Games & learning:
Games as frames,
mechanics and structures of learning
sonja.angesleva@igda.fi
(Dec2013)
The same paper on PDF format.
"There is no reason that a
generation that can memorise over 100 Pokemon characters with all their
characteristics, history and evolution can't learn the names, relationships of
all capitals option allows you, and the nations in the world."
Marc Prensky (Digital natives. An important point
emerging from the Digital, 2001)
emerging from the Digital, 2001)
The school's mission is to organise and
provide official training that leads to qualifications. Education must,
however, take account that the whole society is changing due to the technical
and digital culture influences that also change the learning environments and
learning habits.
Games are an organic part of youngsters’
lives. Games’ influence in learning and working is visible already today in the
forms of edutainment, gamification and game mechanics driven motivation. But what
does it mean to learning?
This short paper was originally written
in Finnish in January 2013. The purpose was to give teachers an overview of
games and inspire them to find different ways to utilise games and game
mechanics in learning.
What is a game?
Let’s start with what is a game. Games journalist Tadhg Kelly wrote in his blog:
“Games are belief engines. Games are canvases for stories in motion. Games are
a challenge and a learning activity. Games are ideas. Games make life better.
Games are addictive. Games are pressure. Games are motivational, inspirational
and educational. Games are fun. Games are emotive.”
A game is based on a set of rules, a selection
of interaction methods, character roles, objects to interact with and a
possible background story. The rules of the game are part of the game
mechanics. At the heart of the game is an interactive feedback structure: when
a player does something, it causes a reaction in the game and gives immediate
feedback to the player. The confrontation between good & bad is one common way
to build up the dynamics of the game. A player has to do something to overcome
the enemy, to save the world or defeat the threat. A game is typically an
endless loop (like Tetris) where a player tries to improve her performance or a
linear story (like Final Fantasy games).
Game driven learning
"Game-based learning involves the
use of board games, card games, video games, simulations, model building, role
play and other competitive activities where students are engaged in play that
teaches them an important concept that is part of their curriculum. Many games
include an element of fantasy that makes the learning process truly appealing
to students. The use of such games serves a dual purpose: the content of the
game helps to improve the knowledge
of the students and the process of playing the game develops their skills."
David Stuart (eHow.com, 2012)
In the context of games, learning typically
refers to games as media (media education), game mechanics (motivational
factors), games as educational objects (learning from games, learning by
playing) and the role of games in youth cultures.
Game mechanics can be used to create supportive
and inspiring educational content. Games can also motivate and provide an
inspiring learning context. Games offer more active role for learners in the
process. At its best the game-like learning brings flexibility to learning,
which supports various types of learners (slow fast, visual, etc.), and
different ways of understanding things. Games also help to make problems concrete
and easier to understand from different perspectives.
What’s good in games (for learning)?
1.
Limits. The game structure provides a safe environment and a context to
experiment on some concrete topics. It does not matter if you fail, you can
always try again. Everyone fails in games. Even the best ones.
2.
All the key ingredients at hand. Relevant source materials and necessary objects to solve the
problems are all at hand in a game. A player just has to adapt, solve the
puzzles and connect the dots.
3.
Cooperation. Both game development and game play are social activities. In
game development, you have at least the following parts to tackle on: game
design, story/dialogue, art, sound design and programming. If you do not want
to use computers, game design and development can easily be done on paper or
with cards, clay, sounds, words...
4.
Examples. Games use a lot of examples to make it clear what a player has
to do in a game. Sometimes it first shows how things could be done and then a
player can try the same by herself. As a teacher, you could develop your
examples and recycle ideas to make it easier for the class to get started.
5.
Co-creation. Let the pupils do the design and implementation. Teacher’s role
is to frame the context of the learning objectives and make sure all key
ingredients are at hand and included in the game.
6.
Different perspectives. The same thing can look very different from other perspectives. Take
advantage of it. Use roles, introduce limitations that force the group to take
different viewpoints to the topic and be critical.
How to learn from games?
A game is an ideal form for teaching
something new. A game defines the setup of a specific
problem in a form of a story, or otherwise in a limited context. The main
objective of a game is well defined in the beginning, and intermediate targets,
obstacles and opponents or other challenges are introduced to the player along
the way. All of these “frames” help the learners to understand and become motivated
of what they should be doing, when and why.
When I was at the grade school, I
together with many of my classmates was doing cross-country skiing. We had a skiing
table attached to the class room wall. The table was a simple poster where we
could draw a horizontal line based on the length (kilometers) of our daily cross-country
skiing. We added a few millimeters to the line day after day. The poster was on
the wall during the whole winter season. It was a fierce competition even if
there were no concrete rewards or prizes. At least I do not remember any of the
prizes. For me the bigger reward was the actual competition and a possibility
to see your own advancement on the wall. The other students were my opponents and
I fought for the victory. I did a lot of skiing that winter and also cheated
some extra kilometers. But so did many others, too. It was not that serious –
more of a play or a game. It was about trying to be the best but also seeing
your own activities over a longer period of time. At the end it was just a
piece of paper on the wall but oh boy what a game it was!
Today online service Muuvit offers
similar type of a tool to motivate children to do some everyday sport (see
picture below). For us the skiing table was a valuable tool to measure the
success. Muuvit developers told me that for many kids, the tiny Muuvit notebook
also has very big value the its owners. But different from the skiing table,
Muuvit is about contributing to a common goal. It is about collaboration. A
total amount of minutes the class has exercised during a week is summed up at
the end of the week. Instead of competing against the classmates, the class is competing
against other students around the world. The evolution from skiing table to
Muuvit notebook is very much in line with the recent development of digital
games. Besides competition, playing is more and more about collaboration and
learning from the peers. Minecraft and MinecraftEdu or Supernauts are all great
examples of that.
These two examples nicely highlight the
motivational factors behind playing games. A game is played with a certain set
of rules, goal and opponents or challenges. The opponent can be another game
character, but also, for example, the time (Tetris, Bejeweled), another player
(MarioKart, chess, World of Warcraft) or a model performance (Singstar).
There are a lot of great things to
utilize from games:
1.
Games are difficult and/or challenging and
the players are failing constantly. By failing over and over again a player
will learn how to overcome certain challenges and accept failure as part of
learning. That a part of the games’ charm. Games can be used to identify learning
problems within a certain topic and carry out experimental training and learning
because game play is about snack size achievements. A player will advance from
one waypoint to another. If a player gets stuck there are clearly some
challenging tasks or problems to focus on.
You do not need to worry about errors
because "it was just a game". Students learn by making mistakes and
making mistakes is about experimentation, not about humiliation. In games the
failure can be a shared emotion, something the whole class can strive to
improve and adjust.
2.
The structure and the rules of a game
keep learning interesting. The games’ progression makes it interesting to learn
more and more through waypoints. The player encounters constant challenges to
achieve something on the way toward the ultimate goal.
This relates to the idea of learning by doing.
Everyone can make games, find ways to make the topics and learning objectives
easier to understand. By playing games with others the value of learning from
the peers will become stronger. Also by doing things also the level of
participation and commitment is strong.
3.
Games are interactive experiences: the
player is involved in the creation of events. Actual participation in doing
things makes it more personal and increases the feeling of ownership making the
experience more valuable, more memorable.
Making things concrete is making them
personal: games offer the chance to try out different roles, approaches, situations,
solutions, identities and perspectives. When the topic is connected to personal
interests it is easier to understand and remember.
4.
Games force players to be active. A
game requires players to progress and follow a certain structure. The
interactive structure of a game makes it more addictive and challenging.
If a player does not do anything, nothing
happens. Games make it natural to interact or react. The it is not only about
the most active students, it is about introducing active participation as part
of learning. If a student does not do anything, hardly any learning will
happen.
5.
Try out games for role-play: observe
which roles each one will take and how they act in their roles.
Different learners & different kinds
of learners' needs can be catered in games. Games offer a set of flexible
components that can be adjusted based on the learners / players roles.
6.
Games emphasize motivation factors like
competition, progression, co-creation, social aspects… A more versatile skills
management, for example critical thinking, problem solving, logical reasoning,
decision-making and fantasy.
Think of
individual and interpersonal motivations and how to bring those to the learning
process.
Could commercial games be used in teaching?
A game can break down learning topics
into snack size pieces, and help to look at a subject from different point of
view.
Commercial games can also serve as
tools for learning outside the classroom. Finnish academic Pekka Kuusi in his
book “In this human world” (1982) listed eight special human characters that
define human behavior:
1) Communication and language,
2) Love and socializing,
3) Competition, power and war,
4) Data and science,
5) Skill and technology,
6) Myths and religions,
7) Beauty and the arts, and
8) Economy & social order.
All of these can also be seen as game
genres. Love simulations, sport games, world creation and management games,
fighting games… Game titles ranging from Civilization to Myst and from Tetris
to Heavy Rain. Games imitate certain parts of life and are inspired by it.
Majority of commercial games are
developed to entertain us. In the sense of entertainment products, games are
similar to books, films or television series. They are aimed to inspire,
entertain and in some sense educate and inform. Media literacy enables people
to analyze and create messages in wide variety of media modes.
If you want to utilize learning games
and take a one step towards more concrete examples. Marc Cunningham (2010) has collected 17 of the teaching of the
available commercial game examples, how it is used in teaching: http://www.cunniman.net/?p=250.
But if you want to do something on your
own and create games with the students, read on.
So: how to get started?
"Playing should be fun! In our
eagerness to teach our children we studiously look for "educational"
toys, games with built-in lessons, books with a "message." Often,
these "tools" are less interesting and stimulating than the child's
natural curiosity and playfulness. The play is by its very nature educational.
And it should be pleasurable. When the fun goes out of play, most often so does
the learning."
Joanne e. Oppenheim (Kids and Play, ch. 1, 1984)
Motivation works as a source of energy
and controls the behavior (control and regulation). Games can give a different
viewpoint to topic of everyday life, or lessons learned in school. Motivation
in games is about intrinsic motivation. Intrinsic motivation factors include
the acceptance, curiosity, socializing, and improving your own skills and
competition and/or revenge. The games evoke emotions. Emotions are an important
fuel for commitment and getting things done.
But if you do not know anything about
games - How to get started? Let’s start with the fact that you are not doing
Mario or even Tetris as your first game. That’s for sure! Here’s my keep these
in mind top 6:
1.
Forget 3D, massively multiplayer, and technology
mumbojumbo. Instead think about the game’s rules, structures and mechanics.
Think about what kind of game is in question (e.g., problem-solving, adventure,
martial arts, simulation) and think about how the game will be carried out (an
interactive computer game, a board game, a card game, game prototype,
animation, dice game, character play...).
2.
Think small – What is the small idea or experiment,
what subject or thing would you like the students to learn?
3.
Define and write down the learning
objectives
4.
Chop the greatest challenges and learning
goals into smaller, intermediate objectives – into snack sized pieces
5.
Recycle and copy game ideas
6.
Keep the official ratings and games separate. Rewards are important but it cannot be
an official evaluation of the tasks carried out.
Here are two examples of game “frames” based on these six starting
points you can use to generate games with the class. The following examples are
very rough ones just to highlight the thinking behind using games as structures
and chopping learning objectives into measurable snack sized pieces.
EXAMPLES:
Example 1: City at war (history,
communications)
Building of a game in a co-creation
fashion can go like this:
1. Start with defining the game:
·
Type of a game: problem-solving adventure game (combined with memory &
puzzle features)
·
The rules of the game: The game will be played in a classroom when every student sits
on his or her own places. The players are dealt 10 playing cards each. The
cards can represent traps or be memory cards that help to advance in the game. The
game uses a dice. By rolling a dice the players will advance in the game. Players
need to solve different challenges to advance in the game.
·
Mechanics: there are traps, bonuses and penalties (cards), aimed at
increasing the randomness.
·
The plot: It is year 1939 and the city of NN (your city) is being bombarded.
Your home is in the middle of the crisis region. Find out how to avoid the
bombs and help others to find a way out of the crisis.
2. Start with a small idea:
The game is a memory game played in the
classroom. The idea is to discover the history of the homestead and make the
history more tangible.
3. Learning objective:
• To concretely
understand critical reasons and implications of war
• A comprehensive
understanding of local history and its legacy
• Discussion skills
4. Milestones:
(a) Understanding of
the point of time of the War.
(b) The effects of
the war on the civilian population and living conditions.
(c) Play through one
short period of the wartime to better understand the longer timeframe.
5. The game:
The idea is borrowed from the game Monopoly.
The game has memory, knowledge and trap cards. Memory cards express the experiences
of the local inhabitants of that time. Knowledge cards give details of the war
and its impacts to the local community. Traps add the aspect of randomness and
challenge to the game.
6. Rewards:
Use a game to make learning more
concrete and enhance the actual learning experience. The prize comes from the gameplay
itself. The students will not be graded based on their performance.
Example 2: Flower picking (biology,
sports, locality)
1. The definition of the game:
·
Type of game: collect and compare.
·
Rules: each plays alone or
in a team. They will collect plants by taking photos of the plants with a camera
or a cell phone (camera). In the collection they will find out which flowers or
plants they have collected and write a description of them.
·
Goal: try to get as rich collection
of pictures as possible, complete pre-defined collections and find rare plants.
Get rarity and victory points based on the collection.
·
The plot: the story is about setting up a plant information bank. The
students need to help in localizing the plants.
2. Starting with a small idea:
The game is flower-picking game and is
played with a cell phone/a camera.
3. Learning objective:
• Examination of flora,
learning about different plants and their role in the ecosystem
• Learn about the
impact of pollution, soil, seasons…
• Understanding of
regional biodiversity
4. Milestones:
·
Collect a diverse array of plant and
flowers in a plant gallery.
·
Sort and identify common and regional plants.
·
Give a more detailed presentation of
the collection or generate a game to be played with other students (instead of
a presentation) to support learning from the peers.
5. The idea is borrowed from the Pokemon
games (“Gotta Catch ‘em All”).
6. Players will be rewarded in a form
of a leaderboard and achievements. Players will get special points based on
rarity of the plants, the biggest selection and so on.
NOTE!
Consider utilizing different viewpoints
or playing personas in games. Different views help to understand some topics
better. Cooperation is a nice way to change the dynamics of a game. The
students no longer compete against each other but collaborate and try to achieve
something together.
The game can also be just a structure
where a student will add the story. If the students are into snowboarding, Harry
Potter, anything… they can use their hobby as the background story and that way
make the learning objectives easier to understand. That way they will also
understand the possibility to apply certain common topics to different contexts.
So what’s the problem teacher?
Games could be a great addition to the
primary teaching methods, but often they are not used because of the following
issues.
- Curricular requirements:
schools follow the curriculum and the learning is based on books and lectures.
Games cannot be found in the curriculum because their efficacy has not been
proven. True but this is about to change.
- Attitude: games are bad for us.
This idea is typically based on stereotypes or some extreme cases that exceed
the threshold of mainstream media. Try to think about games as a motivating
learning structure, not as Grand Theft Auto.
- Information technology is not the
only option: if playing on a computer or a cell phone does not sound like a
good idea or the access is limited to computers or cell phones are banned in schools,
just use pen and paper.
Teachers do not play games: Teachers do not generally have an extensive knowhow of games,
which makes it harder to come up with good ways to utilize games in schools.
Forget digital games for now. Think about games as structures.
- Evaluation: the gaming skills
are not considered to have any value in school’s context. Do not evaluate
gaming or edugames the same way as more traditional learning.
- Evidence is missing:
educational games are not yet broadly used so there only a few practical
examples to copy and try out.
There is still a long way to go in order to make it easy for teachers to adapt and adjust existing learning game examples. BUT by experimenting with games your class can be an important source of information for other schools.
Inspiration
There are some more traditional
educational games that could be used as inspiration. For example:
• MinecraftEdu:
http://minecraftedu.com/
• The
Traveler IQ challenge: http://www.travelpod.com/traveler-iq
• Expedition:
http://www.history.com/games/action-adventure/expedition/play
• World
heritage destinations:
http://www.history.com/games/trivia-quizzes/mankind-world-heritage-destinations/play
• The
life of the ice age (BBC)
http://www.bbc.co.uk/history/ancient/british_prehistory/launch_gms_ironage_life.shtml
• The
Victoria times: women's right quiz: http://www.bbc.co.uk/history/british/victorians/launch_gms_womens_rights.shtml
• The
China game: http://playinghistory.org/items/show/540
• Educational
game portal (in different subjects and grade levels):
http://www.thekidzpage.com/learninggames/index.htm
• Game
portal: http://gamesined.wikispaces.com/Mathematics
Literature (used as a source for this summary):
• The Use of Games in Education
(eHow.com, 2012):
http://www.ehow.com/info_8321667_use-games-education.html#ixzz2Gp0TAvxM
• Moving learning games forward (MIT,
2009): http://bit.ly/10TPxZ0
IBM future visions (2013) http://venturebeat.com/2013/12/16/ibm-reveals-its-top-five-predictions-for-the-next-five-years/
If you are interested in using free game-development tools
and making actual games, you might want to check out my presentation on “Everyone
can design games” on Slideshare: http://www.slideshare.net/soppa/everyone-can-design-games-girls-game-clubs.
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