The potential of tablets to game-based learning. Cork, Ireland 4th October ‘12 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive My Background • MA Psychology • PhD Games & learning • Between industry & research • Founder of Serious Games Int. • Cofounder DIGRA • Cofounder of Game Centre Developing games • Three series for education • +80 client projects Background Who are we... • Research-based company • Using games for more than entertainment • Won several awards for our productions • First company starting with Unity3 Current research projects • Gala – Network of Excellence for Serious Games • SIREN – Conflict resolution for children & Adults • VISTRA – virtual game-driven assembly line training • ETREES – Advanced narrative work-place training • C2Learn – Creative learning environment through games 9 Nationalities | 24 Employees | +80 Projects | 20 Products Agenda What is this talk about? Can tablets solves fundamental problems? How to go beyond current praxis? What is the sweetspot for game-based learning? Goal Get you to reflect on how we as researchers facilitate a new viable and sound market with game-based on tablets in schools. Still room for scepticism but I believe we have seen that game-based learning can work - now we need to figure and when and how. Here tablets are interesting! Tablets are interesting Graphics - Interface – Gameplay - Business Most importantly ’Less is more’ & ’a channel’ Agenda What is this talk about? Can tablets solves fundamental problems? How to go beyond current praxis? What is the sweetspot for game-based learning? “Media will never influence learning” Historically there has been a tendency to state just that also supported by Cuban in 'Oversold and underused'. I think the truth is that it takes a loooong time. “Teachers – the new black is black” Teachers maturity level towards computers Entry Teachers novice users of computers. Adoption Teachers tend to take a traditional approach to instruction but do provide some explanation on computer use. Adaptation Traditional approaches to instruction prevail but some class time is allowed for students to use computers for homework and daily class work. Approriation Teachers integrate technology regularly into the curriculum Invention Teachers find new ways to connect students and use projectbased and interdisciplinary approaches to instruction. Source: Cuban, 2001 “Reduced complexity is key” Complexity Computer Laptops Netbooks Smart boards Tablet Video Tape Books Boards Time First time schools charge ahead The success of a new technology relies on the fact that it can be used to conserve existing praxis while offering new opportunities to the dedicated… That is the success of Smart Boards and Tablets - that seems to roll out much more quickly than past educational technology. “Game-based learning has boring problems..” Top 6 – categories barriers (top1) Practical: Software, hardware & setting 7% 6% My own lack of knowledge about games 6% Learning games not on a par with other games Limited relevance to the syllabus of my subject 11% 58% Difficult to control the learning process 12% Difficult to evaluate what pupils actually learn N= 275 Source: Egenfeldt-Nielsen, 2011 New channel is unique - The long tail “What teachers see..” Stable & robust vs. buggy & difficult to maintain Intuitive interface vs. complex mouse/key board Active interface vs. passive interface Transportable vs. stationary Consumption oriented vs. production orienteered Lots of free content vs. costly packages A very interesting road that ‘promise’ to solve 58% of problems. Agenda What is this talk about? Can tablets solves fundamental problems? Getting into the praxis of teachers? What is the sweet spot for game-based learning? “Diffusion struggles in educational system” Five attributes can explain 49-87% of the variation in adaption of an innovation. Relative advantage: How much is the innovation perceived as being better than what already exists. Compatibility: How well does the innovation match existing norms, values, needs, expectations and previous experiences? Complexity: How easy is the innovation to use and understand for users? Observability: How easy is it to observe the advantages achieved from adapting the innovation? Trialability: How easy is the innovation to try out and experiments with without going all in? Source: Rogers, 2003 “But tablets may change this” Relative Advantage: A lot of teachers embrace the devices. It’s a new opportunity to get on the wagon. Compatibility: They can fit into classroom very nicely compared to other ICT: Complexity: They are very simple to use and maintain. Triability: Try it out with a few devices in a class with a few apps. Observability: Bring it to the next-door teacher in the break. Agenda What is this talk about? Can tablets solves fundamental problems? How to go beyond current praxis? Future game-based learning on tablets “Research is practically nonexistent” Don’t know if tablets really do improve things as there is pretty much no research. Does the touch interface really help kids learn better, more efficient, more engaging? Do interface transform into new gameplay that help kids learn better? Does the tablet really improve learning effect compare to other instructional methods and platforms. Does the tablet really make it easier for teacher to use in class? “Developers are trying quite hard” What is your average development time for a project in working days (total time for code, graphics, music, testing etc)? 1.8% 3.6% 1.8% 7.1% 7.1% 48.2% 21.4% +120 days 90-120 days 60-90 days 45-60 days 30-45 days 15-30 days 7-15 days < 7 days 8.9% N= 57 Source: Egenfeldt-Nielsen, In review “But a lot lose money…” Did you get Return on your investment? 28.3% 22.6% I recouped my money within 6 months 20.8% N= 57 28.3% I recouped my money but took more than 6 months I haven’t recouped my money but expect to within 6 months I haven’t recouped my money and do not expect to. Source: Egenfeldt-Nielsen, In review “Designing for tablets” Unforgiving market. Developers have to work hard and constantly update. Otherwise they will have a low star rating sitting. The feedback loop is much more close with users. Less crashing software and quick response. The device affordance is towards smooth interface with high usability that is quick to get started with and get into. No waiting for things to boot in 5 minutes. “Designing for tablets” Golden age of computer games in the 1980s where developers and content experts were often the same guy. We see this with a lot of the start-ups now that there is a closer affinity. Not just nerds but educators. + = “Designing for tablets” ”Mass merchants wanted to deal with no more than 20 suppliers and carry a maximum of 300 titles".. Carly Shyler, 2012 Compared that with maybe 3.000 titles in the market. We now know that the promising 1980s with edutainment games failed because we failed to build a sustainable market place that could ensure continued innovation and research. Contact info Company details Serious Games Interactive Ravnsborggade 2-4, 2. floor DK - 2200 Copenhagen N www.seriousgames.dk My details: Simon Egenfeldt-Nielsen sen@seriousgames.dk | +45 40 10 79 69 www.egenfeldt.eu © Serious Games Interactive