Mais conteúdo relacionado Mais de Katrin Becker (20) A Magic Bullet for Assessing Games for Learning1. 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
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