing feelings
of pleasure and fulfillment
12. Games for Learning
✤
A game is a system within which players engage in an artificial
conflict, defined by rules, that results in a quantifiable outcome!
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A game at its core, is a kind of structured learning environment!
✤
In games we learn two important things:!
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New skills (e.g., running and jumping)!
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New information (e.g., knowledge of levels; location of
enemies and rewards)
13. Games vs. Gamification
✤
Games, in contrast to shallow rewards systems (e.g., a loyalty
card program), are made up of activities we like!
✤
Games are engagement engines. To design a game is to take
an enjoyable and/or satisfying experience and apply rules to
help players maximize the enjoyment and satisfaction with
the interaction!
✤
Reward systems that layer game mechanics over an existing
experience doesn’t make us like it any better, it just
encourages us to tolerate it
14. Gamification: What is it?
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15. Gamification: What does is Look
Like?
Game elements include:!
Human drivers include:!
• Points!
• Reward!
• Levels !
• Status !
• Challenges!
• Achievement!
• Virtual goods and spaces !
• Self-expression !
• Leaderboards !
• Competition !
• Gifts and charity
• Altruism
16. Gamification: Relationship between
Game Mechanics and Human Desires
Human Desires
Game
Elements
Illustrates the interaction of basic human desires and game play. The green dots signify the primary
desire a particular game mechanic fulfills, and the blue dots show the other areas that it affects.
17. Learning Games:
Behavioral Games (1 of 2)
✤
A behavioral game is a real world activity modified by a
system of skills-based play (e.g., merit badges)!
✤
Where behavioral games differ from traditional games is in
the psychological space of the game itself!
✤
While most games unfold in some “magic circle”, behavioral
games unfold in our offices, schools, and homes!
✤
Behavioral games typically have an audience of just one,
allowing them to be better tailored to the learner
18. Learning Games:
Behavioral Games (2 of 2)
✤
Any activity can be turned into a game if:!
✤
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The player can be measured!
✤
✤
The activity can be learned!
The play can be rewarded or punished in a timely fashion!
Behavioral games focus on skills that matter to the activity at
hand
19. Behavioral Game
Design Framework*
✤
Behavioral games are made up of ten building blocks linked in a
design framework. (Note: not all building blocks are used in all
games)
1. Activity!
2. Player Profile!
3. Objectives!
4. Skills!
5. Resistance
6. Resources!
7. Actions!
8. Feedback!
9. Blackbox!
10. Outcomes
*Source: A. Dignan (2011). Game Frame: Using Games as a
Strategy for Success
20. Behavioral Game Framework
1. Activity
Activity
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Activity in a behavioral game is
the real-world endeavor that
the game is built on!
✤
Something we want players to
do more, better, or differently!
✤
Activities are verbs!
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Activities are things we do
*Source: A. Dignan (2011). Game Frame: Using Games as a
Strategy for Success
21. Behavioral Game Framework
2. Player Profile
Activity
✤
Player profile is a trait-based
description of the players in a
behavioral game, arranged in two
dimensions!
✤
✤
Player Profile
Drivers - psychological traits
that help us understand which
dynamics will motivate
players!
Symptoms - player volition
and faculty
*Source: A. Dignan (2011). Game Frame: Using Games as a
Strategy for Success
22. Behavioral Game Framework
3. Objectives
Activity
✤
Objectives are goals toward
which effort is directed!
Player Profile
Long-term - ultimate
objective determines when
game has been won; end
state desired!
✤
Objectives
✤
Short-term - things to be
accomplished along the way
*Source: A. Dignan (2011). Game Frame: Using Games as a
Strategy for Success
23. Behavioral Game Framework
4. Skills
Activity
✤
Skills are specialized abilities we
put to use in behavioral games!
Objectives
Mental (e.g., memory, pattern
recognition)!
✤
Player Profile
Physical (e.g., running,
jumping)!
✤
Skills
✤
Social (e.g., presentation,
conversation)
*Source: A. Dignan (2011). Game Frame: Using Games as a
Strategy for Success
24. Behavioral Game Framework
5. Resistance
Activity
Objectives
Skills
Resistance
✤
Resistance is the force of
opposition that creates tension
in a behavioral game!
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Competition - pits players
against one another!
✤
Chance - subjects players to
unpredictable circumstances
Player Profile
*Source: A. Dignan (2011). Game Frame: Using Games as a
Strategy for Success
25. Behavioral Game Framework
6. Resources
Activity
Objectives
Skills
✤
Resources are the spaces and
supplies that players use, or
have the potential to acquire, in
behavioral games!
Resources have attributes
(i.e., what they can do)!
✤
Resources
✤
Resources have states (i.e.,
active/inactive)
Resistance
Player Profile
*Source: A. Dignan (2011). Game Frame: Using Games as a
Strategy for Success
26. Behavioral Game Framework
7. Actions
Actions are the moves available
to players in a behavioral game!
✤
Include decisions and choices
available!
✤
Activity
✤
Influence the tone and style of a
behavioral game
Actions
Objectives
Skills
Resources
Resistance
Player Profile
*Source: A. Dignan (2011). Game Frame: Using Games as a
Strategy for Success
27. Behavioral Game Framework
8. Feedback
Activity
✤
Feedback is a system response
to a player’s actions!
✤
May be in different forms (e.g.,
data/information or auditory
stimulation)!
✤
Without feedback, it would be
unclear what effect actions have
in a behavioral game
Actions
Objectives
Skills
Resources
Resistance
Feedback
Player Profile
*Source: A. Dignan (2011). Game Frame: Using Games as a
Strategy for Success
28. Behavioral Game Framework
9. Black Box
✤
Black box is a rules engine
within a behavioral game!
✤
Activity
Could be in the form of a
computer program or
document; may be simple or
complex!
✤
Contains all information about
interplay between actions and
feedback
Objectives
Skills
Resources
Resistance
Feedback
Player Profile
Black Box
Actions
*Source: A. Dignan (2011). Game Frame: Using Games as a
Strategy for Success
29. Behavioral Game Framework
10. Outcomes
✤
Activity
Outcomes are positive and
negative results that occur
while in pursuit of the ultimate
objective in a behavioral game!
✤
May include tangible (e.g.,
resources) or intangible (e.g.,
moving up a level) rewards
Resources
Resistance
Outcomes
Objectives
Skills
Black Box
Actions
Feedback
Player Profile
*Source: A. Dignan (2011). Game Frame: Using Games as a
Strategy for Success
30. 40 Sites for Educational Games!
A 6-Step Process for Adding Gamification To Your Classroom!
A Graphic That Itemizes The Educational Value Of Video Games!
EdGamer 116: ‘For Youth Inquiry’ with Jacob & Nikki!
EVOKE - the World Bank's online educational game!
How To Gamify Your Classroom!
Teach Digital Citizenship with Minecraft!
Your Guide to Creating Compelling Newsgames!
Disruptions: Minecraft, an Obsession and an Educational Tool!
Applying Informal Learning Using a Social Gaming Platform!
Katie Salen on the Power of Game-Based Learning!
5 Video Game Myths Debunked!
31. Tim Boileau, Ph.D.!
New Media and Learning!
Indiana State University!
––!
Timothy.Boileau@indstate.edu!
!
http://timboileau.wordpress.com!
!
http://www.slideshare.net/timboileau
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