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Serious Games

Serious Games. with an emphasis on educational value. Adam Nakama.  4/19/11 --MMA 2011. Overall summary, ToC, etc. Goal: To give you some insight into the broad field of educational games, especially in regards to our own experiences as Learning Scientists and our class goal of studying MMA.

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Serious Games

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  1. Serious Games with an emphasis on educational value Adam Nakama  4/19/11 --MMA 2011

  2. Overall summary, ToC, etc. • Goal: To give you some insight into the broad field of educational games, especially in regards to our own experiences as Learning Scientists and our class goal of studying MMA. • A secondary goal will be to introduce other fields of study that relate to ours through this medium.

  3. Overall summary, ToC, etc. • Goal: To give you some insight into the broad field of educational games, especially in regards to our own experiences as Learning Scientists and our class goal of studying MMA. • A secondary goal will be to introduce other fields of study that relate to ours through this medium. Discussion Topics • Motivation / context for discussion • A brief history / overview of edutainment • What is a game?  Serious game?  Educational game? • Theoretical constructs / historical context • Some research / products of interest • Related constructs outside of ITS/game design • The proceduralist punchline / endogenous design

  4. One important point

  5. READ LEPPER & MALONE One important point

  6. READ LEPPER & MALONE One important point Or re-read Lepper & Malone

  7. Why do people care about games and learning?

  8. Why do people care about games and learning? Games are fun.

  9. Why do people care about games and learning? Games are fun. They also: • increase motivation

  10. Why do people care about games and learning? Games are fun. They also: • increase motivation • might increase learning

  11. Why do people care about games and learning? Games are fun. They also: • increase motivation • might increase learning • might decrease learning

  12. Why do people care about games and learning? Games are fun. They also: • increase motivation • might increase learning • might decrease learning In what sense of "learning"?  "Deep" learning?  Transfer tasks?  Immediate recall?  PFL?  In what contexts?

  13. Why do people care about games and learning? Games are fun. They also: • increase motivation • might increase learning • might decrease learning In what sense of "learning"?  "Deep" learning?  Transfer tasks?  Immediate recall?  PFL?  In what contexts? These are mostly open questions, and everyone has an opinion. *

  14. Edutainment Games and learning have had a sordid past 30 years.

  15. Edutainment Games and learning have had a sordid past 30 years. Are games for learning a new phenomenon?

  16. Edutainment Games and learning have had a sordid past 30 years. Are games for learning a new phenomenon?

  17. Edutainment = =

  18. Edutainment

  19. Edutainment

  20. Edutainment

  21. Edutainment

  22. Edutainment

  23. Edutainment Educational Travel Adventure -- e.g. "Oregon Trail" The Educational Adventure genre -- e.g. the JumpStart series For more info, see Mizuko Ito's "Engineering Play"

  24. Edutainment

  25. Edutainment

  26. Edutaintment

  27. What is a game?

  28. What is a game? From academics: Roger Caillois (1957)

  29. What is a game? From academics: Roger Caillois (1957) Katie Salen & Eric Zimmerman (2003)

  30. What is a game? From academics: Roger Caillois (1957) Katie Salen & Eric Zimmerman (2003) Jesper Juul (2005)

  31. What is a game? From academics: Roger Caillois (1957) Katie Salen & Eric Zimmerman (2003) Jesper Juul (2005) From designers: Sid Meier

  32. What is a game? From academics: Roger Caillois (1957) Katie Salen & Eric Zimmerman (2003) Jesper Juul (2005) From designers: Sid Meier Ernest Adams & Andrew Rollings

  33. What is a game? From academics: Roger Caillois (1957) Katie Salen & Eric Zimmerman (2003) Jesper Juul (2005) From designers: Sid Meier Ernest Adams & Andrew Rollings Raph Koster

  34. What is a game? From academics: Roger Caillois (1957) Katie Salen & Eric Zimmerman (2003) Jesper Juul (2005) From designers: Sid Meier Ernest Adams & Andrew Rollings Raph Koster Chris Crawford

  35. What is a game? From academics: Roger Caillois (1957) Katie Salen & Eric Zimmerman (2003) Jesper Juul (2005) From designers: Sid Meier Ernest Adams & Andrew Rollings Raph Koster Chris Crawford Which definition seems most complete to you, or resonates most with you?

  36. An Aside: History lesson We live just outside the Dark Ages of video game scholarship

  37. An Aside: History lesson Narrativists =

  38. An Aside: History lesson Gamists

  39. An Aside: History Lesson Thoughts?  Questions?

  40. Two major strains of influence • Ethnographic • Proceduralist

  41. The Magic Circle "All play moves and has its being within a play-ground marked off beforehand either materially or ideally, deliberately or as a matter of course. Just as there is no formal difference between play and ritual, so the ‘consecrated spot’ cannot be formally distinguished from the play-ground. The arena, the card-table, the magic circle, the temple, the stage, the screen, the tennis court, the court of justice, etc, are all in form and function play-grounds, i.e. forbidden spots, isolated, hedged round, hallowed, within which special rules obtain. All are temporary worlds within the ordinary world, dedicated to the performance of an act apart." -- Johan Huizinga, "Homo Ludens" (1938)

  42. An ethnographic approach "As much of America surfaces in a ball park, on a golf links, at a race track, or around a poker table, much of Bali surfaces in a cock ring. For it is only apparently cocks that are fighting there. Actually, it is men." -- Clifford Geertz, "Deep Play: Notes on the Balinese Cockfight" (1973)

  43. Proceduralism "[P]roceduralist games are process-intensive. In these games, expression is found in primarily in the player's experience as it results from interaction with the game's mechanics and dynamics, and less so (in some cases almost not at all) in their visual, aural, and textual aspects." -- Ian Bogost, "Persuasive Games: The Proceduralist Style" (2009)

  44. A fancy chart James Paul Gee Jacob Habgood Sasha Barab James Lester

  45. Why bother with so many dichotomies? Narrativism vs. Gamism (Ludology) Ethnography vs. Proceduralism Constructionist vs. non-Constructionist Academics vs. Game devs Learning Scientists vs. Game Studies

  46. What is a Serious Game?

  47. What is a Serious Game? Educational games

  48. What is a Serious Game? Newsgames • http://www.freeonlinegames.com/game/september-12.html

  49. What is a Serious Game? Training games

  50. What is a Serious Game? Training games Bonus: should these games be in the same category as educational games?

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