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NOTE: For anyone who has viewed previous Magic Bullet slideshows. The new piece in this one is the "Ed Piece". Katrin Becker (2012) A Magic Bullet for Assessing Games for Learning SITE 2012–Society for Information Technology & Teacher Education International Conference 2012, Austin, Texas, USA; March 5-9, 2012
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1SITE 2012 © Becker 2012 Magic Bullet
A Magic Bullet
for
Assessing Games for Learning
2SITE 2012 © Becker 2012 Magic Bullet
The Problem:• Games are complex
• Assessments designed for commercial games miss the mark
• Assessments designed for ‘traditional’ instruction also misses the mark
• Summative assessment not always an option
• Critical reviews are hard to do (and even harder to find)
3SITE 2012 © Becker 2012 Magic Bullet
A Solution• Model for evaluating and
assessing games• Subjective tool• All learning in a game can be
classified in one (or more) categories
• Learning NEED NOT = education• Currently developed for single-
player games
Relative Proportions
4SITE 2012 © Becker 2012 Magic Bullet
Things I Can Learn• deliberately designed by those
who created the game• Includes things designers
*hope* people will take up• Includes game-specific
objectives as well as general ones
5SITE 2012 © Becker 2012 Magic Bullet
Things I MUST Learn
• should be a subset of the first category
• Required in order to achieve a specific goal or to win
• Includes strategy
6SITE 2012 © Becker 2012 Magic Bullet
Collateral Learning• other things we can learn
– these are not necessarily designed into the game, although sometimes designers may hope that players choose to take these up
• Have NO impact on success in the game
7SITE 2012 © Becker 2012 Magic Bullet
External Learning• not technically considered part of
the normal gameplay• CAN impact success in the game• Includes social learning and outside
communities • Also includes Cheats
– typically designed into the game for testing purposes
– often left in the game once it ships– deliberate design elements on the part
of the designers
8SITE 2012 © Becker 2012 Magic Bullet
Re-cap
• No guarantees
• A useful lens
• Can indicate where we need to make changes / additions / deletions
Some Examples
9SITE 2012 © Becker 2012 Magic Bullet
The Ed Piece• When specifically intended for
education / learning, we need more.
• Sub-divide into 3 additional classifications......
Defn: Serious GamesGames design for purposes other than pure entertainment.Includes but is not limited to games for learning.
10SITE 2012 © Becker 2012 Magic Bullet
The Ed Piece• Operational
– Game controls & some mechanics
– Necessary overhead
• Educational– This is the critical piece
• Elective– Anything that doesn’t fit into the
other 2 categories (“fluff”)
11SITE 2012 © Becker 2012 Magic Bullet
The Ed Piece• Operational
– How much is reasonable?
• Educational– How do you plan to use the
game?
• Elective– Can add value– BUT watch out for the
Decorative Media Trap
12SITE 2012 © Becker 2012 Magic Bullet
It`s all about balance
13SITE 2012 © Becker 2012 Magic Bullet
Katrin Becker, PhD
Thanks!
14SITE 2012 © Becker 2012 Magic Bullet
A Few Examples
• The following are a few examples that illustrate the basic model.
• Feel free to peruse at your leisure.
• Also feel free to discuss and ask questions.
15SITE 2012 © Becker 2012 Magic Bullet
A Good Game
• Good balance• Nothing I MUST learn that is
outside of what I CAN learn.• Allows for learning outside of
game and from cheats and community.
16SITE 2012 © Becker 2012 Magic Bullet
A Good Game
• Things I MUST learn < ½ of what I CAN learn
• External learning not necessary
• Collateral learning possible
Some Examples
17SITE 2012 © Becker 2012 Magic Bullet
MUST learn = CAN learn
• Nothing to learn that isn’t part of the ‘goal’
• Often edutainment fits in here
• Lack of collateral learning opportunities implies a single-purpose game (or an impoverished one)
Some Examples
18SITE 2012 © Becker 2012 Magic Bullet
MUST learn ≈ CAN learn
• Challenging for some, frustrating
• Often requires players to repeat plays and levels many times
Some Examples
19SITE 2012 © Becker 2012 Magic Bullet
MUST learn ≈ CAN learn
• Puzzles• Mini-games
Some Examples
20SITE 2012 © Becker 2012 Magic Bullet
MUST learn > CAN learn
• Need outside help / resources to get into the game or progress
• CAN still be good, but this has serious implications for audience and support requirements– Very risky in serious
games
Some Examples
21SITE 2012 © Becker 2012 Magic Bullet
MUST learn << CAN learn
• Lacks direction• Aimless• Toy, not game
Some Examples
22SITE 2012 © Becker 2012 Magic Bullet
MUST learn too small
• Not much to hold interest
Some Examples
That is what the game was meant to be. In reality, the game has no gameplay. A lack of AI means that the opposing truck does not even move from its starting location, so there is really no "race" to begin with. Winning is virtually guaranteed. As well, the game lacks collision detecting which means you can go through any objects like houses, boulders, trees, and bridges that you are required to cross. Besides this, the trucks do not have any top speed, which means you are able to accelerate into infinite, even when going backwards. Traveling off of the edge of the map is possible in the game. Despite the fact that the back of the box and advertising said it would have police chases, absolutely no police cars are actually present within the game. Source: http://www.mobygames.com/game/big-rigs-over-the-road-racing
23SITE 2012 © Becker 2012 Magic Bullet
Little Game
• Short form game
Some Examples
24SITE 2012 © Becker 2012 Magic Bullet
Drill Game
• Short form game– Bad if not short
Some Examples
25SITE 2012 © Becker 2012 Magic Bullet
Short Form Game
• Can be great if carefully designed
• Must be designed as <= 5 minute game.
• Includes many puzzles.
Some Examples
26SITE 2012 © Becker 2012 Magic Bullet
MUST learn includes collateral learning.
• Can make for great game• Tends to worry traditional
educators• Can be very useful in
serious games• Games do not always need
to be self-contained
Some Examples
27SITE 2012 © Becker 2012 Magic Bullet
MUST learn = 0
• No direction• Even SIMs has some
MUST learn• Game on rails• This is a toy
Some Examples
28SITE 2012 © Becker 2012 Magic Bullet
No collateral learning.• Imbalance between
CAN & MUST
Some Examples