What do serious game players think? November 13, 2013 PADLA West Chester University JC Kinnamon Christopher Rousseau R & D Division Games John Sweller vs. Jane McGonigal Richard Mayer PRO CON Why this topic? • What do... players think? Why this topic? • What do... players think? Pedagogical effectiveness Why this topic? • What do... players think? User acceptance Game description Skills • Planning • Interviewing • Gathering information • Eliciting cooperation • Challenging lies • Documenting • Reporting out findings Game samples Why this game? At this time? Upgrade the learning experience Address “reluctant leaners” Data Collection Methods Data Collection Methods Formal Informal Live / remote 6 7 Homework/debrief 12 3 Subjects Live / remote Homework/debrief Formal Informal 6 Attorneys 7 Attorneys / staff 12 Law students 3 Attorneys “Serious Game” They had no idea what we were talking about Maximize the Content (not actual data) Cognitive Load Content UI Story Other Managed Early challenges Figured things out Designers made changes to lessen extraneous cognitive load Motivation Game elements were powerful motivators Grabbed pads of paper Restarted Paid attention / checked things Story Powerful element in the pull of the game Learners were well aware of the narrative Need for closure Be careful—has to be relevant Younger audience had harder time Reading on-screen text % of on-screen text read is normally low in compulsory training Startling high level witnessed Hawthorne effect? Read when necessary Engagement Annoyed by technical glitches Little tolerance for distractions Focused on relevant details Mastering techniques Disclosure Open- ended questions Gaining cooperation General questions before focused questions Planning strategies Challenging lies Feedback Processed Changed behavior Focused on learning from errors Challenged evaluations Debriefings Quotable Quotes • “I couldn’t multitask. I had to stop whatever else I was doing.” • “I had never done an internal investigation before. I want to do one now.” • “I would pick a sim over a lecture; particularly for a skill topic.” • “It was fun. That is not something I thought I would say.” • “It is more valuable to do it vs. hear about it.” • I wouldn’t have thought to use evidence that way. • “It is wonderful to see how it is done. Better than sitting and listening.” • “The game throws you in.... gives an associate a taste of how things happen.” • “If I have the choice of a PowerPoint lecture and a game, I will choose the game.” • “After the first episode I stopped playing a game and I did it like it was real.” Summary • • • • • Acceptance of game approach by professionals Preference for the approach – 100% High levels of engagement High completion rate Trade-off: Cognitive load vs. motivational factors Thanks for coming! jckinnamon@pli.edu (212) 824-5813