>> John Nordlinger: Good morning. Thank you very much for coming to this talk. I'm John Nordlinger in Microsoft Research, External Research. And I'm very pleased to announce -- well, to introduce our speakers from Manhattan -- well, Manhattan and Brooklyn. And speaking of Brooklyn, I'll first introduce Katherine Isbister who comes from Brooklyn Polytech, now known as NYU Poly. She's a social scientist with a focus on HGI and of course has collaborated with us on a games usability book. Katherine, could you raise your hand? Also presenting will be Jan Plass, a cognitive psychologist who's really making sure that the games that are produced are both fun and educational. Jan, could you raise your hand? He's one of the co-PIs at the Games for Learning Institute. We have no shortage of psychologists. We also have Bruce Homer. Bruce Homer comes from the [inaudible] center at CUNY. Is that how you say that? >> Bruce Homer: Graduate center. >> John Nordlinger: Graduate center at CUNY. Another cognitive psychologist and expert on how games teach and educational technologies. Is that a fair description? This is really stretching my abilities to introduce even these people. But it's a great team. And of course leading this effort would be Ken Perlin from NYU. Ken Perlin is a well-known SIGGRAPH personality. He's a well-known computer scientist. He's participated in lots of different projects of Microsoft. He's friends to many of the people in this room. And he's recently married. He recently got a SIGGRAPH award, he recently became a recipient of this effort. So Ken's had a great 2008. And let's welcome Ken Perlin and the other team from the Games For Learning Institute. Thank you. [applause] >> Ken Perlin: I just saw my whole life flash before my eyes here. Whoa. Okay. So we competed for this grant and then -- oh, are we supposed to -- nothing here that says -- this is hidden. This is plugged in. I don't know. Do we have an AV person? >> John Nordlinger: Oh, yeah, we will in a second. >> Ken Perlin: Okay. >>: There it is. >> Ken Perlin: Okay, good. All right. We competed for this. And what I'm going to do is give you an overview of the proposal that we gave to Microsoft that resulted in them saying sure, let's give you $1 1/2 million over three years. Then what Jan is going to do is start filling in what we've been doing to really put some meat on it since we started, and then Katherine is going to show some of the interviews that we've done with experts around the field to really -- so they'll tell us exactly what we should be doing. So first I'll give you the overview. So basically kids want to learn. Kids love learning, as you know. Everybody here has either been a kid or has kids or both. And you know that like just kids want to just dive in and learn about new stuff. And games actually are fun partly because you're sort of tickling your brain and learning more stuff. How do we tap into this? There's a general understanding that games can help with the educational process, but there needs to be some solid science to knowing what works and wasn't doesn't work. So starting October 7th when Craig Mundie came to NYU -- yeah, Craig Mundie came to NYU -- it was really cool; I got to shake hands with him and everything -- and sort of officially launched this thing. The funding is distributed between Microsoft and our own participating institutions. There are seven participating institutions in the New York area. And so the total budget is about a million dollars a year, and then we're hoping to continually raise other funding to continue it for at least ten years. So there are 14 of us and multiply that by roughly two and you get the number of grad students, Ph.D. students, almost all the money is going to Ph.D. students because we think that's the right way do this. There are basically two halves to what we're doing: we make stuff and then we try to understand where the learning is. So I'm basically on the left half of that side with a team of faculty and their students saying let's start creating some games that are scientific instruments for asking these questions, and I'll show you what the questions are in a bit, and Jan and his team of psychologists and assessment people and education people are trying to extract from it, what do we learn. So they're really doing the science of it. And there are a number of really high-quality faculty involved with this. We're very -there's a lot of participation across culture, across discipline, across gender, across a lot of lines. So one thing I say up front here, that I think that the folks who arranged for this grant really I understand is that it's almost impossible to get a National Science Foundation grant for a highly interdisciplinary effort in a new area because there is no effective peer review that's going to actually make it through the various spikes that are awaiting for you if you try to do something really different. So Microsoft understood this and they said, hey, something really different, need psychologists, needs game experts, needs computer scientists, needs the whole assortment of things. Why don't we kick-start this and after three years if you've got scientific results, then you have a corpus of journal articles that you can go with and start getting national funding for. So this hopefully will kick-start the field if we do it right. So there are a bunch of faculty that I'm working with who are making things and a bunch of faculty that Jan is working with, several of them are here today who are building the assessment structure around that. We have a really great scientific advisory board, that's just the beginning of a scientific advisory board. Jaron Lanier -- most of you kind of know most of these people. Jaron Lanier, who's the virtual reality inventor, and Mitch Resnick at MIT, Will Wright. Thee youngest member of our advisory board is Cailin [phonetic] Doyle. She's 14 and she's the only person who actually knows what is going on in the world of 14-year-olds among all of us, and she's been absolutely indispensable. You know, we said we're going to go -- for example, we said we were going to go into 19 different middle schools and we were going to say we're the Games for Learning Institute. And she said, Couldn't you go into seven of them and just say you're the Games for Fun Institute and see if maybe it works better? So she's got this like -- she's sort of like keeping us honest. She's also a game designer herself, which is very -- which is very good. And then we're going to keep adding advisors as we need them. But why use games for learning? It's a fair question. There are a number of people who say game -- you know, games, they say, Isn't that that thing that teaches kids violence and all this stuff? And there's a lot of knee-jerk reaction about games, so you need to at least ask the question and be able to discuss it. Well, clearly, they're fun and motivating. Everybody plays games. There are two major kinds of activities that seem to be wired into our brains biologically: playing games and telling stories. So it's sort of one-half of all the things we do for fun is these interactive, kind of competitive bonding experiences. If you compare a game with a textbook, a game actually -- because it's got this kind of rule-based computation behind it, it can actually look back at what someone's doing and start tailoring the experience. It's really hard to do that with paper. But it's actually quite straightforward if you understand how to approach it, just start saying, oh, this is a social learner, this is a slow learner, this might be a dyslexic learner, this might be someone who's borderline ADHD, and so we start switching our learning strategy. You can start addressing these questions of individualized instruction. And this is maybe the most important thing. When people learn math, most people -- not the people in this room, but when most people in this society learn math, you know, they get to eighth grade or they get to ninth grade and they get to algebra or geometry and someone says you have to like do these equation things and you get it wrong and they said guess you don't understand math. You know, and then you get this idea -- oh, I guess I can't do math, I got it wrong. So some disciplines like creative writing, perhaps history, have very, very graceful failure modes. It's like, oh, you wrote an essay, that's kind of cool, you got some things wrong, but interesting this thing you wrote about "my pet goat." It's really cool. It's like there's something going on there. But that's not the way math and science tend to be taught. They tend to be very brittle. However, games by definition have very graceful failure modes. Oh, you know the aliens killed me, the aliens killed me, the aliens killed me, oh, I killed the aliens. And so you just keep working a game. That's where the fun comes from, until you find your way through the level. And this is kind of an ideal paradigm for learning. It's, okay, to fail. It's, okay, to break it and then fix it again. And so we think that some of this mind-set might actually bring in some of these disciplines -- science, technology, engineering and math disciplines -- that the NSF worries that our kids aren't learning in a way that's much more graceful for the kids so it doesn't become this center of fear for our nation. And so in some sense because of this ability to gracefully approach these things through games, it may be the best way to learn. We may find that using these interactive, fun, goal-oriented experiences, whether they're social or individual or networked, may just be the ideal learning mode most of the time. But we're going to find out. There are a number of questions that need to be asked. And the basic flow of how we're approaching it is we have to understand what are the factors that go into games that may or not -- may or may not make them effective games for learning, how to successfully integrate that, how these factors interact, whether it matters, whether your -- and what sense it matters, whether -- are you in a classroom, are you in an after-school club, is the kid playing it at home, are they playing with their friends, and how do you integrate this into grown-ups being part of the project. None of us are thinking that games replace teachers. Teachers, an adult who is really interested in your learning is very, very important for kids. We can't solve the problem of, gee, you know, there isn't enough support for teachers in this country, but we can make the jobs of those teachers easier and we can provide a support structure for them and we can help the teacher identify where there are kids who need more help and a way to do that without the teacher getting overwhelmed because they have to do all the assessment themselves. So on the left side of this chart is where we start, and the right side of the chart is where we end. There are different things that might go into a game design. Now, Jan is going to go over this is much more detail, so I'm just going to kind of give you the overview here, and then he's going to explain the real science of learning behind this. A game has factors about how we think, how we feel, how we interact with others, and they intersect in different ways. And there are many, many, many kinds of learning. But as we start trying to ask scientific questions about them, we pick a number of axes through this very high-dimensional space and say these are axes that it may be interesting for us to start doing testing along so we can get a handle on what knowledge do you have, what understanding you have of how to think, on how to reason and how to make something for yourself, you know, understanding of your own learning process, the metacognitive knowledge, and how well do you feel about it. I mean, there are a number of studies that have shown conclusively by now that kids who think they learn better do learn better. So a lot of the difference between socioeconomic levels of this country have like rich kids learn better than poor kids. Rich kids think they're smarter than poor kids because they're told that all the time, and sure enough, when you're told you're smart you end up being more confident and you end up learning better. And we have to figure out how to not make that into a vicious cycle. But how do you get from, okay, here are the things that can go into game design to the things that can measurably repeatedly help improve learning. So there's an entire engine here which is mostly designed by Jan, which is while he'll speak to it, where we go through an iterative process of designing these games and [inaudible] them into a situation where there are learners and game players, we put the right tools into the games to be able to figure out what's going on, and then we do a feedback structure to be able to iterate so we really eventually understand these design factors for these learners in these situations and these subjects, and these game genres end up feeding into this kind of learning. The flow of how we approach this as an institute is we start out by asking people who know better than us. There are people who've been doing this for years and years and years. They all have different philosophies, they disagree wildly with each other, they have like strong debates about it. But we're going and interviewing all of them and listening to what they have to say. And Katherine's going to speak to some of that. And then once we sort of get up to speed on what everyone else has been saying, this is the right way to do it, do you listen to Henry Jenkins or Jin Ji [phonetic] or, you know, whoever, some of the other usual suspects, then you start watching kids actually playing games. And we don't just mean games for learning, we mean watch them play games they like, watch them play popular games that are successful. Before you can deal with the learnology, you have to kind of have to deal with the funology. If it's not fun, it's not interesting because they're not going to play it anyway. So we need to figure out what is engagement before we get too far into this. And so we're going to review what people have done, we're going to look at kids playing games, we're going to try to extract some effective features of these games. We're going to start building game prototypes. And a lot of the core of our building is going to game prototypes that are amenable to being instrumented so that we can start asking clear questions as people play these games of what's going on here, how distractible are they when they play these games, how long do they play it, did they sneak off and try to play it when no ones around? That's a good thing. Can we make it addictive. You're not supposed to use the word addictive, but, you know, that's really what we're going for here. And then try to extract some design principles that we'll say, oh, we -- other people who are going to do this later will be able to do this effectively. Now, this is a diagram that I made because I originally had this incredibly boring diagram, and then Cailin, the 14-year-old I was talking about, the first time she saw me give this talk and she said, you know, you've got this stupid, boring, abstract diagram and no one's going to pay any attention to it, so you have to come up with something interesting and real and personalized. And so I said, okay, great. Like I went to Microsoft Paint and just sort of worked on it for a while and I said, How's this? Almost. You know, and so you sort of -- I went around a bit, and so now this is -- this is now the Games for Learning Institute's official diagram. I'm not sure if Jan approves of it completely, of like the ideas that came from both of us that we have been discussing back and forth about not just a game for learning, but any game, this is how we're thinking and the components that go into the process of game play, and then you can extract from that this is how you'd use a game for learning. So, first of all, everything starts with what's going on in the player's head. You can't directly look inside the player's head. You can only sort of infer for what the player is doing, when they're doing it, how they're doing it, et cetera, and so the core interaction that goes on in any game is between the player's understanding and the rules for play, you know, as Katie Salen calls it, the rules for play, the game mechanic, are they pushing pieces, are they shooting zombies, are they flipping little blocks, what are they doing? Whatever they do, you have something that the player is allowed to do each move, and then what they choose to do gives you insight into their understanding. Now, before I go on, I want to make sure that you understand; a player's understanding isn't just "I know the rules." For example, you could know the rules, to take a simple example, of Tic-Tac-Toe and you still might never win at Tic-Tac-Toe. You'll still put that X or that O in the middle of the side and you'll lose every time. It's not in the rules that you're understanding of how this game play works happens. That's not what we're interested in. We're interested in what happens when you start building learning models about how to effectively work within the rules that shows an understanding of something else, the model underlying the reason for the rules. And all around this, of course, there's the rocket ship, the aesthetics, the design, the graphics, the sound, the music. Everything that kinds of gives you a sense of an aesthetic experience, and all of these are things just that are there, but then there are things that create motion in the experience, that change the nature of the experience itself. One of them is there's some story: I'm going to get all the real estate on this board or I'm going to get -- I need to get three in a row or I need to capture the enemy king or I need to kill all the zombies or I need to become the Level 50 Mage who rules this universe. Some sort of -- you know, and as I do it, I'm going along, we're a guild or a tribe and we're going off and like killing all the virtual orks [phonetic]. There's some sort of story. And that has an interesting property about it because it tends to change the nature of the game mechanic over time. And it obviously also changes what's going on in the player's head. So that's half of what drives the story forward. I call those -- the other half of what drives the story forward is the reward structure, you know, the carrot at the end of the stick. I'm getting points, I'm getting a ranking system, I'm the top player in my school and everybody -- I'm really popular because I got 50,000 points and the next kid got 40,000 points. And, now, I call these extrinsic rewards because you're basically paying people. This is the money. When you do a job, there are various reasons you do a job, and one of the reasons is the money. And I've heard that, for example, apparently people I know at Microsoft for a long time from the early days, after they vested, people started calling them volunteers because they're not doing it for the money anymore. So there are all these phrases like post-economic. It was really cool. But then there's the other kind of reward. But they didn't quit. They kept doing it. And the reason is because they're intrinsic awards. And when you play a game, ultimately if there's only extrinsic rewards, if it's only about points, you get bored really quickly. You're really playing the game to master something and to get really good at I can flip the things in Tetris really well or I can -- you know, I'm getting better and better at chess. And the proof of this is that if you're in a room full of people who totally suck at chess and you beat them every time, you're not going to have a good experience, even though you have a 100-0 win/loss record, you're having a bad time because you're bored out of your skull. So it's the intrinsic rewards that ultimately are where the real payoff is. It's really why we play the game. The other stuff is actually just part of the window dressing. And notice that the arrow here goes in a different direction. The reason the arrow here goes in -there's a little beanie and propellor on top of this player's head. And the reason for this is as you gain skill, if the game does not change in order to reflect the fact that you have a greater skill level, then you get bored and you stop playing. Certain games like chess or Monopoly actually have this sort of levelling up built right into the course of a single play. And of course most modern computer games have this notion of levels. When you first start playing Mario, Tomb Raider or anything and you play the first level, it's like, oh, it's kind of cool, I know how to shoot, I know how to flip, I know how to like grab the little cherries, but once you're up to level 5 or 6 you can't go back to level 1, because there's nothing to learn, there are no intrinsic rewards anymore. So games are designed to be progressive. Games are learning experiences. So one could actually come up with a definition of a game for learning as in a narrow sense all games are games for learning, but we say that it's a game for learning in the special case where the intrinsic rewards, the levelling up, the changing of the model in the player's head to be a more sophisticated model is one that's transferable. So, for example, if I'm playing some kind of online community game and I'm becoming the best necromancer in the world or I'm learning all about some sort of make-believe physics, it's not necessarily a game for learning, I'm a great alchemist now, but then you still come out of the game and alchemy doesn't work. But if you happen to have a structure like that and some of the things that you're learning actually are usable outside of the game, then that's a game for learning. And a lot of people try to design games for learning and do a really bad job at it because they're not looking at systematic like what really works and what doesn't. And our job is to put a solid structure underneath that. Now, I just -- I want to get some principles out of the way here. This -- the reason this looked like a vehicle is that it actually is a vehicle. The whole point of the learning is that the player and the game and the whole thing are all traveling. They're traveling through actually a multidimensional space. I'm only showing you two of them on this slide. And what Mihaly Csikszentmihalyi in his 1990 book calls the theory of flow is also what other people have called behaviorist learning, operant conditioning. Different schools have different ways of talking about it. But the basic concept is if you're -- if you're getting it right most of the time but not all the time, so you're just kind of challenged just enough, you're in this sort of state that people find extremely pleasurable. I'm doing the right level of crossword puzzle, I'm playing tennis with someone who's just a little bit better than I am, I'm learning, I'm having a really great time. And this is where good game design is separated from bad game design and good game designers are actually very, very good at doing this and their skills are sophisticated and nonobvious. If you rise too quickly and the person has no idea what to do next because you've just lifted out of what their -- the model in their head was capable of, they're just frustrated. You know, you immediately jump from the Monday The New York Times crossword puzzle to the Saturday The New York Times crossword puzzle, that person may never want to do a crossword puzzle again. And if you go forward too quickly without levelling up and they're not learning anything, they just get bored and they wander away. In fact, this -- you want to kind of like stay away from the too hard, you want to stay away from the too easy, and you want to kind of get to the just right, but the just right is actually more sophisticated than I'm showing here because those of you who do game -how many people who do game design, game designers? Those of you who do game design know that there's a much more sophisticated thing going on here. You don't just give them a continual experience that is the same all the time; you change the valence of it. You know, you give them reflective, calm moments and then you give them exciting moments. You do the same thing that you do with good storytelling. You build them up, you drop them down, you build them up again. And so in fact there is a third dimension here which is the different kinds of terrain that you're climbing. You're climbing on a fairly complex path where the internal state of the player is being engaged differently at all times. So it's important to note that this is not a simple problem, but it's an approachable problem. And our goal is to try to figure out what are some of the rules of keeping you on this maximal terrain, maximum engagement, maximum learning. One of the things that's been really useful to me as a teacher in the last several years as at NYU in our computer science department, we've been teaching a graduate course in computer game design is the ability to jump into Microsoft XNA. This actually isn't a commercial plug, it's just we actually find it's really good to have a game design environment that -- do you remember in 1993 Jurassic Park, Ariana Richards sits in front of the computer and she says, I know this, this is UNIX? Remember, right? And then she never starred in anything again in the rest of her career. But it was like -- you know, it was sort of like, great, yes, yes, geeks are cool. And that moment really spoke to me and it's exactly what happens when I show them XNA. Because, you know, it looks like an IDE. They, oh, this is software development design, I know where to put my libraries, I know to write my assets, et cetera, et cetera. So for teaching computer scientists to be involved, it's really convenient to work with this. And one of the things that we're hoping to do in this problem is to get those computer science students pulled into this. Another nice thing we think about XNA, we've been told about XNA, is that we're going to be able to transfer it to little handheld devices of the future. And the reason that this is particularly important to our hearts and minds is that a lot of the kids we'd like to reach are not going to be able to afford full-fledged computers, and we want to be able to reach kids in the poor neighborhoods, kids in third-world countries who will have some sort of handheld device, and it's going to cost much, much less than a general purpose computer. But we still want to be able to apply the results of these to those people. And so it seems as though X -- is that true, is XNA going to be able to work in those environments? >>: It's strategic for the company to get XNA. We're working on lots more devices [inaudible]. >> Ken Perlin: Yeah, I'd like to point out, as it's been told to me, that it's strategic for the company to get XNA working in lots more environments. All right. Okay. Good, I said that. Thank you. Thank you for the words, yes. And we're adding to it. We're adding a bunch of procedural models to it so that you could in-game create all kinds of procedurally defined objects and behaviors, and we're putting that back into the XNA community. So the general flow of what we're doing is we've got these first three years which we divide into four phases, so each one is roughly nine months. And then we've got all the years after that where we get to build on this initial result. So this first phase that we're in now is the wide-ranging exploration, the asking experts that Katherine will talk to, the having kids play lots of different kinds of games. Then we're going to narrow it down based on what we learn with that. We're going to start building our own little mini games, we're going to instrument them in ways -- I think Jan is going to speak in more detail to how we're going to instrument those games. They're going -- they're not just games, they're also scientific instruments with both in-game software to monitor what people are doing and then post-game software. Think of it is as they're playing a game, I'm sending data behind the scenes off to some server, and then we write analysis software to start asking questions later. And if we do it right, we can even be flexible later in the kinds of questions we ask. And then of course the last fourth of this three years is where we're going to do all of the really, really serious -- you know, you get the IRB approved, we go in with a group of kids and we have them do these things and ask these scientific questions and say this group of learners learns this way; that group of learners learns that way, et cetera, et cetera. And then we'll be able to publish high-quality journal papers that say here's some real results about what these learners do if you try this or you try that. The phrase truth or consequences was -- that was the brainchild of -- in this context of John Nordlinger who wanted me to have a slide called truth and consequences, and so I just figured I'd go with it. So basically here's the four phases, and here is the external things that come out of the four phases. First, you know, we give presentations like this, we start giving publications about our game design, we build our prototypes which we'll eventually like to make available to other people, and then we end up with all these mini games. But the real important thing is the last words on that slide, of course as an institute you have public outreach, et cetera, et cetera, but you really want to be able to give scientifically valid results back to the community. We're going to build a bunch of software, these mini games, individual mini games, the in-game journaling and the post-game analysis software, and then we're also going to hope to be a kind of a cultural magnet for fellow travelers -- can I say fellow travelers? Okay, yeah. And people who are older than a certain age will get like nervous when I say that. And so the thing is, what we've discovered, what we've all discovered -- which is a little bit freaky -- is that since this got announced on October 7th, we've been inundated by e-mails with educators, with game designers, with people who've been doing this study in Wisconsin with their students or in Hawaii with their blah, blah, blah. And we're trying to figure out there's this immense amount of energy of people who want to work with us. And I just got an e-mail this morning from a woman who's working with a Nobel Peace Prize Laureate about games for getting people awareness of abuse against women in Africa and can we help figure out an educational game. And this happens all the time. So there's a tremendous amount of energy from a larger community that wants to work with an organization that would be able to say what do we do that's effective. And so we're trying to figure out how to that deal with that in the best possible way. But the core nut of what we're doing is that after three years we want to both address the funology and the learnology. How do we make things that are fun experiences, that are engaging, even addicting, and the result of it is that kids will learn in a way that is repeatable and assessable and measurable so that people can go off and have a paradigm for how to do this. So that's kind of the overview of why we're doing this. Now I'm going to switch over to Jan who's going to talk in more detail about the actual science for learning that's been going on. Okay. Thank you. >> Jan Plass: Thank you, Ken. [applause] >> Jan Plass: Good morning. I'm Jan Plass and I'm, as Ken pointed out, codirector of the institute and responsible for the education assessment part of the work that we're doing. And I wanted to give you a little bit of an overview of what that entails and what our plans are for that and what the next three years and probably several years beyond that will hold for us. And it all starts from the observation that we actually know very little about designing educational games. We know something about designing games and they're becoming very successful obviously, but designing educational games is a much harder thing to do. And what we currently know is some heuristics, we know from game designers who have designed games experience reports that don't have empirical support in the sense of a broad base of research but where somebody said this really has worked for me or for this game or for that game. We have specialized research. There's a lot of work that has been done by Jim Gi [phonetic], Yasmin Kafai, Constance Steinkuehler, Cort Squire [phonetic], et cetera, on very specific games and very specific questions within those games. But then there's a huge leap, and we have the foundational research on learning and general learning with media, multimedia learning, simulation type of research, research in emotion and cognition. But there's a huge gap in between. There's nothing that would provide us general guidelines about how to design games to make them educationally effective. There's very little about how to design fun experiences that are at educational. There's very little about how to design playful kind of activities for learners that are educational that are implemented in the form of computer-based games. And that's where we're positioning ourselves. So what do we need to know about it. We need to bridge this basic research on learning, on cognition and heuristics from current game designers. We need to broaden the tools that we have. In many cases we have to invent new tools and appropriate new methodologies for the research that we're doing. And we need to look for the broad range of learners in authentic settings. It's really hard to take that into the lab, even though we're going to do that, but when we do something in the lab we'll always follow up in the field and make sure that what we studied wasn't just an artifact that can't be reproduced when you actually go out in the settings where people are using these games. And therefore we have this interdisciplinary team of game designers, game developers, educational, psychological researchers in what I believe is the first time that we're bringing these together in the format that we're having. And what we want is in the end theory-based, empirically validated design principles for educational games. Now, we are not going to have those after three years in a full spectrum that you could use and design games. But we hope to have made a really good start in some of the areas that we're working on, and we're seeing this work as kind of setting the research agenda for the next decade or so, and not just for ourselves but for other people, and providing the methodology and the tools and the gaming architecture so that they can do that work kind of following the outline that we're developing. So it started all out with what makes games educational, and we went on to say, well, what it is is actually the engaging part of that, so what makes games engaging and therefore educational. And then we moved on to say, well, it's the fun part that makes it engaging and educational. And in that are essentially are hiding all of the research questions that we have. And those research questions are about design factors and design patterns that are, as Ken had shown earlier, of a cognitive nature, affective emotional nature and social cultural nature. And we want to see whether the integration of games, what kind of conditions there are for the integration of games. If our work has shown us anything in the past, it is that whatever you design, when you integrate it into existing environments, you need to understand this environment very, very well in order for it to work. It's more important for educational materials than for anything else to understand where they're being used and what the conditions are. If this goes into schools, what are the conditions in schools, what is the training of teachers and so on. So there's a whole set of parameters that could make a very successful -- otherwise successful game not successful in the educational market because teachers might say I have nothing to run this on or my students don't want to play this kind of game, they would have preferred another kind of game. So understanding the culture where this is being used, what support teachers require, what integration practices are and so on. And then the impact of learning characteristic. What kind of differences we see in our learners in gender, age, prior knowledge, cognitive abilities, self-regulation skills, et cetera, on the educational effectiveness of games. All of those are research questions that we're going to address. And this is the slide that Ken showed earlier, would we want our educational games and what we are looking for are the educational game design principles. And the definition of making games educational is that there's different types of knowledge outcomes that can be transferred to other settings, and they are factual knowledge, conceptual knowledge, procedural knowledge of how to do things and metacognitive knowledge. And that is probably one of the most important and often completely missed part of designing games and using games. It is not just what you learn and what procedural knowledge you acquire of doing things and what factual knowledge and conceptual knowledge you acquire about the world and concepts within the work, but also how you learn. The insights we gain about our own learning process, the understanding of how we set goals, how we monitor goal achievement, how we adjust our strategies, what strategies work in what situations, all of that we call metacognitive knowledge. Self-regulation is one part of that. And people who are sitting in this room, I can say without any hesitation have the highest metacognitive knowledge and self-regulation skills that one can have most likely because you wouldn't have made it here. People who are sitting in the schools they we are trying to get into and have established contact in New York City often do not have those metacognitive skills and self-regulation skills. They will read a text and after two minutes they will say I'm done, I know everything, and when you test them they know nothing. So the knowledge about their own learning is something that is very hard to obtain if you are not trained in that from an early age on, and that's metacognition, which games give you. There's a lot of feedback in games. If you think you know and you get the next challenge and you realize you can't solve it, then that's a very nice feedback mechanism of giving you in a very specific way and detailed way that feedback on metacognition. So we're looking at these different design factors for that. And the experts we have on the team specialize in more cognitive aspect, in more emotional factors, in social cultural factors. So this is how we're splitting up the work of people who are on the assessment team even though we're all looking at that together in the big picture, but that's how we kind of separate the work out. And I want to just talk briefly about how that fits together. So all of those will kind of form design principles for games that then will lead to the knowledge acquisition we're looking for and then feedback into building those design principles. Ken pointed that out already, and he's already talked about this slide here, so I'm going to skip that. What are cognitive design factors I'm talking about? What examples for that? Here are a few. There's the educational approach in general. The act of -- aspect of learning, exploration and discovery interestingly recently has come under a lot of criticism in the field of education. There are several papers out that say forget discovery learning, forget active learning and exploration, direct instruction is the only thing that works, especially for people who have little prior knowledge. And we're trying to counter that. We're trying -- this is a very myopic view. We're trying to counter that and we're trying to say because of things like the metacognition that is typically completely missed in this research, exploration is really what is important in the active part of learning [inaudible] the narrative structure and model progression, model progression going from simple models to more complex models and so on are our questions of the educational approach that need to be implemented. In the game and we need to have guidelines of how to do that. Representation of information or information design questions of what is appropriate for any given task of how to represent information? We currently do research on iconic versus symbolic representations, when do you want to represent, use icons of let's say a flame or a burn to represent heat or a weight to represent pressure, et cetera, and how to integrate that into the design of visual materials for learning, especially science learning. And we're going into middle schools first and we're going into science and math and technology, engineering curricula in middle schools, so it is all about the visualization for science education. And so the question is how do you visualize the elements in that. One reason why many of the current materials fail is because people visualize for specialists but not for beginning learners. There are questions of cognitive load that can be design factors, how do you guide visual attention, how do you use cuing mechanisms to direct the attention to just the right spot, et cetera. All of those can be design guidelines that we're looking for. There are parallels to that in multimedia learning research already. Some of them are very good. Others are very questionable. And so we have a foundation already that we can work from, but we have to bring that into the realm of gaming. And the types of interactivity. When we talk about engagement, when we talk about interaction, we really need to look at the taxonomy or typology of that and say, well, what does that actually mean to be engaged? I can be fully engaged in something that is educational and have learned nothing in the end. And that would be the case if I have just a behavioral engagement of moving numbers around, typing results in a box and so on. But I don't have the cognitive engagement of actually processing that material, connecting it to what I already know, and then creating new knowledge structures and knowledge representations and making sense of what I'm looking at. So if I design an educational game that doesn't foster that, then that won't be a successful game of transferring skills out of the game. You might have had a lot of fun, you might have thought you were very successful in the game, but then when you actually come to applying it elsewhere, you might not have what it takes to do that because the game didn't foster that. And we also believe that the affective engagement on an emotional level is something that games can do, and I'll talk about that in a moment. Here's an example of work we're doing with the school of medicine right now. We're building modules for surgery education. And so we're actually applying all of the design principles, not just to games right now, but we're already going outside of the area of what is just the game and looking at other materials. And the idea is to say principles that we're interested in don't necessarily have to just result in games, they could also be used to enhance other educational materials. So you could say I have this surgery module for surgery education, this is about abdominal exam right now [inaudible] what the sectors are that you have to look for, and how can we enhance an experience like this with design factors that come out of this research? So it might not be a game in the end, but it still has game-like features in this. So that's the goal for this. There are emotional design factors about the visual design, control and feedback, the musical score and sound, interesting motivation and so on and how that can affect learning. I've done some research in this area. It's completely underresearched. We have the link from cognition and emotion, we know that emotion broadens creativity and so on, but the link to learning is completely underresearched. So we're doing that. And in our previous research with Ken Perlin and Mary Flanagan on the Rapunzel project, we've shown that the self-efficacy in games can increase based -- in girls can increase based on playing in the game and learning how to program in a playful environment rather than in a typical programming environment. There are social cultural factors that have to do with social interactions, collaboration versus computation, social presence and so on that we're looking at. And there are game integration factors that are on the school level and the teacher level and on the student level of trying to understand what it takes to make these games once they're designed actually work in the settings where they're going. So those are examples for those. And just to give you one example of what we're looking at in terms of engagement, interactivity, we're looking at triangulating from collecting different types of data. We're going to have self-reports, we're going to have physiological responses and behavioral responses. And what that could look like is self-report during the game play and after the play of asking players are you engaged; physiological responses like gestures, facial expressions, heart rate, pupil dilations, et cetera; we have an eye tracker where we can do that with -we, you know, can use other input devices to collect that information while they're playing the games and synchronizing that with the behavioral responses which is the log that we're keeping, the journaling from the game and the video of the game player and of what's happening in the game and look at learning outcomes together. And so the idea is to collect multiple sources of information and essentially redefine the field and redefine how we measure certain concepts, which in the field of education, particular in this setting, is much needed because we're relying a lot on surveys and kind of post-treatment measures that are not concurrent measures while you're learning, but measures that happen after the fact and therefore are of much less validity. And then we're looking at comparison of different logs of and different measures and matching that up with events where I could say I have a game here and I have certain events within that game and I see in the user log certain behaviors and activity and I see that the heart rate is responding, so there might be some in the self-report of activity, so there might be something happening here that is kind of dropping engagement, engagement is going up, and if I see there are multiple indicators are going up in the same direction, then I would take out of that that we can define this as a high-engagement stage that we would then try to match to learning outcomes. And if we see that there was actually a learning outcome that we desired, then we have a match of multiple data sources to show that that was due to certain design features that were implemented there. Now, this is something that we're going to talk about with the Game Studio folks here, and I'm really happy to see you guys here and looking forward to our talks, because a lot of work has already been done in this area, and we're trying to apply that and coordinate to apply that to the educational research we're doing so that we're benefiting from the expertise that already exists in-house here. And that is really it from my side. And I'm going to hand it off to Katherine. [applause]. >> Katherine Isbister: So if you remember the tiny box at the very, very beginning of the research process, it was [inaudible] expert interviews. And that's the piece that I'm going to talk about just a little bit today. I actually come from a tradition of -- a social science tradition but also a design tradition. >>: Oh, the mic. Did you turn on ->> Katherine Isbister: I did turn it on. This always happens with ladies' clothing. I usually find if I hold it to my face it looks a lot better. Okay. So I come from a tradition that combines social science research with actual design and improving design. And I've been working with a couple of colleagues, Mary Flanagan who's at Dartmouth and Colleen Macklin who's at Parsons. And the three of us decided it would be really valuable to do some formative research at the beginning of this project and do some bottom-up gathering of people's design intuitions, the kinds of working practices people already have in terms of games and learning and building engaging games, and trying to gather that not just from researchers and educators, but also from players and developers who have insights not unlike our board member that Ken was referring to. So here the kinds of questions we've been asking these folks. Essentially what we've been doing is we've taken the working model, the conceptual model that we have of how games and learning fit together and how you might begin to think about how outcomes match the kinds of things you're trying to design toward. And we give that to people. And then they get a chance to look at it. And then we sit down together and actually I've been conducting some of the interviews using Skype, using a recorder in Skype so people can just be at their studio or wherever they are and we can easily record it. I'll show you a sample of that at the end of this. And we asked them to think about how that model matches how they think about what they're doing and what's effective about what they're doing, and then we move into talking about the design, specific design practices they have, patterns that they think are especially effective in terms of engaging people or that they think relate to learning. We also ask them about things we should never, never, never do; in other words, what are best practices that they've already mastered and things that they've eliminated as things that are absolute nonsense that one would never do so that we can save ourselves a lot of time and effort. And is there anything else that we've completely left out of our model. Because sometimes insights come out of left field and somebody has a brilliant practice that they're doing, that if we were able to empirically validate, that would really benefit the community. And we're doing a sort of a snowball technique where we ask people to lead us to others who know a lot about the field. So what we're hoping will come out of this effort is of course -- hmm. Okay. Hit no. What we're hoping -- first of all, what we're hoping will come out of this is some specific design patterns that are sort of that middle box that Jan was pointing you to in the model, that some of the design patterns come from this sort of high-level conceptualization from social scientists, but some of them may come from actual practitioners who have really interesting things to say about how you design, that we can link back to that theory and out to the outcome stuff, right, and sort of jump-start us into that middle ground. And we're planning to take clips from these interviews. We're videotaping these interviews with Skype and also some of them in person and put them on the Games for Learning Institute's Web site, some abbreviated samples of people's insights in their own words as a resource for the games and learning community at large. So the idea is that we're building a sort of repository where people can get some insights and some interesting intuitions about their own practice. And I have a sample clip. We've only just begin to do interviewing. We're sort of in the beta phase. We're refining our question set and how we really get at these issues with people. I thought I'd show you a super brief clip, and I like this clip because both Ken and Jan mentioned transference of skills and metacognition and how in essence, you know, all games are learning engines or learning tools. But what interests educators and government funders and so forth is what parts of that learning could actually transfer out into the real world. And so this is about a two-minute video clip from an interview I did with a guy named Nick Fortugno. Is there anybody here who's familiar with Nick's work? A couple of people. Okay. So Nick is actually currently the CEO of his own casual game company. But before that he worked at Gamelab, which is Eric Zimmerman and Katie Salen's shop. And he's not only a game designer, he also is an educator. He has taught at schools in the Bronx and so forth. So he's a person who really bridges all these words. And he had some really interesting things to say about how playing Dungeons & Dragons changed his life. So I'm going to play you that clip. [video playing] >> Katherine Isbister: Oh, I don't think -- Ken, I don't think this is -- I don't think you queued it up at the beginning. Let me start it at the start. [video playing] >> Katherine Isbister: So that's just one person's anecdotal experience, and he also goes on in the interview to talk about more specific design tactics that he uses to try to encourage learning in his games. Maybe it speaks to some of those of you who played D&D as kids. I don't know. So the last slide here, if I can figure out how to get the slideshow back on. >>: [inaudible] want me to do it? >> Katherine Isbister: Yeah. I hate to admit this, but I'm actually a person who uses a Mac, so the interface is unfamiliar to me in this platform. Okay. So my last slide is actually an appeal to all of you, which is that we would really love to solicit any and all of you who think you have valuable insights around this topic as soon as possible to work with us and do an interview. It's painless, it's easy, you get to decide if you don't want anybody to see what you said and so forth. But it would really benefit us. We're really trying to build a community of practice around this and learn from what other people have -- what knowledge you have, not just because you know cognitive or emotional theory but because you've actually made some stuff or even because you're a player and you've had some really deep insights through your own play. So if you're interested in doing that, you can contact me, you can send me an e-mail. If there's somebody you know who you think would be really great person for us to interview, you could also pass that along, and that would be incredibly helpful. And we're aiming to have a set of these interviews posted on the Games for Learning Institute Web site by the time of the Game Developers Conference this year. So if you're just interested in looking at some of these insights, you should be able to see some interesting material at that time on the Web site. And I think the URL is in the slides. So that's it. [applause] >> Ken Perlin: I guess we answer questions? You want to all get up for the questions? Is that what we're doing now? We're answering questions? >> John Nordlinger: Yeah, that'd be great. >> Ken Perlin: Okay. >>: I work with teachers [inaudible] teachers also science teachers in an urban setting, and I'm very excited about these games because we have been trying almost everything, and it's not really working. So my question is how do teachers access the skills and support that they will need to facilitate the students when they use these games? Because currently one of the problems I run into is a really high level of teacher anxiety with computers. And with the games I don't know -- and I'm very concerned with the teacher part. I noticed when you spoke about having a student working with the design team, but I didn't hear about having an educator also working. >> Jan Plass: I'm going to take this one. We're currently engaged in a large-scale U.S. Department of Education-funded project where we build simulations for science education. So we're in the schools right now. >>: Microphone. >> Jan Plass: I turned my on, but -- oh, here we go. So we're doing this all the time. We found actually very early on that if you don't talk to teachers and if you don't build those materials for teachers, then you may as well not even do the work because it's not worth it. If you don't enable teachers who are extremely bright, who are extremely passionate about what they're doing but they're also extremely deprived for time, you know, you can't say, here, why don't you look at that game, come up with a curriculum, see how it integrates. It's just not going to work. So what we're doing is we're working with teachers who help us build lesson plans, who help us build ideas of how to integrate what we're doing, the interventions, the materials we're building, how to integrate those into the curriculum, and then when we give people our materials, we say here's the simulation or game or whatever it is and here's the lesson plan and here's maybe even a video of showing the teacher how they used it in their classroom. We're also facilitating networks of exchanges of teachers, so we have several teachers who have been working with us in our research so far who kind of connect to one another and exchange information about that amongst themselves. So we're working from very early on with the teachers because that's the only way to do it. You're absolutely right. And there is a person, Catherine Milne, on the team of investigators who is actually a science educator who trains teachers, so she helps us with that side of things too. >>: One of the things that's concerning me about this, I didn't hear a lot of talk about, you know, kind of the basic assumptions that are going into this in terms of you have a kid in front of a PC and, you know -- which, you know, there's a long history of gaming in education. And it almost universally has been group gaming. And it seems like there's an underlying assumption here this is a one person, one PC, and if there's any group interaction it's through a network, it's not actually a bunch -- you know, you're limited by the hardware. And so I look at this and I say, you know, in some ways I find the effort a little bit missing the point of what games are used for in the classroom in that it's a social activity and it's a group thing. And so is there any plans to extend this to, you know, hardware-like surface or stuff like that, which I think is kind of absolutely critical for gaming in the classroom. >> Katherine Isbister: I can't speak to the hardware issue, but I can say that my lab at NYU Poly is focused on social games and that the early games research we're doing with popular games that are very appealing to kids include genres of games that are explicitly co-located social play. So things like party games, right, things that are very appealing, play formats that, you know, you use on a console and you have a shared screen and you play together. So it's not addressing the new technology you're talking about. But in terms of observing and taking into account the social nature of play, it's absolutely intended to be part of what the factors are for fun engagement and also learning. >>: [inaudible] then that there would be a gaming platform that's not a PC? >> Jan Plass: The assumption is that the game platform is not what we're so interested in. We're interested in different genres of games. And one might lend itself to be played on the PC, another one might lend itself to be played on the handheld, another one might be in a kind of browser-based environment where it doesn't matter what platform you use. It's not the hardware that concerns us; it's what you do with it. And you absolutely right. There's a lot that we left out here because we would have had to make it a half-day or a full-day kind of presentation. There is no plan whatsoever to make that one player/one device. There is -- but what we are doing in this first phase of broadening out, kind looking at a very broad set of games, is to say let's look at games that you play individually, let's look at games that you play in groups, let's look at different genres of games and what do we understand about those different genres, and we would have to treat each genre differently in the design principles we come up with. And the one design factor that I called social cultural factor is exactly about the collaborative or competitive nature of games, not just two players against one another, but two or three kids around a device or so. We could have augmented reality games where it's not about the technology so much at all but more about what you actually do. All of those are open questions for the institute. We might initially look at specific types of those that we have to select this part of the first phase, but there was never an assumption from our side that this would be kind of an isolated [inaudible]. >>: So I know that a lot of the -- especially from the analysis work you need a login and so a lot of this needs to be mediated by a computer in some sense because of all that login stuff. But there's this huge class of other games that don't do that and then of course also reduces the costs that are associated with that. And I'm curious if there's any means, any direction in any of your research that's going to try to look at those things of, say, that are just pencil-and-paper-based games. I don't think there's been that much really deep studying of all those classes of games for learning in there. I mean, like D&D is a great example of that which requires this much more flexible sort of, you know, on tap kind of stuff and including the math, et cetera. So I'm just curious if there's a way to study that in the umbrella that you're trying to do. >> Jan Plass: Yeah, the methodology we're developing can take advantage of journaling data, but also uses observation by human observers, by videotaping, uses interviews, it uses kind of asking questions during game play whether that's computer based or not. So it could very easily be applied to chess or any other game where we don't have journaling data available yet. >> Katherine Isbister: And there are people in the interview pool, like Frank Lantz, for example, who design what he calls big games that are, you know, running around in the environment or alternative reality games. So we're certainly soliciting information from people who do that kind of design. >>: Is your game going to be kind of [inaudible] that you would be taking it out into the middle schools, testing the games, and then going back and looking at correcting things [inaudible]? >> Jan Plass: So there's -- we're going primarily into after-school programs. We're going into -- we're working with the New York Hall of Science and their educational department, et cetera. And so we're going to be testing things there. We're going to be doing portions of that in the lab, and it's [inaudible] back and forth. But I think one of the difficulties in presenting what we're doing is that we're not building a game. All right. We're -- many people are building a game and you don't learn so much from just building one game. We're an institute that tries to define the research agenda. And we're trying to say what are things that people should be looking at. So we're starting in a very broad way, and then we're narrowing down. And we could make speculations of where we would be in three years and what we have decided to focus on, but that would just be that: speculations. We essentially want to question all of the assumptions we've made so far about gaming and say what if we didn't have all of that and what if we just had a fresh look at what it means to be playing games, why is it engaging, and how can we apply that to learning. And then, yes, we will [inaudible] will build mini games based on that, but they will be mini games. They will not be big games because we leave that to the professionals who actually built big games. We will be designing and testing and studying games in order to answer our research questions, and then they will be available for schools. But as an institute you kind of have to make a choice of what side you want to be on, and we're on the research side of building research methodology and the gaming architecture and the gaming instrumentation of the games to enable a whole research agenda that's not just ours, that's not just people in our institute. >>: [inaudible] me that one of the problems with educational games is the moment you apply the label "educational" they become less fun. Would you agree that that is a psychological hurdle, and how do you imagine you might mitigate it? >> Ken Perlin: Yeah, there's a New Yorker cartoon that I really like that John hates when I talk about, which is -- some of you may have seen it. It's from 1925 when The New Yorker was new. There's a little girl dressed in her cute little flapper outfit and she's looking at this plate of something in front of her. And her mother is saying, Eat your broccoli, dear, and she is glaring at it and she's saying, I say it's spinach and I say the hell with it. And he hates when I say this because he loves spinach and he thinks I'm giving spinach a bad name. >> John Nordlinger: I just think it's ironic with Ken's vegan [inaudible]. >> Ken Perlin: No, so the -- so, yeah. So, no, I mean, that speaks to -- that speaks to Cailin's point that I told you, you know, that the -- one of the research questions we need to ask is the -- what's the rhetoric around this. And there's this great -- you know, there's this notion that game designers and storytellers talk about of the magic circle. You know, when you're in the magic circle and you're plying a game and I'm shooting at you and killing you, but it's okay because we're just playing a game or, you know, the world blows up, you know, but it's okay because it's just some stupid Hollywood movie, it's fine, we're not scared that this world blew up because then, you know, the credits roll. And Jan actually coined this wonderful phrase for this project, which I really like, there is the magic circle and there's also what he called the learning circle where it's different. It's like I know that there's only one consequence. And the one consequence is I'm here to learn. It's okay. It's all right that I'm learning. So one of the hypotheses we have is if you present to the -- it's just hypothesis; we have to test it -- if you present to the kids honestly, look, okay, we know you're learning, you know you're learning, you know, the alternative is you're all just looking at these stupid textbooks that aren't responsive to you, maybe this is an okay way to spend your day when you're in a learning experience. But we have to test it. I'm sorry, I didn't mean to pre-empt you. >> Jan Plass: No, that's okay. I like when you quote me. Bruce? >> Bruce Homer: Yeah, I just wanted to add that [inaudible] involved in the project [inaudible] earlier where we're developing these simulations to teach chemistry to these low-prior-knowledge kids in high schools in New York. And we've had a number of teachers come back to us. And these simulations, we don't say these are fun, we just say, you know, these are [inaudible] these are where they get to do stuff. And we've had teachers come back to us and say, wow, I'm amazed, this one kid who comes in, she always shows up late, she never pays attention, she's always goofing off, she actually sat down and used the simulation for the whole class. And so I think compared to -- as Ken was saying, compared to a lot of what we tend to do in the classroom, even if we -- it has the label, they figure out that we're trying to teach them, just doing something a little different is going to make it exciting and interesting and hopefully keep those kids engaged. >> Ken Perlin: But these aren't just assertions. These are hypotheses that we intend to test. >> Jan Plass: But one last comment about this, because we're talking about this all the time. We may not tell them it's a game and we may not tell them it's educational. We may just say, here, do you want to use this and learn from it, or, you know, we might say this teaches you about X. But we might not call it a game. Because we have this idea that possible -- and we need to test that too -- once you call it a game, there's assumptions that are violated by what we give them because you learn from it. But there is no reason to call it a game. You could just say this is a fun way of learning. So it's definitely something we're thinking about because we might be in the process of inventing an entirely new genre that we don't have a name for yet of new educational materials that have game-like features. >> Ken Perlin: And by analogy, I mean, there is such a thing as, for example, documentary films. And documentary filmmakers don't need to pretend it's a Hollywood blockbuster. It's like it's properly labeled and people go see it knowing what they're going to get. I mean, there are different categories and people are capable of understanding that. And we just have to understand -- again, we have to understand where the boundaries of perception are. You had a [inaudible]. >>: Curious about in your observation phase what games have you looked at already or what games you plan to look at [inaudible]? >> Jan Plass: Well, this is actually made a little bit difficult by the fact that we're going into middle schools and you just can't take Halo into the middle school. So we're looking at one example might be where I had the screen shots from Professor Layton and the Curious Village, there are the games that -- any Mario game, Mario Galaxy, whatever, any game that is age-appropriate game for middle schools that commercially was successful or has critical acclaim. Spores is another example. So that's what we start with. And then we're going to try and sneak in some of the games that are not appropriate for the age group or the players tell us we're playing it already. But we're having problems of getting approval. Every research of this nature has to be approved by an ethics board. And they don't understand this work. They think that if there's a label that says mature, then it's actually -- middle schools won't play it, which of course is not the case. But for researchers it's very hard to convince them to say, well, they're already doing it, we just want to watch them do it. But we think we might find a way to also do that. But it's all about commercial off-the-shelf games right now that engage kids. And it doesn't have to be a kind of highly visual game. I mean, I'm playing a game right now that is practically just [inaudible] Tribal Wars, I don't know who else is playing it, but where the emotional and the engagement factor of that game is just as high as in other games. And so we're looking for those kind of games also. >> Ken Perlin: We're actually waiting for Rockstar to come out with Grand Theft Auto Seventh Grade, but they're not going to do that soon probably. Okay. So you had your hand up for a while. >>: One of the things I was going to say was I was going to comment about the teachers, but before that I think there was a comment about calling the games games that I think you're already at risk, but there is some, you know, papers that were published -- I think it was like ten years ago [inaudible] and she was doing some studies with some type of educational games, simulation [inaudible] and she called it a game. And then when she brought the kids to play the game, they were saying, well, this is not a game. You said it was a game, but this is not a game. And so then there becomes [inaudible] entertainment, movement and people now they -most of the people that was involved in that movement, they've done -- go back to call anything entertainment anymore just because the term become [inaudible] have such a bad reputation because he was successful model before, some -- so, yes, in that regard [inaudible] go with calling this something else [inaudible] regarding with the teachers, I think was a very important point about the teachers' high level of anxiety. And you mentioned that it's important to bring the teachers to talk in this conversation. But from my experience [inaudible] high school teachers in a [inaudible] to create educational games, the high level of anxiety was definitely there. But one of the things that helped them to kind of lower the level of anxiety was to [inaudible] teachers that have kind of similar skills [inaudible] skills and some similar skills, so working teachers with teachers and talking about issues that have in the classroom was really positive, even though they didn't get the skill from the [inaudible] to actually develop games, most of them, there were some that were like -- you always have these strange case that a software developer that becomes a teacher after ten years of being a software developer, that he's very successful and have to [inaudible] normal teachers, but how did this conversation teacher to teacher and given the tools that they think they were very helpful for the classroom because they develop very simple games that you wouldn't imagine that would be so helpful for them but they weren't real excited about the games that some of the teacher [inaudible] and because it's free, because it was something that [inaudible] potential to use in the classroom, you were sensing that they were very willing to use. And they were very short, short games that they thought the kids could play like for ten minutes or something. So I think having these conversations with teachers and letting them know about what it takes to create a game, that was very positive, because some of them thought that creating a game was a little bit simpler than it was. So they have really expectations, huge ideas about what they wanted to build but [inaudible] haven't had to build it, they realize it entails quite a bit of skills and quite a bit of time to create something that [inaudible] smaller games that were simpler and easier to adapt in their regular classrooms. >> Jan Plass: That's very interesting. >> Katherine Isbister: [inaudible] dissertation. There's a short version of it. >> Jan Plass: That's very interesting [inaudible] we have in New York City a very interesting situation right now where the new chancellor of the school system has started a lot of model schools where people can say I want to open a new school and I want to try an entirely new approach. And so we have all these small schools that are just starting with very enthusiastic principals and teachers who are open to [inaudible] new things. So teacher anxiety for us is actually nonexistent because we're working with those teachers who come to us and say can we work with you. I have -- I'm teaching in a program called educational communication and technology, and in that program we have as part of our students teachers who are in schools right now. So all of those students are kind of begging me, can we work with you. So we have a teacher base that is very enthusiastic, very knowledgeable about this, that we can take as a seed, and then once other teachers see what's going on and these schools are visited all the time by other teachers and other principals, it's going to spread in a viral way. So we're not trying to convince teachers to use something that they don't want to use. We're building something for those teachers who are ready to use something new. But we're also taking the approach that I'm not going to ask a teacher to write a textbook about their own teaching. Why would I ask them to write a game, unless they really want to. You know, 1 in 1,000 might want to write the textbook or build the game or build that Web page. But teachers are really professionals in integrating that into their curriculum. And so that's what we're going to give them and we're working with those that are very enthusiastic about it already. But those are very good points that you've made, and we found very similar things in our work also. >>: So I guess the first part is my apologies, but it seems like you're talking with students and teachers. Well, there is -- and you just highlighted one, the textbooks, there are people that make the textbooks, like, for example, a Houghton Mifflin, for example, where they develop the curriculum. Have you been working with them, or maybe I missed this in the ->> Katherine Isbister: No, you didn't miss it. I forgot to mention that we've also talked a lot about interviewing subject matter experts once we have a better feel for some of the principles we know we want to try to design to in our prototypes. And when we dive down into specific material, that is the knowledge we're trying to imbue from a game, then I think at that point there are definitely plans to talk to educators who actually teach that kind of material very successfully, which is somewhat similar to textbook design, right, but as somebody who's doing that live and what are the principles they use to get that material across. >>: [inaudible] and so they -- and I'm actually with several people in this group here we're in the FlightSim team where we do flight sim in a commercial product where, for example, we're like, well, can we do Ancient Rome in FlightSim. And so the answer was absolutely yes. >> Katherine Isbister: With the wings instead of an aircraft, right? >>: Actually, it could be ground as well, so they [inaudible] just with an add-on pack in the FlightSim you could take a tour of Ancient Rome and it's super cost-effective for them for some of the things that you're talking about. So this doesn't necessarily have the social interaction, but I did bring up [inaudible] the end of a particular learning sequence, you could do a chariot race in Circus Maximus, you know, do a multiplayer thing. And things like that. So, you know, they're beyond just the -- you know, the Halos and the more popular games. Take a look in FlightSim, is an E for everybody game, so as far as getting over some of these hurdles, it's already over several of them. So I'll just kind of toss that into your bucket as you're looking at future work in things as a platform to kind of take a look at. >> Ken Perlin: And also if you put airplanes in Ancient Rome you have a great premise for a fantasy world. >>: [inaudible] >> Ken Perlin: Just don't get too close to the sun or something like that. She's had her hand up for quite a while. >>: Have you made any games for like in the two to -- you know, the two to five age group which can be tested out in day cares? If, you know, Mickey Mouse Club has like -- kids will endlessly watch it again and again, and it's a great teaching tool. >> Ken Perlin: Well, we've been focusing -- our initial mandate has been to focus on middle school and science, technology, engineering, and math. And one of the reasons we're starting there is we're also addressing a very real bit of a national crisis. At the ages of roughly 11 through 13 is when a very large proportion of kids, notably underserved minorities and female learners, just drop out of these topics. And we're sort of hoping we can give a good kick-start to that. The methods that we're using in general should be applicable to other groups. But this is where we're beginning with our limited resources. And Bruce had something to say about it as well. >> Bruce Homer: I'm actually a developmental psychologist by training, and that's the age group that I started with, preschool-age kids. And there's actually very little empirical research on games with that age group. I found almost nothing. So it's certainly an area that I'm interested in, but that's not where the focus is. >> Ken Perlin: And I when I've had conversations with Amy Bruckman, as you had brought her up, about this, she's reported that it's very difficult, it's much more difficult to work with children who are under the age where they're thinking linearly. We can work with 11- to 13-year-olds as collaborators and design things for them; it's much more difficult to work with children at the younger age. So we'd rather actually first develop a firm foundation with this age group before we start exploring the inherently more difficult problem. >>: Yes. I just have one observation. I work a lot with middle school teachers, and I've worked with the students as well. And one of the things I'm concerned about, from the moment you start calling something a game, the middle school students, their perception about what is learning and their expectations also, from the moment you say it's a game and students start playing and they will say that doesn't matter, it's a game. So I'm concerned that students start using these and then they're thinking it's a game and it really doesn't matter. So what are you -- you're thinking about addressing that with middle school students? >> Jan Plass: We'll probably do it incrementally. We'll tell half of them it's a game and the other half it's something else, and then we'll find out where it matters. To us those are all empirical questions. What should we call it, how should we introduce the material. That's all part of the question that I mentioned is the integration question, how do you integrate it into the setting, what do you call it, how do you prepare the students that are going to use it, what should teachers do with it. And to us it's an empirical question and we have no needs to call it a game. We just -- let's just say the code name is Games For Learning. The internal name for it. And what it will be later externally, we don't know. >> Bruce Homer: So we're Games For Learning, but we may not call it games; we may not call it learning. >> Jan Plass: That's right. >> Ken Perlin: We may not even use the word [inaudible]. >> Jan Plass: [inaudible] yeah. >> Ken Perlin: I think we maybe -- I don't know, do we have time, John? Or how are we doing with time. >> John Nordlinger: We have one more question. >> Ken Perlin: Okay. >>: What are the -- I know you guys are very early in your research, so it's okay if you can't answer this, but one of the problems or difficulties I see in developing games for learning, especially in classroom environments, is the wide discrepancy in learning ability. What types of game-play mechanics have you found that work well in kind of tailoring that learning experience for the individual? >>: [inaudible] scalability. >> Ken Perlin: Is that part of the question or part of the answer? >>: Well, no, it's what they're -- it's feelable learning. >> Jan Plass: [inaudible] yeah. I mean, there are many ways to address that. One is to give you initial challenge to see where you're at, and there are -- for educational assessment, there now are new methods that we're developing -- not us, but the educational community -- of how to assess somebody's prior knowledge in a particular area rapidly with one question and you know roughly where people are going. There's ways of doing that by giving you a complex problem and saying what is your next step of solving that problem, and depending on how much of a leap you could make, an expert could make the leap all the way to the solution, a novice would make just a small increment to work the solution, right? And so you can give them that flexibility, you see roughly where we're at and you can kind of develop and adaptive response to that. There are other ways of self-explaining results, so when you let them do something, you have them self-explain what they're doing. So you can be adaptive to that. But you could also just filter that out before they even go into the game and integrate. >> Ken Perlin: And another way of saying that, and this is sort of an obvious point once you say it, but it's worth mentioning, is that by definition any existing game that's a successful commercial game is successfully addressing the multiple styles and rates of learner's problem that you're looking at. And so one of the reasons we're starting out right at the beginning is looking at successful commercial games is really trying to tease out what questions we can ask from how they might be doing that and be able to sort of figure some of that out on a more formal level. It's a very important question. Okay. Thank you very much. [applause]