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Supervisors: Dr. Gary Wills ([email protected]) Prof. Ashok Ranchhod (Winchester School of Art) ([email protected]) Introduction As computer games have become more popular, there has been considerable interest in developing “serious games”, which are games with a purpose beyond entertainment. In particular, many have attempted to make educational serious games to teach various concepts. However, it is not easy to design such games. To be successful, they must keep the player’s attention, teach their material in a more lasting way than traditional teaching methods, and of course be fun. This project is investigating how to make effective educational games. To accomplish this, learning theories and game design theories are analysed, as well as serious game attempts previously made Learning Theories Across the more popular traditional learning theories, there are several recurring features that are needed for effective teaching. These include: Keeping the learners attention Relevance to what the learners want to do, and what they already know Encourage learners to apply the newly-taught skill Offer feedback to improve their understanding Allow learners to reflect on what they have learned Game-based learning theories, like Barab’s and de Freitas’, use similar principles, but focus more on discovering and applying skills, and providing a world that tangibly demonstrates their effects. Game Immersion Much like books and films, games can immerse people for extensive periods, and leave a desire to keep playing once their play session ends. As a result, players become committed to the game’s world, and their understanding of the world is deepened. A player becomes immersed in a game when they experience: Flow Flow is a state of active, exclusive concentration on a particular activity – where the person is enjoying themselves. To keep players in this state, the game’s rules must be consistent, and its activities must be meaningful. The game’s challenge must also be balanced – being difficult enough to motivate, but not so difficult as to frustrate. Additional Factors Uncertainty – Provides motivation to continue playing, and replay the game, ensures some effort is required Harmony of Gameplay elements – Ensuring no gameplay element feels out of place with other elements or the subject matter Barab’s “Transformational Play” Model Experience Testing Forming Abstract Concepts Reflection Exploration De Freitas’ Exploratory Learning Model James Baker ([email protected]) MMORPG Design Many educational theories have explored MMORPGs. These games feature a massive open world, shared by many players from across the world. Gameplay and narrative are split into “small quests”, which the player can choose and complete according to their skill level. Many of these also require collaboration with other players to accomplish. Character Design One prominent feature of MMORPGs is to customise their in- game character (or avatar). Players can alter their avatar’s appearance, skill set, equipment and attributes, which in turn affect how they can progress in game, and their usefulness to teams in collaborative quests. These introduce frequent decision-making and emotional investment in their avatar, and by extension to the game content. Scientific Thinking One significant educational benefit of MMORPGS is that they encourage scientific thinking. Over 86% of World of Warcraft forum discussions include theories/models on game mechanics – and each are open to discussion or experimentation. If the specific causes behind this teaching of scientific thinking are understood, they would be an invaluable contribution to teaching world skills in serious games. Emergent Narratives Perhaps the biggest appeal of MMORPGs are their emergent narratives: the story unfolds based on the player’s choices in game. Likewise, the players must explore the game world to gain a true understanding of it, and become more engaged as a result. Immune Attack: A serious game - Integrates exploration, clear goals and accurate science to immerse players Quest Atlantis: A fairly popular educational MMORPG, with worlds designed around particular academic topics (e.g. the village from the novel Frankenstein)

Serious Games and Education: Learning, Immersion and Warcraft by James Baker

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As computer games have become more popular, there has been considerable interest in developing “serious games”, which are games with a purposebeyond entertainment. In particular, many have attempted to make educational serious games to teach various concepts.However, it is not easy to design such games. To be successful, they must keep the player’s attention, teach their material in a more lasting way thantraditional teaching methods, and of course be fun.This project is investigating how to make effective educational games. To accomplish this, learning theories and game design theories are analysed, aswell as serious game attempts previously made

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Page 1: Serious Games and Education: Learning, Immersion and Warcraft by James Baker

Supervisors: Dr. Gary Wills ([email protected]) Prof. Ashok Ranchhod (Winchester School of Art) ([email protected])

Introduction As computer games have become more popular, there has been considerable interest in developing “serious games”, which are games with a purpose beyond entertainment. In particular, many have attempted to make educational serious games to teach various concepts.

However, it is not easy to design such games. To be successful, they must keep the player’s attention, teach their material in a more lasting way than traditional teaching methods, and of course be fun.

This project is investigating how to make effective educational games. To accomplish this, learning theories and game design theories are analysed, as well as serious game attempts previously made

Learning Theories

Across the more popular traditional learning theories, there are several recurring features that are needed for effective teaching. These include: • Keeping the learners attention

• Relevance to what the learners want to do, and what they already know

• Encourage learners to apply the newly-taught skill

• Offer feedback to improve their understanding

• Allow learners to reflect on what they have learned

Game-based learning theories, like Barab’s and de Freitas’, use similar principles, but focus more on discovering and applying skills, and providing a world that tangibly demonstrates their effects.

Game Immersion

Much like books and films, games can immerse people for extensive periods, and leave a desire to keep playing once their play session ends. As a result, players become committed to the game’s world, and their understanding of the world is deepened.

A player becomes immersed in a game when they experience:

Flow

Flow is a state of active, exclusive concentration on a particular activity – where the person is enjoying themselves. To keep players in this state, the game’s rules must be consistent, and its activities must be meaningful.

The game’s challenge must also be balanced – being difficult enough to motivate, but not so difficult as to frustrate.

Additional Factors

• Uncertainty – Provides motivation to continue playing, and replay the game, ensures some effort is required

• Harmony of Gameplay elements – Ensuring no gameplay element feels out of place with other elements or the subject matter

Barab’s “Transformational Play” Model

Experience

Testing

Forming Abstract Concepts

Reflection

Exploration

De Freitas’ Exploratory Learning Model

James Baker ([email protected])

MMORPG Design Many educational theories have explored MMORPGs. These games feature a massive open world, shared by many players from across the world. Gameplay and narrative are split into “small quests”, which the player can choose and complete according to their skill level. Many of these also require collaboration with other players to accomplish. Character Design One prominent feature of MMORPGs is to customise their in-game character (or avatar). Players can alter their avatar’s appearance, skill set, equipment and attributes, which in turn affect how they can progress in game, and their usefulness to teams in collaborative quests. These introduce frequent decision-making and emotional investment in their avatar, and by extension to the game content.

Scientific Thinking One significant educational benefit of MMORPGS is that they encourage scientific thinking. Over 86% of World of Warcraft forum discussions include theories/models on game mechanics – and each are open to discussion or experimentation. If the specific causes behind this teaching of scientific thinking are understood, they would be an invaluable contribution to teaching world skills in serious games.

Emergent Narratives Perhaps the biggest appeal of MMORPGs are their emergent narratives: the story unfolds based on the player’s choices in game. Likewise, the players must explore the game world to gain a true understanding of it, and become more engaged as a result.

Immune Attack: A serious game -Integrates exploration, clear goals and accurate science to immerse players

Quest Atlantis: A fairly popular educational MMORPG, with worlds designed around particular academic topics (e.g. the village from the novel Frankenstein)