Serious games and learning in SA

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08.08.08

Serious games and learning in SA

Steve Vosloo

Why games and learning?

Serious games

South Africa

Design thoughts

... even the harshest critics agree that we learn something from playing video games. The question is: how can we use the power of video games as a constructive force in schools, homes, and at work?

Shaffer, Squire, Halverson, Gee (2005)

Video games and the future of learningPublication Type Journal ArticleYear of Publication 2005Authors Shaffer, D. W.; Squire, K. R.; Halverson, R.; Gee, J. P.Journal Title Phi Delta KappanVolume 87Pagination 104-111ISBN Number 0031-7217Accession Number ISI:000232242500005

http://www.academiccolab.org/resources/gappspaper1.pdf

Play

Earliest forms of learning (Vygotsky)

Try, fail, experiment / die and do over

Experiential & immersive

Motivating

Theory of situated learning learning to be

Learning through games?

Highly engaging

Communities of practice:

News, FAQs, discussion forums

Ecology of games:

Strategy, dialogue, mentoring

Develop community social practices

We dont learn from games, we learn through them.

In SA, gaming can be used as a learning tool when it is conceived and designed as the vehicle that provides the opportunity for social dialogue in a learning activity.

Alan Amory (2008)

Said during presentation Q&A at ED-MEDIA 2008.

Beyond their value as entertainment media, games ... are currently key entry points for many young people into productive literacies, social communities, and digitally rich identities.

Katie Salen (2008)

Toward an Ecology of GamingKatie Salen (2008)The Ecology of Games: Connecting Youth, Games, and Learning: 117.

http://www.mitpressjournals.org/doi/pdf/10.1162/dmal.9780262693646.001

Learning through games?

Experiment with identities

The harder the better

Form of problem solving

Gee's 36 learning principles of good games (2004)

James Paul Gee (2004): What Video Games Have to Teach Us About Learning and Literacy http://www.amazon.com/Video-Games-Teach-Learning-Literacy/dp/1403965382/ref=sr_1_1?ie=UTF8&s=books&qid=1218454089&sr=8-1

In some sense, a game is nothing but a set of problems. We're actually selling people problems for 40 bucks a pop ... And the more interesting games in my opinion are the ones that have a larger solution space. In other words, theres not one specific way to solve a puzzle, but, in fact, theres an infinite range of solutions ...

Will Wright (Jenkins 2005)

Jenkins, H. (2005).Buy These Problems Because Theyre Fun to Solve! A Conversation withWill Wright. Telemedium:The Journal of Media Literacy, 52 (1 & 2), 20-23.

Serious games

Developed for a primary purpose other than pure entertainment (Wikipedia 2007)

Education, training (military / commercial), health, public policy ...

Social change, content or language learning, raising awareness, cross-cultural sensitivity ...

http://en.wikipedia.org/wiki/Serious_game

Browser-based Flash game

Players must keep their refugee camp functioning in the face of possible attack by Janjaweed militias

Sponsored by MTVu

Between April & Sept 2006, 800,000 played the game

Peace Maker

Peacemaker (Mac/PC, $20) A commercial game simulation of the Israeli-Palestinian conflict designed to promote "dialog and understanding among Israelis, Palestinians and interested people around the world". (Wikipedia 2007)

http://www.impactgames.com/media/PeaceMaker-Screenshot_2.jpg

http://www.re-mission.net/site/game/index.php

Re-Mission

Participants who played Re-Mission:

maintained higher levels of chemotherapy in their blood

took their antibiotics more consistently

showed faster acquisition of cancer-related knowledge

This study on Re-Mission is the largest randomized, controlled study of a video game intervention ever conducted, following 375 teens and young adults with cancer at 34 medical centers in the United States, Canada and Australia during three months of cancer treatment.

We now know that games can induce positive changes in the way individuals manage their health. The game not only motivates positive health behavior; it also gives players a greater sense of power and control over their disease in fact, that seems to be its key ingredient.

Cole (2008)

http://www.hopelab.org/2008/08/04/study-shows-playing-videogames-can-change-behavior-biology-press-release/

http://www1.worldbank.org/devoutreach/article.asp?id=493:

In a span of 14 months, there was a record download of 10.4 million game sessions. The games were specially designed for low-end black-and-white mobile devices, to be able to reach the grass-root communities.

Freedom HIV/AIDS comprises four different types of mobile games involving different mindsets and psychologies of mobile users. The game Safety Cricket is a role-play game with awareness messages based on Cricket, which is like a religion in India with a huge following. Ribbon Chase is an arcade based game, and is for people who are engaged in game playing. The Messenger is an adventure game for casual users, who enjoy playing exciting but easy-to-handle games. Finally, Quiz with Babu simulates a live quiz show, attracting users whose bent of mind is more towards quizzing, questioning and reasoning.

http://www.volny.cz/havlikjosef/historyenglish.htm

Microsoft Flight Simulator

subLOGIC Flight Simulator 1 for Apple II, released 1980 (made in 1979)

http://www.bruceair.com/msfs/images/C172NormalPanel_03.jpg Microsoft Flight Simulator

Mobile games

Mostly Augmented Reality games, e.g. Sick at South Shore Beach: A Place-Based Augmented Reality Game as a Framework for Building Academic Language in Science

Virtual game overlaid onto physical space -- location-aware

Players as field researchers

Advanced (GPS)

Simple (SMS)

Image ref: http://infocult.typepad.com/photos/uncategorized/savannah.jpg

MUVEs

Eg: Quest Atlantis: 3D multi-user virtual environment to immerse children, ages 9-15, in educational tasks

Improved disposition to information and learning, specifically science topics

ARGs

An alternate reality game (ARG) is an interactive narrative that uses the real world as a platform, often involving multiple media and game elements, to tell a story that may be affected by participants' ideas or actions. (Wikipedia)

Puppetmaster, rabbit hole

i love bees, the lost ring

South Africa

Cellphones:

72% own a cell phone

60% talk on a cell phone almost daily

Nearly half text message almost daily

MXit: 6 million subscribers

Computers and Internet:

Only 17% have ever used the Internet

6% use it almost daily

15% have a computer in their home

9% have Internet access at home

Young South AfricAnS, BroAdcASt MediA, And hiV/AidS AwAreneSS:Results of a NatioNal suRvey by the Kaiser Family Foundation & SABC (MaRch 2007)

M4Girls Project

Improve maths in grade 10 rural girls by Mindset

Mathstermind and Fashion Empire

Nokia 6300

Energy saving game

Standalone / networked (ProBoPortable)?

Platform?

Narrative?

E.g. Enemy is darkness, wastage is the evil force ...

Define learning outcomes

Learning environment: Formal/informal?

Define supplementary learning materials / complimentary learning environment

Augmented reality, ARG, people network

Blog about ProBoPortable: http://innovatingeducation.wordpress.com/2008/07/01/proboportable-development-of-cellular-phone-software-to-prompt-learners-to-monitor-and-reorganize-division-of-labor-in-project-based-learning/

Mobile games

Portability - can take the computer to different sites and move around within a location

Social interactivity - can exchange data and collaborate with other people face to face

Context sensitivity - can gather data unique to the current location, environment, and time, including both real and simulated data

Connectivity - can connect handhelds to data collection devices, other handhelds, and to a common network that creates a true shared environment

Individuality - can provide unique scaffolding that is customized to the individual's path of investigation.

Klopfer (Jenkins 2008)

Eric Klopfer being interviewed by Henry Jenkins (2008): http://henryjenkins.org/2008/07/an_interview_with_eric_klopfer.html

Design challenges

Beyond chocolate covered broccoli (Bruckman 1999)

Problem 1: Contradiction between playing the game and learning

Problem 2: There can be too much interactivity with a game and not enough reflection

Learning happens through social interaction how to achieve this?

Bruckman, A. (1999). Can educational be fun? Paper presented at the Game Developers Conference '99, San Jose, CA.

Problem refs: see http://innovatingeducation.wordpress.com/2008/07/02/designing-game-based-learning-a-participatory-approach-ed-media-2008/

Disclaimer

No panacea

Violent / stereotypical / misogynistic

Teachers: Play is not work

Gaming is not for everyone (is anything?)

Competing against commercial games

Still an emergent field

New theories of learning

Difficult to assess

Opportunities

Open and new area in SA (in Africa)

Mobile games

Interactive fiction game on MXit

Thank you

Steve Vosloo

[email protected]

innovatingeducation.wordpress.com

www.techleader.co.za/stevevosloo

References

del.icio.us/stevevosloo/research+gaming

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