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Learning in Virtual Worlds

Learning in Virtual Worlds - University of North Carolina ... Alice, 3- D objects (e.g., people, animals, and vehicles) populate a virtual world and students create a program to animate

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Learning in Virtual Worlds

2©2009 Applied Research Associates, Inc. ARA Proprietary

Virtual Heroes Founded January 2004 by veterans of the Research Triangle

Institute, the U.S. military and the computer game industry

Acquired by ARA April 2009

3©2009 Applied Research Associates, Inc. ARA Proprietary

Premier provider of Advanced Learning Technologies (A.L.T.) for Healthcare, Federal Systems and Commercial markets

Producer of highly successful America’s Army game (over 10 million registered users)

Unique mix of highly skilled scientists, engineers, artists, & designers

America’s Army (screen capture)

Zero Hour (screen capture)

Virtual Heroes Overview

4©2009 Applied Research Associates, Inc. ARA Proprietary

Who am I?

• BRAD WILLSON

• Senior Game Designer for Virtual Heroes

• A six year veteran of the Games Industry.

• I started my career at Rockstar Games in San Diego, where I worked on the Midnight Club Series, Table Tennis, and Red Dead Revolver.

• I joined the talented team at Virtual Heroes in 2006 because I wanted to incorporate my commercial game experience into games with a true altruistic focus.

5©2009 Applied Research Associates, Inc. ARA Proprietary

MISSIONPLANNING

BUSINESSPROCESS

HEALTHCARE

MILITARYEQUIPMENTTRAINING

EMERGENCYRESPONSE

PRODUCTMARKETING

CONCEPTEVALUATION &

DEMONSTRATION

BEHAVIORMODIFICATION

STEMEDUCATION

MILITARYCONOPSTRAINING

Team Interactions

Physics-based Effects

Focus Groups

After Action Review

Biometrics

PhysiologySimulation

ISD

CognitiveTask

Analysis

6©2009 Applied Research Associates, Inc. ARA Proprietary

Our Focus

Simulations for Learning

• Representations of real life that accurately demonstrate a physical or simulated process or phenomenon

Serious Games

• Game technology used for other than purely entertainment purposes: strategic messaging, training and education, mission planning and rehearsal, political/corporate satire

• Serious games operate at the nexus of where gaming and computer graphics technology meet with instructional design and modeling /simulation

Virtual Worlds

• A computer-based, simulated 3D environment intended for its many users to inhabit and interact with via avatars

7©2009 Applied Research Associates, Inc. ARA Proprietary

The Changing Workplace

What Does the Workplace of Tomorrow Look Like?

According to the Bureau of Labor Statistics

• Employment in professional, scientific, and technical services is projected to grow by 34 percent, adding about 2.7 million new jobs by 2018

• Employment in computer systems design and related services is expected to increase by 45 percent, accounting for nearly one-fourthof all new jobs in this industry sector

What skills are going to be in demand?

• STEM (Science, Technology, Engineering and Math)

• The nation’s STEM workforce is expected to increase 8% between 2008 and 2013 (According to Economic Modeling Systems, Inc.)

8©2009 Applied Research Associates, Inc. ARA Proprietary

The Changing Workplace

OCCUPATIONS WITH THE FASTEST PROJECTED GROWTH (2008-2018)(SOURCE: BLS Occupational Employment Statistics and Division of Occupational Outlook)

Occupations Percent changeNumber of new jobs

(in thousands)

Biomedical engineers 72 11.6

Network systems and data communications analysts

53 155.8

Home health aides 50 460.9

Personal and home care aides 46 375.8

Financial examiners 41 11.1

Medical scientists 40 44.2

Physician assistants 39 29.2

Skin care specialists 38 14.7

Biochemists and biophysicists 37 8.7

9©2009 Applied Research Associates, Inc. ARA Proprietary

The Changing Workplace

America is falling behind the rest of world in STEM education

A recent assessment by the OECD Programme for International Student Assessment revealed that U.S. 15 year olds are near the bottom worldwide in their ability to solve practical problems that require mathematical understanding

The U.S. ranks 16th of 17 nations in the proportion of 24 year olds who earn degrees in natural sciences or engineering as opposed to other majors

More than 50 percent of the undergraduate degrees awarded in China are in the fields of science, technology, engineering and math, compared to 16 percent in the U.S.

10©2009 Applied Research Associates, Inc. ARA Proprietary

The Changing Workplace

We Also Have an Extreme Gender Bias in STEM Careers

While women make up 45 percent of the U.S. workforce, they hold just 12 percent of the science and engineering jobs in business and industry

11©2009 Applied Research Associates, Inc. ARA Proprietary

Student Perception of STEM

It’s boring.

When am I ever going to use this?

Math isn’t cool.

I’m not a NERD!

It’s too hard!

I’d rather be on Facebook.

12©2009 Applied Research Associates, Inc. ARA Proprietary

What are Students Into?

VIDEO GAMES

According to the Entertainment Software Association

• 68% of American Households Play Computer or Video Games

• 60% of gamers are male• 40% of gamers are female

• 63% of Parents Believe that Video Games are a Positive Part of Their Children’s Lives

December 2008 Top Games Played for Males and Females 25-54

Females 25-54 Males 25-54

Title Unique Players Title Unique Players

Solitaire 4,648,004 Solitaire 3,102,619

FreeCell 3,217,403 FreeCell 2,056,857

Great Escapes Solitaire 1,274,468 Hearts 1,192,649

Hearts 1,181,471 Pinball 886,687

Minesweeper 983,766 Minesweeper 786,304

Pinball 878,449Great Escapes

Solitaire 679,020

World of Warcraft 428,621

World of Warcraft 675,713

13©2009 Applied Research Associates, Inc. ARA Proprietary

What are Students Into?

Social Networking

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So How Can We Reach the Students?

Engage• Show students how academic education relates to real life skills

Empower• Make students feel special and unique

Immerse• Involve students in learning

Embrace Social Networking• Figure out how this new trend can be incorporated into education

Adopt New Technology• Bring technology into the classroom

Virtual Learning!

15©2009 Applied Research Associates, Inc. ARA Proprietary

Games in the Classroom

Gaming in classrooms is slowly gaining acceptance as a supplement to conventional education

Games have been used in classrooms for over twenty years (e.g. Oregon Trail), but have lacked a direct teaching focus

Typing games are typically the most used classroom software

Current Notable Successes

Scratch

Alice

16©2009 Applied Research Associates, Inc. ARA Proprietary

SCRATCH

Scratch is a computer application aimed primarily at children that allows them to explore and experiment with the concepts of computer programming by using the simple graphical interface

It’s available free and can be installed on any Windows or Mac OS X computer

17©2009 Applied Research Associates, Inc. ARA Proprietary

ALICE

Alice is a 3D programming environment that makes it easy to create an animation for telling a story, playing an interactive game, or a video to share on the web

Alice is a teaching tool designed to be a student's first exposure to object-oriented programming

In Alice, 3-D objects (e.g., people, animals, and vehicles) populate a virtual world and students create a program to animate the objects

Geared towards getting kids, especially girls, interested in computer science. Meant to be extremely easy to use, with a drag and drop interface

1865 total schools are using Alice

18©2009 Applied Research Associates, Inc. ARA Proprietary

ALICE Interface

19©2009 Applied Research Associates, Inc. ARA Proprietary

What Makes a Game an Effective Teaching Tool?

Immersion

Fun

Embedded Learning

Social Aspect

Focused Objectives

Ability to Cater to Different Skill Levels

Teacher involvement

20©2009 Applied Research Associates, Inc. ARA Proprietary

Adventure Lab

21©2009 Applied Research Associates, Inc. ARA Proprietary

Adventure Lab Comparison

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Adventure Lab Overview

Prepare your students for the workplace of the future….Adventure Lab is a software tool through which students create their own STEM based video games. By using this application, students can improve their preparation for STEM-related careers.

Limitless possibilities for young minds…Adventure Lab is a game-making program that is robust enough to empower the creative minds of this generation’s high school students, allow them to customize their very own virtual worlds, and share them with their friends.

Programming logic that is easy to understand and even easier to use…Using integrated game programming logic, the student has access to a large number of actions that allow them to build their unique game adventure.

A huge library of available content…Adventure lab is bursting at the seams with an extensive library of 3D objects and character animations. From ambling zombies to flying airplanes, Adventure Lab has it all!

23©2009 Applied Research Associates, Inc. ARA Proprietary

Adventure Lab Overview

Real life physics…Adventure Lab boasts a fully integrated physics engine. Students can modify a multitude of physics parameters and apply them to in-game objects.

Accessible and intuitive controls…Building virtual worlds can be intimidating, but Adventure Lab makes it simple by using easy to understand interfaces. The only limit that a student has to build their unique adventure is their imagination.

Incorporate your own custom sounds…No gaming experience is complete without immersive game sounds. With Audacity ™ (an open source software application for sound recording and editing), Adventure Lab allows students to create and customize all sounds in the game, even music!

Share your students’ creations and track their performance…Adventure Lab has a data logging system that can evaluate and report each student’s performance. Want to share what your students have created with other classrooms or even other schools? Game content is stored locally and can be transferred easily from computer to computer.

24©2009 Applied Research Associates, Inc. ARA Proprietary

Adventure Lab

25©2009 Applied Research Associates, Inc. ARA Proprietary

Adventure Lab

26©2009 Applied Research Associates, Inc. ARA Proprietary

Adventure Lab

27©2009 Applied Research Associates, Inc. ARA Proprietary

MoonBase Alpha

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MoonBase Alpha Overview

Do you have what it takes…Moonbase Alpha challenges you to assume the roles of pioneering astronauts living in a lunar base in the year 2025. Returning from a research expedition, you witness a meteorite impact that cripples the life support capability of your settlement. With precious time elapsing, you and your team must replace or repair damaged equipment to restore oxygen production to the settlement.

Team up with your friends…The fate of a lunar colony rests on the shoulders of you and your team. Communicate and coordinate efforts with up to six players (LAN and internet) by using voice over communication.

Utilize the latest in NASA technology…A fully functional rover that utilizes lunar physics is available to transport both players and supplies to all reaches of the lunar colony. You can build and pilot your own repair robot in order to fix crucial systems before time runs out.

Immersive yourself in an awe-inspiring lunar environment…Take your first steps on the moon’s surface in a truly accurate lunar moonscape that is unmatched in any other application.

29©2009 Applied Research Associates, Inc. ARA Proprietary

MoonBase Alpha Overview

Compete with your friends to reach the top of the leaderboards…

Do you have what takes it to be number one? When you win, your score will automatically be posted to the leaderboards for everyone to see.

A unique experience each time…

With multiple paths for game success, you’ll need to learn to work effectively as a team, learn from decisions made in previous gaming sessions, and make intelligent decisions in order to top the leaderboards.

Tailor your game to fit your gameplay style…

Do you want to play with two players or six? With multiple game maps you can select the game environment that best suits your team’s needs.

Seamless Steam integration…

Take advantage of game patches, quick and transparent downloads, and the Steam Community in this free Steam exclusive game.

30©2009 Applied Research Associates, Inc. ARA Proprietary

Globalization and Games

How can games help students to learn about the world?• Virtually visit new places

• Experience new cultures

• Immersive language experience

• Gather real world information from international students

How can games benefit students in other countries?• Learning in a classroom without walls

• Internet access within developing countries allows for ease of access

• Overcomes hurdles such as limited educators and classroom materials

• Ability to share and collaborate with other students across the globe

31©2009 Applied Research Associates, Inc. ARA Proprietary

Pamoja Mtaani

32©2009 Applied Research Associates, Inc. ARA Proprietary

Pamoja Mtaani

33©2009 Applied Research Associates, Inc. ARA Proprietary

Pamoja Mtaani Background Partnership background

• A component of The Partnership for an HIV-Free Generation

• Warner Bros. & PEPFAR Public Private Partnership to develop a 5-player action–based videogame

• Piloted in 3 youth centers in Nairobi, Kenya

Game background

• Contemporary East African context

• Interactive play

• Personalizes HIV prevention messages for youth aged 15-19

• Theory-based messages & gameplay combined

• Game focuses on changing risk perception and self efficacy for 5 key behaviors:

Primary abstinence

Secondary abstinence

Multiple sexual partners

Correct/consistent condom use

Uptake of VCT (HIV testing and consulting)

34©2009 Applied Research Associates, Inc. ARA Proprietary

Pamoja Mtaani Design Game Design

• Open world game play in a fictional East Africa city similar to Nairobi• Multiplayer “mini-game” missions + Behavioral Change Commission-focused side

missions• Unlockable Kenyan music tracks• Scripted cinematics/character interactions that emphasize behavioral change

trajectories

Design Methods• Local marketing research identified key ‘pillars’ of youth culture:

sports, entertainment, relationships, technology and fashion• Input from Kenyan youth/US and Kenyan technical advisory team • Kenyan writers, VO actors, engineers, musicians, cultural consultants• Concept testing with Kenyan youth

Evaluation• Assess exposure/changes in attitudes and beliefs • Uses in-game questionnaires• Monitoring technology captures player activities• Repeat cross-sectional survey evaluates community change/message diffusion

35©2009 Applied Research Associates, Inc. ARA Proprietary

Pamoja Mtaani Research and Development

36©2009 Applied Research Associates, Inc. ARA Proprietary

Pamoja Mtaani Research and Development

Research and Development Overview

Research and Development included 3 Trips to Kenya each for 3 weeks

Trip 1 – In Country Research

Trip 2 – Focus Testing

Trip 3 – Training and Deployment

10 Months of Studio Development Time

37©2009 Applied Research Associates, Inc. ARA Proprietary

Pamoja Mtaani(In Country Research)

38©2009 Applied Research Associates, Inc. ARA Proprietary

Pamoja Mtaani(Focus Testing)

39©2009 Applied Research Associates, Inc. ARA Proprietary

Pamoja Mtaani(Game Master Training)

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Pamoja Mtaani(Deployment Sites)

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Pamoja Mtaani(Deployment Festivals)

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Pamoja Mtaani Results Final Results

• Game designed, developed, tested and deployed in 10 months

• Robust marketing campaign

• Computer-generated character introductory shorts promoted the game

• Site specific launch events at each site

• Generation Jipange and HIV Free Generation Corporate launch events

• Game Masters program established

Gameplay locations

• Deployed at three youth centers in Nairobi

• Over 2500 youth have played since launch

• Close to 600 have completed the game

• “Girl only” times established at each site

• Computer skill training at each site

43©2009 Applied Research Associates, Inc. ARA Proprietary

Pamoja Mtaani