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EDUCATORS AS GAME
DESIGNERS
Dr. Bernard Bull
@BernardBull
Bernard.Bull@cuw.edu
What is a Game?
What is a Game?
"When you strip away the genre differences
and the technological complexities, all games
share four defining traits: a goal, rules, a
feedback system, and voluntary
participation.¡°
¨C Jane McGonigal
Educators as Game Designers Workshop - 1
A friend and the
flight simulator
¡°...how many educators are able
to keep the undivided attention of
5th graders multiple hours straight
without a break...and yet video
games manage to do so...¡±
Four Distinct Categories
? Games in Education
? Repurposing non-educational games for educational purposes
? Gameful Learning
? Taking inspiration from ¡°how good games function
? Gamification
? Using game features in non-game environments
? Game-based Learning
? Designing games that are intended to achieve one or more learning goals
Four Distinct Categories
? Games in Education - Minecraft
? Repurposing non-educational games for educational purposes
? Gameful Learning
? Taking inspiration from ¡°how good games function - Gradecraft
? Gamification
? Using game features in non-game environments - Fitbit
? Game-based Learning
? Designing games that are intended to achieve one or more learning goals
- Politicraft
? Constant Feedback in Easy to Understand Formats
? It Doesn¡¯t Choose the Goals forYou
? It Suggests Goals By Rewarding Certain Accomplishments
? It Doesn¡¯tTellYou How to Step,When to Step, orWhere to Step
? The Online System Facilitates User-generated Interest Groups
? The Online System Has a Built-in Space for Journaling
Why does Fitbit work?
What are the game features that make
Angry Birds engaging?
? Set a Clear Goal and Expect 100% Mastery
? Reward Reaching the Goal with a New Challenge
? Allow an Unlimited Number of Attempts
? Provide the Player/Learner with the Flexibility of Reaching the Same Goal
? Provide FeedbackThat Goes Beyond SimplyWhether or NotYourAchieved the Baseline Goal at Using
Different Strategies
? Blend Repetition with Novelty &Variety
? Engage Multiple Senses
? Scaffold the Challenges, but Provide Easy Stages for Review
? Performance on the Original Baseline Goal Is ConstantThroughout the Game
? You Can Replay Any PastTheme
Why do games
keep people so
engaged?
Games and Learning
? Learning by doing
? Learning by thinking and strategizing
? Learning by collaborating
? Learning by establishing shared values
? Learning by persistent engagement
? Learning by experiencing¡­being immersed in a role, being bound to the rules and values
of an environment (situated learning!)
Mih¨¢ly Cs¨ªkszentmih¨¢lyi - Flow
1. Clear goals
2. High concentration on a limited area
3. Losing yourself in the activity
4. Lose track of time
5. Direct and immediate feedback
Cs¨ªkszentmih¨¢lyi, M. (1996), Creativity: Flow and the Psychology of Discovery and Invention, New York: Harper.
Mih¨¢ly Cs¨ªkszentmih¨¢lyi - Flow
6. Not too hard and not too easy
7. Sense that, ¡°I am in control of the situation.¡±
8. Intrinsically rewarding
9. Don¡¯t notice bodily needs
10. Absorbed and fully focused on a specific activity
Cs¨ªkszentmih¨¢lyi, M. (1996), Creativity: Flow and the Psychology of Discovery and Invention, New York: Harper.
Technology is Optional
? Mock court room
? Play the role of scientists studying the local wetlands and giving a report to the town board
? Newspaper staff serving different roles that help them learn about photography, editing,
writing, etc.
What if I want to
create my own
educational
simulation?
Educators as Game Designers Workshop - 1
Killers hit
people with
them.
Diamonds are
always seeking
treasure.
Explorers dig
around for
information.
Socializers
empathize with
other players.
Richard Bartle (1996), "Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs," http://www.mud.co.uk/richard/hcds.htm
What Type of Gamer are You? - http://www.neowin.net/forum/topic/792082-bartle-gamer-psychology-quiz-what-kind-of-gamer-are-you/
Gamified Learning Questions for
Educators
1. How can I make the learning pleasantly frustrating?
2. What if I gave quests and challenges instead of assignments?
3. What if I created a plan for constant and frequent feedback apart from grading?
4. What if I gave experience points, badges or titles to recognize achievement?
5. What if I rewarded success with a more difficult challenge?
6. What if I rewarded risk-taking, creativity, experimentation and strategic thinking?
7. What if I gave the learner/player the ability to customize the learning experience to match their needs,
preferences and style?
8. What if I require the learner/player to take constant action?
9. What if I expected learners to preform their way to competence?
10. What if I aimed for flow?
The Future
1. Video games / simulations will have a significant impact upon learning in the next 5
years that will be verified by hard data.
2. Games and simulations will transform learning in the next 10-15 years.
3. Institutions prepared to develop and use these simulations will have an edge.
4. There will be need to teach with, develop, and learn from these games and simulations.
¡°Our whole life is solving puzzles.¡±
-Erno Rubik
EDUCATORS AS GAME
DESIGNERS
Dr. Bernard Bull
@BernardBull
Bernard.Bull@cuw.edu

More Related Content

Educators as Game Designers Workshop - 1

  • 1. EDUCATORS AS GAME DESIGNERS Dr. Bernard Bull @BernardBull Bernard.Bull@cuw.edu
  • 2. What is a Game?
  • 3. What is a Game? "When you strip away the genre differences and the technological complexities, all games share four defining traits: a goal, rules, a feedback system, and voluntary participation.¡° ¨C Jane McGonigal
  • 5. A friend and the flight simulator
  • 6. ¡°...how many educators are able to keep the undivided attention of 5th graders multiple hours straight without a break...and yet video games manage to do so...¡±
  • 7. Four Distinct Categories ? Games in Education ? Repurposing non-educational games for educational purposes ? Gameful Learning ? Taking inspiration from ¡°how good games function ? Gamification ? Using game features in non-game environments ? Game-based Learning ? Designing games that are intended to achieve one or more learning goals
  • 8. Four Distinct Categories ? Games in Education - Minecraft ? Repurposing non-educational games for educational purposes ? Gameful Learning ? Taking inspiration from ¡°how good games function - Gradecraft ? Gamification ? Using game features in non-game environments - Fitbit ? Game-based Learning ? Designing games that are intended to achieve one or more learning goals - Politicraft
  • 9. ? Constant Feedback in Easy to Understand Formats ? It Doesn¡¯t Choose the Goals forYou ? It Suggests Goals By Rewarding Certain Accomplishments ? It Doesn¡¯tTellYou How to Step,When to Step, orWhere to Step ? The Online System Facilitates User-generated Interest Groups ? The Online System Has a Built-in Space for Journaling
  • 11. What are the game features that make Angry Birds engaging?
  • 12. ? Set a Clear Goal and Expect 100% Mastery ? Reward Reaching the Goal with a New Challenge ? Allow an Unlimited Number of Attempts ? Provide the Player/Learner with the Flexibility of Reaching the Same Goal ? Provide FeedbackThat Goes Beyond SimplyWhether or NotYourAchieved the Baseline Goal at Using Different Strategies ? Blend Repetition with Novelty &Variety ? Engage Multiple Senses ? Scaffold the Challenges, but Provide Easy Stages for Review ? Performance on the Original Baseline Goal Is ConstantThroughout the Game ? You Can Replay Any PastTheme
  • 13. Why do games keep people so engaged?
  • 14. Games and Learning ? Learning by doing ? Learning by thinking and strategizing ? Learning by collaborating ? Learning by establishing shared values ? Learning by persistent engagement ? Learning by experiencing¡­being immersed in a role, being bound to the rules and values of an environment (situated learning!)
  • 15. Mih¨¢ly Cs¨ªkszentmih¨¢lyi - Flow 1. Clear goals 2. High concentration on a limited area 3. Losing yourself in the activity 4. Lose track of time 5. Direct and immediate feedback Cs¨ªkszentmih¨¢lyi, M. (1996), Creativity: Flow and the Psychology of Discovery and Invention, New York: Harper.
  • 16. Mih¨¢ly Cs¨ªkszentmih¨¢lyi - Flow 6. Not too hard and not too easy 7. Sense that, ¡°I am in control of the situation.¡± 8. Intrinsically rewarding 9. Don¡¯t notice bodily needs 10. Absorbed and fully focused on a specific activity Cs¨ªkszentmih¨¢lyi, M. (1996), Creativity: Flow and the Psychology of Discovery and Invention, New York: Harper.
  • 17. Technology is Optional ? Mock court room ? Play the role of scientists studying the local wetlands and giving a report to the town board ? Newspaper staff serving different roles that help them learn about photography, editing, writing, etc.
  • 18. What if I want to create my own educational simulation?
  • 20. Killers hit people with them. Diamonds are always seeking treasure. Explorers dig around for information. Socializers empathize with other players. Richard Bartle (1996), "Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs," http://www.mud.co.uk/richard/hcds.htm What Type of Gamer are You? - http://www.neowin.net/forum/topic/792082-bartle-gamer-psychology-quiz-what-kind-of-gamer-are-you/
  • 21. Gamified Learning Questions for Educators 1. How can I make the learning pleasantly frustrating? 2. What if I gave quests and challenges instead of assignments? 3. What if I created a plan for constant and frequent feedback apart from grading? 4. What if I gave experience points, badges or titles to recognize achievement? 5. What if I rewarded success with a more difficult challenge? 6. What if I rewarded risk-taking, creativity, experimentation and strategic thinking? 7. What if I gave the learner/player the ability to customize the learning experience to match their needs, preferences and style? 8. What if I require the learner/player to take constant action? 9. What if I expected learners to preform their way to competence? 10. What if I aimed for flow?
  • 22. The Future 1. Video games / simulations will have a significant impact upon learning in the next 5 years that will be verified by hard data. 2. Games and simulations will transform learning in the next 10-15 years. 3. Institutions prepared to develop and use these simulations will have an edge. 4. There will be need to teach with, develop, and learn from these games and simulations.
  • 23. ¡°Our whole life is solving puzzles.¡± -Erno Rubik
  • 24. EDUCATORS AS GAME DESIGNERS Dr. Bernard Bull @BernardBull Bernard.Bull@cuw.edu