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The Games-to-Teach project aims to integrate contemporary gaming with educational methodologies to combat misconceptions in learning. Led by Kurt Squire at MIT's Comparative Media Studies, and guided by Henry Jenkins, this project explores 15 conceptual frameworks that propel educational experiences into the next generation. Focusing on constructivist pedagogies, it addresses the gap between school knowledge and lived experience. The project is a call for participation from game designers, educational technologists, and learning scientists to innovate and enhance learning through games.
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GAMES-TO-TEACH PROJECTWinter 2003 Kurt Squire: Research Manager, MIT Comparative Media Studies Henry Jenkins: Director, MIT Comparative Media Studies
Games-to-Teach • Background / historical context • Research & Design commitments • 15 Conceptual frameworks • Issues & Themes • Next steps
Games-to-Teach • Background / historical context • Research & Design commitments • 15 Conceptual frameworks • Issues & Themes • Next steps
Combating Misconceptions Modeling & Simulation • 50% of Harvard graduates can’t explain the seasons • School knowledge vs. lived experience • Constructivist pedagogies • Addressing prior beliefs • Work through conceptions • Use ideas across contexts
Combating Misconceptions Interactive Narrative • 50% of Harvard graduates can’t explain the seasons • School knowledge vs. lived experience • Constructivist pedagogies • Addressing prior beliefs • Work through conceptions • Use ideas across contexts
Games-to-Teach Vision Contemporary Pedagogy + State-of-the-Art Gaming = Next Generation Educational Media
Games-to-Teach • Background / historical context • Research & Design commitments • Conceptual frameworks • Issues & themes • Next steps / invitation for participation
Games-to-Teach GameDesigners MITFaculty ComparativeMedia Studies Educational Technologists Students
Learning Sciences • Learning is a process of personal construction • Pre-existing beliefs color all understandings • Learning occurs through testing ideas • Knowledge is socially negotiated • Communities of practice determine “truths” • Realism is not always best • “Perfect models” are too complex • Simplify conditions to illustrate concepts • Instruction is preparation for future learning • Transfer studies • We create meaning with media • We ask questions, wrestle with meaning, explore fantasies • Media consumption is a social experience
Research on Gaming • Increased motivation(Cordova & Lepper, 1997; Malone, 1985) • Role of Instructional context (White & Frederickson, 1998) • “Metacognition” • Set up • Reflection • Effective within inquiry framework(White & Frederickson, 1998) • Social interactions produce learning(Johnson & Johnson, 1985) • “Emerging pedagogies”(Squire & Reigeluth, 1999) • Problem Based Learning (Barrows et al, 1999) • Anchored Instruction (Bransford et al, 1992) • Goal-Based Scenarios (Schank, 1996) • Case-Based Reasoning
Design Commitments • Appeal to broad audiences • Women in lead design roles • Gender inclusive game designs • Leverage existing genres • Provide “transgressive play” • Grounded in existing learning sciences research • Address misconceptions • “Induce” contextuality • Designing for sociability (Preece, 1999) • Recognizing Instructional Context • Embedded Assessment Data
Games-to-Teach • Background / historical context • Research & Design commitments • Conceptual frameworks • Issues & themes • Next steps / invitation for participation
You: The Virus The Enemy: The Body Replicate Your Goal: Replication
Replicate • Phase 1: Find the organ • Dodge antibodies • “Read” the body’s responses • Phase 2: Enter the cell • Fast action controls • Phase 3: Attack the cell • Navigate through a 3D cell • Find the nucleus • Replicate!
Replicate • Transgressive Play • Leveraging existing “conflicts” • The body as a game board • Visualization • Choice Thinking with content • Customization of viruses • Specialization and differentiation (role playing) • Elucidate misconceptions • Viruses & Temperature • Concessions in realism • Relative size, speed
BiohazardBiology through Pathology • Action Role Playing - ER! + Outbreak + Deus Ex - Doctor / Disease control- Simulated Diseases- Pathology - Observation, experimentation- Content - Inheritance Patterns- Viral Structure and Replication- Reproduction, - Growth and Development- Structural, Physiological, and Behavioral Adaptations
BiohazardGoal-Based Scenarios Melodramatic tension Access to tools & resourcesSeductive Failure statesReplaying Events
BiohazardSimulated RPGs Choices & ConsequencesTime, ResourcesCharacter Development Developing skills, making contacts, earning reputationSimulated WorldsViruses, synthetic charactersAuthentic toolsSkills, Read-outs, displaysAssessmentStatistics, records, reflectionMultiplayer potential
Environmental Detectives Computer simulation on handheld computer triggered by real world location • Combines physical world and virtual world contexts • Embeds learners in authentic situations • Engages users in a socially facilitated context
Environmental Detectives Proof of Concept • Players briefed about health problems • Givenbackground information and “budget” • Goal: Determine source of pollution by drilling sampling wells and remediate with pumping wells • Work in teams representing different interests (EPA, Industry, etc.)
Environmental Detectives Position determined by GPS Zoom in for detail
Environmental Detectives Drilling wells • Choose • Sites to sample • Sampling methods • Influence budget, accuracy and timeliness of samples Dig Wells Collect Data Wait for Readings
Environmental Detectives Other Simulation Events • Triggering of media events at specified locations • library → web documents • machine shop → video interview • “Racing” virtual players • Sharing and interpreting data with team members
Environmental Detectives Game Conclusion • Pinpoint location and cause of pollution • Scenario 1 (middle school) • Present evidence to a jury • Scenario 2 (MIT students) • Drill remediation wells and take new samples • Requires complex dynamic underlying model
Environmental Detectives Game Extensions • New Adaptations • Customize location, toxin, etc. • New Dimensions • Played across entire city • Played across months or weeks • Altered Spatial Scale • Entire building represents human body • New Domains • Historical Simulations • Walking the freedom trail • Epidemiological Studies • Tracking disease through population • New Tools • Authoring your own AR Simulations
Games-to-Teach • Background / historical context • Research & design commitments • Conceptual frameworks • Issues & themes • Next steps & invitation for participation
Design Themes • Leveraging “contested” spaces • Managing success & failure • Provide early successes, non gamers • Failure learning • Graduated difficulty & complexity • Simulation underpinning • When do you cheat? • Where do you draw boundaries • Provide & anticipate transgressive play • Explore “what if scenarios” • What decisions is the player making • Practicing useful skills • Thinking “like an expert”
Microworld Simulation • Playing by an “arbitrary” set of rules • Designing solutions, inferring meaning, testing system boundaries • Experiencing complex interactions from simple rules • Visualization • New ways of seeing information • Supercharged, Replicate • Level Design is critical • Force players to confront properties of a system • Power-ups, “health” clocks • Encouraging deep understanding • Fostering metacogntion • Encouraging reflection through social interactions (i.e. discussion) • Learning by design / creation • Designing solutions • Designing levels for others to play • Recording and publishing levels for critique
Role Playing Games • What are the core concepts & skills? • What interesting roles (could) use these skills • Evaluating information from advisors • Choosing Advisors, information, interactions • Access to information as a constraint • Hidden Agenda, Civilization • Use RPG conventions • Build a character over time • Choose between skills, tools, statistics • Multiple solution paths • Use established pedagogical models • Anchored instruction, Problem-based learning, Goal-based scenarios • Building “teachable moments” • Failure starts a learning cycle • Failure learning • Recording & replaying actions
Game-Based Pedagogy Game Student Subject
Game-Based Pedagogy Just-in-timelectures Peers Web-basedResources Texts Game Student E&MPhysics Demonstrations
Game-Based Pedagogy Just-in-timelectures Peers Web-basedResources Texts Game Student E&MPhysics Demonstrations Learning Context
Walkaways • Games are social experiences • Explain what you did • Critique other games • Games allow hypothesis formation & testing • Failure leads to learning • Trust game conventions • Power-ups, character development • Differentiated roles, • Games vs. Simulations • Game designers cheat & this is good. • Games are motivating
Future Steps Building a network of teachers, researchers and developers… http://cms.mit.edu/games/education/ ksquire@mit.edu
Using Game Conventions Contested spaces • Leveraging contests in content Power – ups • Ways of making students choose • Ways of manipulating variables Character development – choosing skills / items • Creating emotional investment • Inducing creative thinking Differentiated Roles
Leveraging Social Interactions If learning is participation… • What is legitimate participation in social practices • Simulations vs. reality Social interactions • Explaining strategies • Teacher’s “just-in-time” lectures Collaborative communities of practice Online communities Sharing strategies (ala The Sims) Using Games to “induce” complex problem solving Role Playing Microworlds Strategy / Resource Management
Future Steps Internal Development • Supercharged! (Electromagnetism) • Environmental Detectives (Environmental Studies) • Replicate! (Biology & Virology) Developing with partners - Biohazard(Emergency Response workers) New content partners • Royal Shakespeare Company • Colonial Williamsburg
Learning from Successful Games Communities
Learning from Successful Games Communities
Join Us! • Prototypes 1-10 on the web • Designs, pedagogy, technical notes, art • Documentation and media • http://cms.mit.edu/games/education/ Kurt Squire ksquire@mit.edu