CSCI 5530: Serious Games Development (Simulations and Serious Games) Overview (1): Before We Begin Administrative details Brief review from last week Winter 2012 Theoretical Basis of Simulation / Serious Games and Design – Part I Friday, February 17 2012 Bill Kapralos CSCI 5530, Winter 2012 Bill Kapralos Theoretical Basis of Simulation Overview Learning theories Designing Games as Learning Tools Designing games as learning tools Understanding your player Selecting a game style Overview (2): Games as Learning Tools (cont.) Game elements Offering a choice Understanding your content Choosing your learning activity As an Aside Selecting a game style Course Website (1): I’m Assuming You are taking a Look at the Course Website Lecture notes + relevant material Announcements Assignments… Theoretical Basis of Simulation http://faculty.uoit.ca/kapralos/csci5530/overview.html Winter 2012 Bill Kapralos 1 CSCI 5530: Serious Games Development (Simulations and Serious Games) Overview (1): Various Theories of Learning and Instruction Behind the Design/Delivery of Simulation Learning Theories (1): Behaviorism Basis → everything organisms do (acting, thinking, Can be used to affirm educational credibility and to and feeling) can and should be regarded as behaviors develop appropriate research questions A model where a stimulus is used to produce a We will look at these theories briefly and examine response that may be rewarded or punished to their relevance to simulation/serious games reinforce or weaken the response → conditioning Of course, this is not intended to be an exhaustive review of teaching theories → just a brief overview! Knowledge → seen as a repertoire of behaviors Ignores the “black box” of the mind Main influence was Ivan Pavlov → investigated classical conditioning Learning Theories (1): Behaviorism (cont.) How does it relate to simulation/serious games ? Feedback is used extensively to bring about new behaviors → these behaviors can be “overlearned” thus making the behaviors automatic Learning Theories (2): Cognitivism All learners develop new ideas, constructs, decisions, and hypotheses based on their interaction with the world and their own prior knowledge as an internal mental process Learning is assimilated or accommodated into a cognitive structure that gives meaning and organization to the knowledge Assimilated → experience fits into the existing structure and adds to body of examples Learning Theories (3): Cognitivism Learning is assimilated or accommodated into a cognitive structure that gives meaning and organization to the knowledge (cont.) Accommodated → the experience doesn’t fit into existing structure, which must be changed to incorporate the new knowledge How does it relate to simulation/serious games ? The tutor can help facilitate the learners’ learning by establishing their preconceptions, presenting a cognitive conflict, asking questions… Learning Theories (4): Cognitivism (cont.) How does it relate to simulation/serious games (cont.) The tutor can also help facilitate the learners’ learning by drawing attention to the discrepancy between learners’ expectation and experience of the event, engaging in dialogue By doing above, tutor prepares the learners to be receptive to new ideas, teaching the new ideas and drawing attention to the way in which they are better than the learners’ previous knowledge structures Winter 2012 Bill Kapralos 2 CSCI 5530: Serious Games Development (Simulations and Serious Games) Learning Theories (5): Cognitivism (cont.) In contrast to behaviorism Cognitivism argues that the “black box” of the mind should be opened and understood Learner is viewed as an information processor People are not “programmed animals” that merely respond to environmental stimuli → people are rational beings that require active participation in order to learn, and whose actions are a consequence of thinking Learning Theories (7): Social Constructivism Learning Theories (6): Cognitivism (cont.) In contrast to behaviorism (cont.) Knowledge can be seen as a schema (mental structure that represents some aspect of the world) or symbolic mental constructions → learning is defined as change in a learner’s schemata Changes in behavior are observed, but only as an indication of what is occurring in the learner’s head Cognitivism uses the metaphor of the mind as computer → information comes in, is being processed, and leads to certain outcomes Learning Theories (8): Social Constructivism (cont.) Emphasizes social interaction as the means of learning How does it relate to simulation/serious games (cont.) Language and culture are central to human intellectual Through discussion of salient points and problems arising → tutor mediates social interactions development and how the world is perceived Knowledge is co-constructed as a social phenomenon How does it relate to simulation/serious games ? The tutor can work collaboratively to support (“scaffold”) the learners’ development and in time, remove such support to encourage independence Learning Theories (9): Situated Learning and Cognitive Apprenticeship Constructivism requires that the learning environment be safe → definitely the case with serious games Ridicule and embarrassment do not follow mistakes Learning Theories (10): Situated Learning and Cognitive Apprenticeship (cont.) Situated learning → “Learners within a community of Situated learning → “Learners within a community of practice” practice” (cont.) The learning is described as a product of the activity, culture, and context (the social interaction within the workplace) As learner moves from periphery towards the centre, they become more actively involved and socialized (accepting beliefs and behaviors), and take on more senior or expert roles The process is often not deliberate but evolutionary Learning is a function of the activity, context and culture in which it occurs → it is “situated” Contrasts with most classroom learning which involves abstract knowledge that is out of context Social interaction is a critical component of situated learning → learners become involved in a "community of practice" which embodies certain beliefs and behaviors to be acquired Winter 2012 Bill Kapralos 3 CSCI 5530: Serious Games Development (Simulations and Serious Games) Learning Theories (11): Situated Learning and Cognitive Apprenticeship (cont.) Learning Theories (12): Situated Learning and Cognitive Apprenticeship (cont.) Cognitive apprenticeship → the processes of the task Cognitive apprenticeship → can be used in teaching of are identified and made visible practical skills prior to its integration, application, and Abstract tasks are situated in the context of authentic settings transfer the “actual” setting Situations are varied to emphasize commonalities environment where a junior learner increasingly Transfer of learning is promoted through the process of → modeling, coaching, scaffolding, articulation, reflection, exploration/transferability becomes “part of the team” and their learning would Learning Theories (12): Situated Learning and Cognitive Apprenticeship (cont.) How does it relate to simulation/serious games ? Learning that takes place in the same context in which it is applied → replicating the simulated environment as closely as possible to the real environment Social interaction plays a fundamental role in the process of cognitive development → this ties nicely with the many web-based social interaction tools, and multi-player/user environments currently available Learning Theories (14): Experiential Learning (cont.) Situated learning → more appropriate in the workplace benefit from the socialization Learning Theories (13): Experiential Learning Experience provides the main motivation for learning New knowledge is established from reflection Model of learning from experience includes “Concrete” experience (apprehension) and abstract conceptualization (comprehension) as means of perceiving experience Active experimentation (extension) as means of transforming the experience Learning Theories (14): Experiential Learning (cont.) Inductive, learner centered, and activity oriented Can be viewed as a cycle consisting of five phases, all of Personalized reflection about an experience and the which are necessary (cont.) formulation of plans to apply learning to other contexts Inferring or generalizing → principles are derived are critical factors in effective experiential learning Applying → plans are made to use learning in new situations Emphasis is on the process of learning, not the “product” Can be viewed as a cycle consisting of five phases, all of which are necessary Experiencing (an activity occurs); Sharing → reactions/observations are shared Analyzing/processing → patterns and dynamics are determined Winter 2012 Bill Kapralos 4 CSCI 5530: Serious Games Development (Simulations and Serious Games) Learning Theories (15): Experiential Learning (cont.) How does it relate to simulation/serious games (cont.) Engaging learners in simulation provides both realism relevant to the learner’s experience and the time in which to analyze and interpret different potential scenarios and their outcomes Allows learners to reflect critically on how they felt during the exercise → can begin to formulate concepts and hypotheses concerning the experience through discussion and individual reflection Safe opportunity to experience dangerous situations → avoid putting trainees/patients etc. into danger Learning Theories (17): Reflective Transformative and Learning (cont.) Transformative learning Learning Theories (16): Reflective Transformative and Learning Reflection–in-action → thinking on your feet Occurs during the event → little time is given or available and recall of reflection may be limited Prior experiences and knowledge are drawn upon and applied within content of an unfolding situation → adds to wealth of experience already in place Reflection–on-action → evaluating after the event More indirect and formalized Writings, recording and other recall may be used to analyze an event, actions, and outcomes Learning Theories (18): Activity Theory Premise → collective work activity, with the basic Involves the reconfiguration of ideas, knowledge and meaning stimulated by a process of critical reflection purpose shared by others (community), is undertaken by Learners are empowered to identify and incorporate new learning as their own towards the solution of a problem (object), which is Example of these educational experiences → use of video recordings in learning of communication skills used in order to achieve the goal (outcome) Video can result in reflection both in- and on-action, and via facilitated discussion after the event, can result in a transformative restructuring and development of action plan and new learning goals people (subjects) who are motivated by a purpose or mediated by tools and/or signs (artifacts or instruments) Activity constrained by cultural factors including conventions (rules) and social organization (division of labor) within immediate context, and framed by broader social patterns (of production, consumption, distribution and exchange) Learning Theories (19): Learning Theories (20): Activity Theory (cont.) Activity Theory (cont.) Provides a conceptual framework from which we can Based on the premise that conscious learning comes understand the inter-relationship between activities, from activity actions, operations and artifacts, subjects’ motives and Activity denotes the forms of behavior that are socially goals, and aspects of the social, organizational and formed and conscious societal contexts within which these activities are framed Human activity is structured, dynamic and selfregulating, motivated by needs and objects Activities create motor and mental actions directed by conscious goals Actions are implemented through operations that are dependent on conditions in the external and internal system Winter 2012 Bill Kapralos 5 CSCI 5530: Serious Games Development (Simulations and Serious Games) Learning Theories (21): Activity Theory (cont.) Underlying principle Learning, knowledge, and activity are intrinsically interlinked → learning is socially mediated activity How does it relate to simulation/serious games ? Relationships between one activity system and another (e.g., simulated environment and the actual environment) may lead to greater understanding of the issues surrounding the transfer of skills Ideal for interprofessional education/training → online, remote, multi-player simulation/game environments… Learning Theories (23): Dreyfus Model of Skills Acquisition Novice "rigid adherence to taught rules or plans" No exercise of "discretionary judgment" Advanced beginner limited "situational perception" All aspects of work treated separately with equal importance Competent "coping with crowdedness" (multiple activities, accumulation of information) Learning Theories (22): Models of Expertise In addition to these learning theories, also important to recognize the development of expertise and its impact on any simulated exercise Expertise may be considered as the end point in a step-wise development of cognitive, psychomotor, and affective skills Considering the five levels of development of expertise from novice to expert → experiences in simulation should be modeled in accordance with the levels of expertise expected of the learner Learning Theories (24): Dreyfus Model of Skills Acquisition (cont.) Proficient holistic view of situation Prioritizes importance of aspects “Perceives deviations from the normal pattern" Employs maxims for guidance, with meanings that adapt to the situation at hand Expert transcends reliance on rules, guidelines, maxims Some perception of actions in relation to goals “Intuitive grasp of situations based on deep, tacit understanding" Deliberate planning Has "vision of what is possible" Formulates routines Uses "analytical approaches" in new situations or in case of problems Learning Theories (25): Dreyfus Model of Skills Acquisition (cont.) A sixth category → Dreyfus model in its original form does not account for innovation (how new skills come into being and outcompete old ones) Makes model relatively un-dynamic and unable to grasp skill acquisition in full Flyvbjerg proposed as a remedy a sixth stage for innovation Designing Games as Learning Tools Later, Hubert Dreyfus embraced both a sixth and a seventh stage taking into account innovation and practical wisdom in the Dreyfus model of skill acquisition Winter 2012 Bill Kapralos 6 CSCI 5530: Serious Games Development (Simulations and Serious Games) As an Aside (1): A Quote Designing Games as Learning Tools (1): Overview “To be an entertaining and educational game , it must Is it possible to take all the engagement of video first be a game, and only then, a teacher” games and the learning that takes place when one Ashley Lipson → creator of the legal game Objection! plays them and design video games that produce reliable learning of academic or training material ? The ultimate quest of many educators since the introduction of video games As we previously saw → Edutainment era! “Learning games” are generally not real games at all in the commercial sense but rather short multimedia pieces Designing Games as Learning Tools (2): Overview (cont.) Designing Games as Learning Tools (3): Why it is Hard According to one game designer → “the instructional It is definitely possible to combine the fun of a real designers brought into the creation of a learning game with educational content → but hard to do! game because they supposedly know how to get Designer for regular (new) entertainment game people to learn, typically suck the fun out of any game they get their hands on” Main issue with learning games and it generally all leads back to a lack of gameplay → the fun things the player gets to decide, control, and do Start with a blank slate and single goal → make something that will engage players for as much time as possible (30, 60, 100 or more hours) Invents all the content of the game (worlds, characters, puzzles, etc.) to help reach the goal In the design process → any element or idea can be accepted into game if it furthers engagement Designing Games as Learning Tools (4): Why it is Hard (cont.) Designer for regular (new) entertainment game (cont.) At the end of the process → write a “book” (often done by the publisher) about the game’s content to help players understand the world in the game and succeed in it Designing Games as Learning Tools (5): Why it is Hard (cont.) Designer for an educational game The “book of content” already exists before the designer starts → the game has to somehow be about that “book” Designer has two “prime directives” to follow simultaneously 1. To make the game engaging 2. To follow the “book” → to be accurate • Can’t simply “jiggle a concept here, add a fact there” Winter 2012 Bill Kapralos 7 CSCI 5530: Serious Games Development (Simulations and Serious Games) Designing Games as Learning Tools (6): Why it is Hard (cont.) Designer for an educational game (cont.) To complicate matters, designer has to think about the game’s effectiveness → does the game cause people to learn ? How do we deal with these three issues → gameplay Makes the difference between bad games, good games, and great games Players still expect great graphics, sound, etc. but many examples of failed “pretty” games → many good games with poor graphics thanks to gameplay Designing Games as Learning Tools (8): Combining Gameplay and Learning How do we combine, what appear to be very different phenomena, gameplay and effective learning ? Helpful to think of digital game-based learning along two dimensions that need to be combined to make it work → Gameplay / Engagement and Learning Designing Games as Learning Tools (7): Why it is Hard (cont.) How do we design “educational games that don’t suck” ? It challenges us as digital game-based learning designers/developers to take any material that is our starting point and design a series of great gameplay experiences to get it across The games we design will involve graphics, sounds, characters, etc. it’s what gameplay has those characters do → more importantly, what gameplay has you the player do Designing Games as Learning Tools (9): Combining Gameplay and Learning (cont.) Game-based learning quadrant Low gameplay and low learning → probably traditional computer-based training or “e-Learning” High gameplay and no “learning” of traditional educational content → consumer games High gameplay and high learning → DGBL High learning and low gameplay → non-existent ? Digital game-based learning (DGBL) quadrant Designing Games as Learning Tools (10) Combining Gameplay and Learning (cont.) DGBL part of the quadrant Even within this area, there can still be very much variation → each dimension is a continuum and each project has different amount of learning & engagement Ideally → move out continuously on a 45o line How about a slider as part of the interface so that user can choose his/her own mix between learning and engagement based on their mood at that time ? (Prenskey) Designing Games as Learning Tools (11) Combining Gameplay and Learning (cont.) As we design serious games we must consider both learning and engagement dimensions Not enough emphasis on learning → risk sliding into being “just a game” Not enough emphasis on gameplay/engagement → risk of becoming nothing more than a computerbased training (e-Learning) application Better to keep thinking about keeping both dimensions high than to think about trading them off as has been suggested by some Winter 2012 Bill Kapralos 8 CSCI 5530: Serious Games Development (Simulations and Serious Games) Designing Games as Learning Tools (12) Combining Gameplay and Learning (cont.) Process of developing a DGBL (or serious game) Find or create a game with great gameplay that will engage the intended audience Understanding Your Player (1): We Usually Start with the Audience Most learners will be excited when they hear you are designing a game for them But they may also be quite skeptical → so much learning is boring that people need to be clear that the game is being made to engage them and that they will have a “say” in the design Find the learning activities that will teach what is required → doing each with the other in mind “Successfully” blend the two Ultimately audience will quickly determine whether game is engaging and if not, they will “throw it away” → don’t want to waste our time and money so it is best to consider your audience! Of course, we must also take into account the political context, the technology, and the available resources Understanding Your Player (2): We Usually Start with the Audience (cont.) Understanding Your Player (3): We Usually Start with the Audience (cont.) Of course, once we consider our target audience, we will If audience is diverse amongst one of those variables, select a representative group whom we will work with there are alternative strategies for dealing with creating Some audiences are reasonably homogenous → simplifies matters considerably Some audiences are more diverse → more difficult Typically, audiences are diverse and the following variables are amongst the most important to consider Age, gender, competitiveness, and previous experience with game Understanding Your Player (4): We Usually Start with the Audience (cont.) If audience is diverse (cont.) 2. 3. Create more than one game, for example one competitive game and one more competitive → Games 2Train created a template in which the user can choose from eight different games to learn the same content Provide a non-game alternative for those in the audience who are not engaged by the game you choose games for such groups 1. Seek a “lowest common denominator” game style such as a game format that appeals to both men and women, or to both competitive or noncompetitive people → potential game formats that serve this purpose include detective games, adventure and puzzle, and strategy games Understanding Your Player (5): We Usually Start with the Audience (cont.) If audience is diverse (cont.) Danger with first strategy → may involve too much compromise resulting in a game that doesn’t please anyone The second option may be too expensive Very important to get representatives of the audience involved early on in the design process → consider conducting focus groups, informal interviews, including audience members on the design team Winter 2012 Bill Kapralos 9 CSCI 5530: Serious Games Development (Simulations and Serious Games) Selecting a Game Style (1): All Standard Game Genres can be Used Game Elements (1): Game Elements for Learning Games Action, adventure, fighting, puzzle, role-playing, List of game elements devised from a number of people simulation, sports, and strategy studying games Selecting a game style/genre can be done by We will look at some these here… May be a commercial game you are aware of that immediately makes sense in terms of the content → best not to stop with games you know but to look at wide variety of options , speak with a lot of gamers “What Makes Computer Games Fun” 1981 Tom Malone Recall → the reason hit games are good models is that their gameplay is proven! Robert Ahlers, and Rosemary Garris from US Navy Of course, you can still create entirely new game from scratch and combine gameplay elements from many for fun learning and gameplay” Game Elements (2): Game Elements for Learning Games (cont.) Robert Ahlers, and Rosemary Garris from US Navy Submarine School, devised list of “critical characteristics for fun learning and gameplay” (cont.) Imaginary situation, rule governed goals specified, competitive/cooperative, progressive difficulty, sound effects, dynamic graphics, user control, outcome uncertainty, simulated danger, performance feedback, high response rates, informational complexity Offering a Choice (1): Offering the Player Options a Good Idea We all don’t like the same games → one option is to give users a choice of more than one game, and/or nongame alternative Developing more than one game may sound difficult and expensive but in some cases it is not → can create parallel interfaces that allow you to create content once and have it flow into a number of game formats, offering player a choice of style Checklist of elements for designing enjoyable educational experiences whose overall categories are → challenge, fantasy, curiosity Submarine School, devised list of “critical characteristics Game Elements (3): Game Elements for Learning Games (cont.) Problem with a list of game elements/element approach Although such elements are found in “good” games, just having a list of elements doesn’t imply you will have a good game → one of the reasons why so many bad educational games exist! Better approach → look at “good” games and try to capture their style of putting the elements together Don’t take this phase lightly and consider many options → type of game you choose, and your skill in integrating it with learning will determine the level of engagement Understanding Your Content (1): Need to Consider the Type of Learning you Are Trying to Make Happen Select your interactive processes for doing so “Learning doesn’t happen incidentally. You have to set out to teach those specific skills” Ray Perez, cognitive psychologist Many different types of content to learn and the types of content and learning require different methodologies → the type of content will also have an effect on your choice of game Whatever the subject, begin by looking generically at different types of learning content you want to teach Winter 2012 Bill Kapralos 10 CSCI 5530: Serious Games Development (Simulations and Serious Games) Understanding Your Content (2): Need to Consider the Type of Learning you Are Trying to Make Happen (cont.) Select your interactive processes for doing so (cont.) Determine what types of learning are actually happening → learning knowledge (facts), skill, judgments, behaviors, theories, reasoning, process, procedures, creativity, language, systems, observation, or communication Understanding Your Content (3): Types of Learning and Potential Game Styles For any subject there will be more than one → can then take the different types of games and “line them up” against these requirements to decide if game can support these types of learning Choosing Your Learning Activities (1): Overview Choosing Your Learning Activities (2): Practice and Feedback For the “learning” part of game-based learning one can Computers are good at presenting a series of problems employ many interactive activities techniques that have and keeping track, statistically, of how people answer been shown to work in both games and non-game forms Used poorly → often labeled “drill and kill” of interactive learning Should also invent and devise new interactive learning techniques as they are needed But practice has its place in game-based learning → in the right context, an excellent way of learning things that require plenty of repetitive practice Continuous addition of interactive activities and learning techniques to our repertoire will make gamebased learning increasingly effective as time passes Examples can include facts (e.g., anatomy), physical skills (e.g., typing), and reflex skills (e.g., many aspects of language) More acceptable with the advent of adaptive games that shift difficulty depending on performance Choosing Your Learning Activities (3): Learning by Doing Works well in game-based learning “Doing” is one of the things the computer and games are good at → we interact with them Common element is active participation and decision making by the learner Choosing Your Learning Activities (4): Learning from Mistakes User moves towards their goal until they come to a “failure point” and then get some form of feedback This essentially happens in many video games → trial and error inherent in video games and motivates the user to keep trying A difference between video games and serious games is the manner in which the feedback is presented → in serious games, it is through some form of “telling” whereas in video games, it’s through actions, something happens Winter 2012 Bill Kapralos 11 CSCI 5530: Serious Games Development (Simulations and Serious Games) Choosing Your Learning Activities (5): Goal-Oriented Learning Some interactive learning designers distinguish between Fact-oriented learning → learning about something Selecting a Game Style (1): All Standard Game Genres Are Available Action, adventure, fighting, puzzle, role-playing, simulation, sports, strategy… Goal-oriented learning → learning to do something Goal-oriented, or goal-based learning Concept that has been in games since the beginning Goal → key element of a game and the goals in a game, which the players usually consider worth reaching are what motivate the players to keep going even in the face of repeated failure Selecting a Game Style (2): How do we Select a Game Style/Genre ? As an Aside (1): The Heart of Serious Game Design There may be a commercial game you are aware of that immediately makes sense in terms of the content Other “hit” games are a good model as their gameplay has been proven No need to stop at the games you know → look at a wide variety of options and speak with a variety of gamers and play as many games as possible! It is possible to create a new game from scratch combining gameplay elements from other games Winter 2012 Bill Kapralos 12