SlideShare uma empresa Scribd logo
1 de 28
A Magic Bullet

                        for
            Assessing Games for Learning



SITE 2012    © Becker 2012   Magic Bullet   1
The Problem:
                            • Games are complex
                            • Assessments designed for
                              commercial games miss the mark
                            • Assessments designed for
                              ‘traditional’ instruction also misses
                              the mark
                            • Summative assessment not
                              always an option
                            • Critical reviews are hard to do
                              (and even harder to find)
SITE 2012   © Becker 2012            Magic Bullet               2
A Solution
                            • Model for evaluating and
                              assessing games
                            • Subjective tool
                            • All learning in a game can be
                              classified in one (or more)
                              categories
                            • Learning NEED NOT = education
                            • Currently developed for single-
                              player games

                                  Relative Proportions

SITE 2012   © Becker 2012          Magic Bullet           3
Things I Can Learn
                            • deliberately designed by those
                              who created the game
                            • Includes things designers
                              *hope* people will take up
                            • Includes game-specific
                              objectives as well as general
                              ones




SITE 2012   © Becker 2012           Magic Bullet               4
Things I MUST
                                    Learn
                            • should be a subset of the first
                              category
                            • Required in order to achieve a
                              specific goal or to win
                            • Includes strategy




SITE 2012   © Becker 2012           Magic Bullet                5
Collateral Learning
                            • other things we can learn
                              – these are not necessarily
                                designed into the game, although
                                sometimes designers may hope
                                that players choose to take these
                                up
                            • Have NO impact on
                              success in the game




SITE 2012   © Becker 2012           Magic Bullet                6
External Learning
                            • not technically considered part of
                              the normal gameplay
                            • CAN impact success in the game
                            • Includes social learning and outside
                              communities
                            • Also includes Cheats
                               – typically designed into the game for
                                 testing purposes
                               – often left in the game once it ships
                               – deliberate design elements on the part
                                 of the designers




SITE 2012   © Becker 2012             Magic Bullet                        7
Re-cap
                             • No guarantees
                             • A useful lens
                             • Can indicate where
                               we need to make
                               changes /
                               additions /
                               deletions


                                           Some Examples
SITE 2012   © Becker 2012   Magic Bullet              8
The Ed Piece
                            • When specifically intended for
                              education / learning, we need
                              more.

                            • Sub-divide into 3 additional
                              classifications......




                   Defn: Serious Games
                   Games design for purposes other than pure entertainment.
                   Includes but is not limited to games for learning.

SITE 2012   © Becker 2012             Magic Bullet                            9
The Ed Piece
                            • Operational
                              – Game controls & some
                                mechanics
                              – Necessary overhead

                            • Educational
                              – This is the critical piece

                            • Elective
                              – Anything that doesn’t fit into the
                                other 2 categories (“fluff”)
SITE 2012   © Becker 2012          Magic Bullet               10
The Ed Piece
                            • Operational
                              – How much is reasonable?

                            • Educational
                              – How do you plan to use the
                                game?

                            • Elective
                              – Can add value
                              – BUT watch out for the
                                Decorative Media Trap
SITE 2012   © Becker 2012          Magic Bullet              11
It`s all about balance




SITE 2012   © Becker 2012     Magic Bullet       12
Thanks!




                             Katrin Becker, PhD


SITE 2012   © Becker 2012        Magic Bullet     13
A Few Examples
    • The following are a few examples that
      illustrate the basic model.
    • Feel free to peruse at your leisure.
    • Also feel free to discuss and ask
      questions.




SITE 2012   © Becker 2012   Magic Bullet      14
A Good Game
                            • Good balance
                            • Nothing I MUST learn that is
                              outside of what I CAN learn.
                            • Allows for learning outside of
                              game and from cheats and
                              community.




SITE 2012   © Becker 2012          Magic Bullet                15
A Good Game
                                • Things I MUST learn
                                  < ½ of what I CAN
                                  learn
                                • External learning not
                                  necessary
                                • Collateral learning
                                  possible




                                              Some Examples
SITE 2012   © Becker 2012      Magic Bullet               16
MUST learn = CAN learn
                             • Nothing to learn that isn’t
                               part of the ‘goal’
                             • Often edutainment fits in
                               here
                             • Lack of collateral learning
                               opportunities implies a
                               single-purpose game (or an
                               impoverished one)



                                                 Some Examples
SITE 2012   © Becker 2012         Magic Bullet               17
MUST learn ≈ CAN learn

                               • Challenging  for some,
                                 frustrating
                               • Often requires players to
                                 repeat plays and levels
                                 many times




                                                 Some Examples
SITE 2012   © Becker 2012         Magic Bullet               18
MUST learn ≈
                             CAN learn
                              • Puzzles
                              • Mini-games




                                            Some Examples
SITE 2012   © Becker 2012    Magic Bullet              19
MUST learn > CAN learn
                                • Need outside help /
                                  resources to get into the
                                  game or progress
                                • CAN still be good, but
                                  this has serious
                                  implications for audience
                                  and support
                                  requirements
                                  – Very risky in serious
                                    games


                                                 Some Examples
SITE 2012   © Becker 2012         Magic Bullet                20
MUST learn <<
                              CAN learn
                              • Lacks direction
                              • Aimless
                              • Toy, not game




                                            Some Examples
SITE 2012   © Becker 2012    Magic Bullet              21
MUST learn
                             too small
                            • Not much to hold interest



                                   That is what the game was meant to be. In reality, the
                                   game has no gameplay. A lack of AI means that the
                                   opposing truck does not even move from its starting
                                   location, so there is really no "race" to begin with.
                                   Winning is virtually guaranteed. As well, the game lacks
                                   collision detecting which means you can go through any
                                   objects like houses, boulders, trees, and bridges that
                                   you are required to cross. Besides this, the trucks do not
                                   have any top speed, which means you are able to
                                   accelerate into infinite, even when going backwards.
                                   Traveling off of the edge of the map is possible in the
                                   game. Despite the fact that the back of the box and
                                   advertising said it would have police chases, absolutely
                                   no police cars are actually present within the game.
                                   Source:

                                                      Some Examples
                                   http://www.mobygames.com/game/big-rigs-over-the-road-racin

SITE 2012   © Becker 2012      Magic Bullet                                        22
Little Game
                               • Short form game




                                             Some Examples
SITE 2012   © Becker 2012     Magic Bullet              23
Drill Game
                            • Short form game
                              – Bad if not short




                                                Some Examples
SITE 2012   © Becker 2012        Magic Bullet              24
Short Form Game
                                 • Can be great if
                                   carefully designed
                                 • Must be designed as
                                   <= 5 minute game.
                                 • Includes many
                                   puzzles.




                                               Some Examples
SITE 2012   © Becker 2012       Magic Bullet              25
MUST learn includes
                             collateral learning.
                            • Can make for great game
                            • Tends to worry traditional
                              educators
                            • Can be very useful in
                              serious games
                            • Games do not always need
                              to be self-contained



                                                Some Examples
SITE 2012   © Becker 2012        Magic Bullet              26
MUST learn = 0
                                 • No direction
                                 • Even SIMs has some
                                   MUST learn
                                 • Game on rails
                                 • This is a toy




                                               Some Examples
SITE 2012   © Becker 2012       Magic Bullet              27
No collateral
                             learning.
                              • Imbalance between
                                CAN & MUST




                                            Some Examples
SITE 2012   © Becker 2012    Magic Bullet              28

Mais conteúdo relacionado

Mais de Katrin Becker

Signature pedagogy
Signature pedagogySignature pedagogy
Signature pedagogy
Katrin Becker
 
4 Pillars of DGBL: A Structured Rating System for Games for Learning
4 Pillars of DGBL: A Structured Rating System for Games for Learning4 Pillars of DGBL: A Structured Rating System for Games for Learning
4 Pillars of DGBL: A Structured Rating System for Games for Learning
Katrin Becker
 
The Calm and The Storm: Simulation and Games - Why All Games are Simulations ...
The Calm and The Storm: Simulation and Games - Why All Games are Simulations ...The Calm and The Storm: Simulation and Games - Why All Games are Simulations ...
The Calm and The Storm: Simulation and Games - Why All Games are Simulations ...
Katrin Becker
 
Gamification how to gamify learning and instruction Part 1 (of 3)
Gamification how to gamify learning and instruction Part 1 (of 3)Gamification how to gamify learning and instruction Part 1 (of 3)
Gamification how to gamify learning and instruction Part 1 (of 3)
Katrin Becker
 
Gamification how to gamify learning and instruction, part 2 (of 3)
Gamification how to gamify learning and instruction, part 2 (of 3)Gamification how to gamify learning and instruction, part 2 (of 3)
Gamification how to gamify learning and instruction, part 2 (of 3)
Katrin Becker
 
Is gamification a game changer
Is gamification a game changerIs gamification a game changer
Is gamification a game changer
Katrin Becker
 
Informing pedagogy through collaborative inquiry
Informing pedagogy through collaborative inquiryInforming pedagogy through collaborative inquiry
Informing pedagogy through collaborative inquiry
Katrin Becker
 
Informing SoTL using playtesting techniques
Informing SoTL using playtesting techniquesInforming SoTL using playtesting techniques
Informing SoTL using playtesting techniques
Katrin Becker
 
Using cards games as learning objects to teach genetics
Using cards games as learning objects to teach geneticsUsing cards games as learning objects to teach genetics
Using cards games as learning objects to teach genetics
Katrin Becker
 
Gamification how to gamify learning and instruction, Part 3 (of 3)
Gamification how to gamify learning and instruction, Part 3 (of 3)Gamification how to gamify learning and instruction, Part 3 (of 3)
Gamification how to gamify learning and instruction, Part 3 (of 3)
Katrin Becker
 

Mais de Katrin Becker (20)

T.A.P. : The Teach Aloud Protocol
T.A.P. : The Teach Aloud ProtocolT.A.P. : The Teach Aloud Protocol
T.A.P. : The Teach Aloud Protocol
 
Misguided illusions of understanding
Misguided illusions of understandingMisguided illusions of understanding
Misguided illusions of understanding
 
Signature pedagogy
Signature pedagogySignature pedagogy
Signature pedagogy
 
4 Pillars of DGBL: A Structured Rating System for Games for Learning
4 Pillars of DGBL: A Structured Rating System for Games for Learning4 Pillars of DGBL: A Structured Rating System for Games for Learning
4 Pillars of DGBL: A Structured Rating System for Games for Learning
 
Gamification paradigm
Gamification paradigmGamification paradigm
Gamification paradigm
 
The Calm and The Storm: Simulation and Games - Why All Games are Simulations ...
The Calm and The Storm: Simulation and Games - Why All Games are Simulations ...The Calm and The Storm: Simulation and Games - Why All Games are Simulations ...
The Calm and The Storm: Simulation and Games - Why All Games are Simulations ...
 
Gamification how to gamify learning and instruction Part 1 (of 3)
Gamification how to gamify learning and instruction Part 1 (of 3)Gamification how to gamify learning and instruction Part 1 (of 3)
Gamification how to gamify learning and instruction Part 1 (of 3)
 
Gamification how to gamify learning and instruction, part 2 (of 3)
Gamification how to gamify learning and instruction, part 2 (of 3)Gamification how to gamify learning and instruction, part 2 (of 3)
Gamification how to gamify learning and instruction, part 2 (of 3)
 
Is gamification a game changer
Is gamification a game changerIs gamification a game changer
Is gamification a game changer
 
CS Example: Parsing a Sentence
CS Example: Parsing a Sentence CS Example: Parsing a Sentence
CS Example: Parsing a Sentence
 
CS Lesson: Introduction to the Java virtual Machine
CS Lesson: Introduction to the Java virtual MachineCS Lesson: Introduction to the Java virtual Machine
CS Lesson: Introduction to the Java virtual Machine
 
CS: Introduction to Record Manipulation & Indexing
CS: Introduction to Record Manipulation & IndexingCS: Introduction to Record Manipulation & Indexing
CS: Introduction to Record Manipulation & Indexing
 
CS Lesson: Creating Your First Class in Java
CS Lesson: Creating Your First Class in JavaCS Lesson: Creating Your First Class in Java
CS Lesson: Creating Your First Class in Java
 
Informing pedagogy through collaborative inquiry
Informing pedagogy through collaborative inquiryInforming pedagogy through collaborative inquiry
Informing pedagogy through collaborative inquiry
 
Informing SoTL using playtesting techniques
Informing SoTL using playtesting techniquesInforming SoTL using playtesting techniques
Informing SoTL using playtesting techniques
 
Using cards games as learning objects to teach genetics
Using cards games as learning objects to teach geneticsUsing cards games as learning objects to teach genetics
Using cards games as learning objects to teach genetics
 
Gamification how to gamify learning and instruction, Part 3 (of 3)
Gamification how to gamify learning and instruction, Part 3 (of 3)Gamification how to gamify learning and instruction, Part 3 (of 3)
Gamification how to gamify learning and instruction, Part 3 (of 3)
 
Evaluating Educational Videogames
Evaluating Educational VideogamesEvaluating Educational Videogames
Evaluating Educational Videogames
 
Game Assignments in computer Science
Game Assignments in computer ScienceGame Assignments in computer Science
Game Assignments in computer Science
 
Duck Hatching in the Classroom
Duck Hatching in the ClassroomDuck Hatching in the Classroom
Duck Hatching in the Classroom
 

Último

1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdf
QucHHunhnh
 
Salient Features of India constitution especially power and functions
Salient Features of India constitution especially power and functionsSalient Features of India constitution especially power and functions
Salient Features of India constitution especially power and functions
KarakKing
 
Activity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdfActivity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdf
ciinovamais
 
1029-Danh muc Sach Giao Khoa khoi 6.pdf
1029-Danh muc Sach Giao Khoa khoi  6.pdf1029-Danh muc Sach Giao Khoa khoi  6.pdf
1029-Danh muc Sach Giao Khoa khoi 6.pdf
QucHHunhnh
 

Último (20)

Python Notes for mca i year students osmania university.docx
Python Notes for mca i year students osmania university.docxPython Notes for mca i year students osmania university.docx
Python Notes for mca i year students osmania university.docx
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdf
 
Key note speaker Neum_Admir Softic_ENG.pdf
Key note speaker Neum_Admir Softic_ENG.pdfKey note speaker Neum_Admir Softic_ENG.pdf
Key note speaker Neum_Admir Softic_ENG.pdf
 
Single or Multiple melodic lines structure
Single or Multiple melodic lines structureSingle or Multiple melodic lines structure
Single or Multiple melodic lines structure
 
Towards a code of practice for AI in AT.pptx
Towards a code of practice for AI in AT.pptxTowards a code of practice for AI in AT.pptx
Towards a code of practice for AI in AT.pptx
 
Making communications land - Are they received and understood as intended? we...
Making communications land - Are they received and understood as intended? we...Making communications land - Are they received and understood as intended? we...
Making communications land - Are they received and understood as intended? we...
 
On National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan FellowsOn National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan Fellows
 
Salient Features of India constitution especially power and functions
Salient Features of India constitution especially power and functionsSalient Features of India constitution especially power and functions
Salient Features of India constitution especially power and functions
 
Google Gemini An AI Revolution in Education.pptx
Google Gemini An AI Revolution in Education.pptxGoogle Gemini An AI Revolution in Education.pptx
Google Gemini An AI Revolution in Education.pptx
 
Activity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdfActivity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdf
 
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
 
1029-Danh muc Sach Giao Khoa khoi 6.pdf
1029-Danh muc Sach Giao Khoa khoi  6.pdf1029-Danh muc Sach Giao Khoa khoi  6.pdf
1029-Danh muc Sach Giao Khoa khoi 6.pdf
 
Application orientated numerical on hev.ppt
Application orientated numerical on hev.pptApplication orientated numerical on hev.ppt
Application orientated numerical on hev.ppt
 
ComPTIA Overview | Comptia Security+ Book SY0-701
ComPTIA Overview | Comptia Security+ Book SY0-701ComPTIA Overview | Comptia Security+ Book SY0-701
ComPTIA Overview | Comptia Security+ Book SY0-701
 
Unit-IV- Pharma. Marketing Channels.pptx
Unit-IV- Pharma. Marketing Channels.pptxUnit-IV- Pharma. Marketing Channels.pptx
Unit-IV- Pharma. Marketing Channels.pptx
 
FSB Advising Checklist - Orientation 2024
FSB Advising Checklist - Orientation 2024FSB Advising Checklist - Orientation 2024
FSB Advising Checklist - Orientation 2024
 
Unit-V; Pricing (Pharma Marketing Management).pptx
Unit-V; Pricing (Pharma Marketing Management).pptxUnit-V; Pricing (Pharma Marketing Management).pptx
Unit-V; Pricing (Pharma Marketing Management).pptx
 
Sociology 101 Demonstration of Learning Exhibit
Sociology 101 Demonstration of Learning ExhibitSociology 101 Demonstration of Learning Exhibit
Sociology 101 Demonstration of Learning Exhibit
 
SKILL OF INTRODUCING THE LESSON MICRO SKILLS.pptx
SKILL OF INTRODUCING THE LESSON MICRO SKILLS.pptxSKILL OF INTRODUCING THE LESSON MICRO SKILLS.pptx
SKILL OF INTRODUCING THE LESSON MICRO SKILLS.pptx
 
Introduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The BasicsIntroduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The Basics
 

A Magic Bullet for Assessing Games for Learning

  • 1. A Magic Bullet for Assessing Games for Learning SITE 2012 © Becker 2012 Magic Bullet 1
  • 2. The Problem: • Games are complex • Assessments designed for commercial games miss the mark • Assessments designed for ‘traditional’ instruction also misses the mark • Summative assessment not always an option • Critical reviews are hard to do (and even harder to find) SITE 2012 © Becker 2012 Magic Bullet 2
  • 3. A Solution • Model for evaluating and assessing games • Subjective tool • All learning in a game can be classified in one (or more) categories • Learning NEED NOT = education • Currently developed for single- player games Relative Proportions SITE 2012 © Becker 2012 Magic Bullet 3
  • 4. Things I Can Learn • deliberately designed by those who created the game • Includes things designers *hope* people will take up • Includes game-specific objectives as well as general ones SITE 2012 © Becker 2012 Magic Bullet 4
  • 5. Things I MUST Learn • should be a subset of the first category • Required in order to achieve a specific goal or to win • Includes strategy SITE 2012 © Becker 2012 Magic Bullet 5
  • 6. Collateral Learning • other things we can learn – these are not necessarily designed into the game, although sometimes designers may hope that players choose to take these up • Have NO impact on success in the game SITE 2012 © Becker 2012 Magic Bullet 6
  • 7. External Learning • not technically considered part of the normal gameplay • CAN impact success in the game • Includes social learning and outside communities • Also includes Cheats – typically designed into the game for testing purposes – often left in the game once it ships – deliberate design elements on the part of the designers SITE 2012 © Becker 2012 Magic Bullet 7
  • 8. Re-cap • No guarantees • A useful lens • Can indicate where we need to make changes / additions / deletions Some Examples SITE 2012 © Becker 2012 Magic Bullet 8
  • 9. The Ed Piece • When specifically intended for education / learning, we need more. • Sub-divide into 3 additional classifications...... Defn: Serious Games Games design for purposes other than pure entertainment. Includes but is not limited to games for learning. SITE 2012 © Becker 2012 Magic Bullet 9
  • 10. The Ed Piece • Operational – Game controls & some mechanics – Necessary overhead • Educational – This is the critical piece • Elective – Anything that doesn’t fit into the other 2 categories (“fluff”) SITE 2012 © Becker 2012 Magic Bullet 10
  • 11. The Ed Piece • Operational – How much is reasonable? • Educational – How do you plan to use the game? • Elective – Can add value – BUT watch out for the Decorative Media Trap SITE 2012 © Becker 2012 Magic Bullet 11
  • 12. It`s all about balance SITE 2012 © Becker 2012 Magic Bullet 12
  • 13. Thanks! Katrin Becker, PhD SITE 2012 © Becker 2012 Magic Bullet 13
  • 14. A Few Examples • The following are a few examples that illustrate the basic model. • Feel free to peruse at your leisure. • Also feel free to discuss and ask questions. SITE 2012 © Becker 2012 Magic Bullet 14
  • 15. A Good Game • Good balance • Nothing I MUST learn that is outside of what I CAN learn. • Allows for learning outside of game and from cheats and community. SITE 2012 © Becker 2012 Magic Bullet 15
  • 16. A Good Game • Things I MUST learn < ½ of what I CAN learn • External learning not necessary • Collateral learning possible Some Examples SITE 2012 © Becker 2012 Magic Bullet 16
  • 17. MUST learn = CAN learn • Nothing to learn that isn’t part of the ‘goal’ • Often edutainment fits in here • Lack of collateral learning opportunities implies a single-purpose game (or an impoverished one) Some Examples SITE 2012 © Becker 2012 Magic Bullet 17
  • 18. MUST learn ≈ CAN learn • Challenging  for some, frustrating • Often requires players to repeat plays and levels many times Some Examples SITE 2012 © Becker 2012 Magic Bullet 18
  • 19. MUST learn ≈ CAN learn • Puzzles • Mini-games Some Examples SITE 2012 © Becker 2012 Magic Bullet 19
  • 20. MUST learn > CAN learn • Need outside help / resources to get into the game or progress • CAN still be good, but this has serious implications for audience and support requirements – Very risky in serious games Some Examples SITE 2012 © Becker 2012 Magic Bullet 20
  • 21. MUST learn << CAN learn • Lacks direction • Aimless • Toy, not game Some Examples SITE 2012 © Becker 2012 Magic Bullet 21
  • 22. MUST learn too small • Not much to hold interest That is what the game was meant to be. In reality, the game has no gameplay. A lack of AI means that the opposing truck does not even move from its starting location, so there is really no "race" to begin with. Winning is virtually guaranteed. As well, the game lacks collision detecting which means you can go through any objects like houses, boulders, trees, and bridges that you are required to cross. Besides this, the trucks do not have any top speed, which means you are able to accelerate into infinite, even when going backwards. Traveling off of the edge of the map is possible in the game. Despite the fact that the back of the box and advertising said it would have police chases, absolutely no police cars are actually present within the game. Source: Some Examples http://www.mobygames.com/game/big-rigs-over-the-road-racin SITE 2012 © Becker 2012 Magic Bullet 22
  • 23. Little Game • Short form game Some Examples SITE 2012 © Becker 2012 Magic Bullet 23
  • 24. Drill Game • Short form game – Bad if not short Some Examples SITE 2012 © Becker 2012 Magic Bullet 24
  • 25. Short Form Game • Can be great if carefully designed • Must be designed as <= 5 minute game. • Includes many puzzles. Some Examples SITE 2012 © Becker 2012 Magic Bullet 25
  • 26. MUST learn includes collateral learning. • Can make for great game • Tends to worry traditional educators • Can be very useful in serious games • Games do not always need to be self-contained Some Examples SITE 2012 © Becker 2012 Magic Bullet 26
  • 27. MUST learn = 0 • No direction • Even SIMs has some MUST learn • Game on rails • This is a toy Some Examples SITE 2012 © Becker 2012 Magic Bullet 27
  • 28. No collateral learning. • Imbalance between CAN & MUST Some Examples SITE 2012 © Becker 2012 Magic Bullet 28