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1 Why Games Work The Science of Learning Curtiss Murphy ([email protected] ) Army Games For Training March 27, 2012

Why Games Work- The Science of Learning

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Presented by Curtiss Murphy from Alion, this presentation discusses why games and gaming are so effective in achieving learning.

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Page 1: Why Games Work- The Science of Learning

1

Why Games Work –

The Science of Learning

Curtiss Murphy ([email protected])

Army Games For Training

March 27, 2012

Page 2: Why Games Work- The Science of Learning

2

PART 1

Introduction

Page 3: Why Games Work- The Science of Learning

3 Contents

1 – Intro

2 – Science of Learning

3 – Why Games Work

4 – Game Design

5 – Conclusion

Page 4: Why Games Work- The Science of Learning

4 The Goal

Learning

Theory

Game

Design

Awesome!

Page 5: Why Games Work- The Science of Learning

5 Resources and References

Clint Bowers

Jan Cannon-Bowers

Richard Van Eck

US Army

Fundamentals of Instruction

US Navy

Revolution In Training

US Air Force

Train the Trainers

Susan Coleman

Robert Green

Richard Ryan

Talib Hussain Edwin Locke

Bruno Frey

John Lee

James Buchanan

Richard Wainess

Dustin Chertoff Kerry Moffit Michael Guerrero

Kelly Pounds Ellen Menaker Alan Koenig

Curtiss Murphy Richard Blunt Mitchell Wade

US FAA

Aviation Instructor‟s Handbook

Page 6: Why Games Work- The Science of Learning

6

PART 2

The Science of

Learning

“Teaching is a wonderful way to learn.”

Carol Dweck (32)

Page 7: Why Games Work- The Science of Learning

7 What Improves Learning?

Laws of Learning 1,2,3,31,30

** Primacy & Recency are based on time

And are beyond the scope of this talk

Readiness

Exercise

Effect

Intensity

Primacy (**)

Recency (**)

Page 8: Why Games Work- The Science of Learning

8 Zoom In30

Motivation

Feedback

Practice

Positive Feelings

Intensity

Choice/Involvement

Laws of Learning Laws of Learning

For Games

Readiness

Exercise

Effect

Intensity

Primacy

Recency

Page 9: Why Games Work- The Science of Learning

9 Motivation and Feedback

• Motivation (1-6,20,22,31)

– Part of „Readiness‟

– The holy grail

– Increases learning, retention, and student performance

• Feedback (1-4,8,23,31)

– Part of „Exercise‟

– Is how we perceive progress

– Correlates actions to outcomes

Page 10: Why Games Work- The Science of Learning

10 Practice and Effect

• Practice (1-4,21,31,33)

– Part of „Exercise‟

– “A student learns by applying what he has

been taught.” – USAF

– Time on task creates opportunities to learn

• Positive Feelings (1-4,31,33)

– „Law of Effect‟

– Learning is stronger with pleasant emotions

– Keeps students engaged longer

Page 11: Why Games Work- The Science of Learning

11 Intensity and Choice

• Intensity (1-4,33) – Learning increases with vivid, sharp,

intense activities (positive or negative)

– Practiced activities are more intense than passive lessons or texts

• Choice/Involvement (1-3,25,31,33) – Sub-parts of Effect, Readiness, and

Intensity

– Choice of challenge affects motivation

– Coercion and external rewards are negatively associated with learning

Page 12: Why Games Work- The Science of Learning

12 Change Perspective

• Flip it around

Page 13: Why Games Work- The Science of Learning

13

PART 3

Why Games Work

Page 14: Why Games Work- The Science of Learning

14 The Big Question

Why Do Games Work?

• Is it art?

• Is it mystical?

• Is it a secret?

Page 15: Why Games Work- The Science of Learning

15 The Answer

• Games work for the same reasons

that learning works (30)

Motivation

Feedback

Practice

Positive Feelings

Intensity

Choice/Involvement

Page 16: Why Games Work- The Science of Learning

16 What?

Page 17: Why Games Work- The Science of Learning

17

If true…

What‟s It Mean?

Motivation

Feedback

Practice

Positive Feelings

Intensity

Choice/Involvement

Page 18: Why Games Work- The Science of Learning

18

PART 4

Game Design

“Game Design is more art than science,

more like cooking than chemistry.” –

Jesse Schell (11)

Page 19: Why Games Work- The Science of Learning

19 Game Techniques (30)

1. Flow

2. Feedback

3. Simplicity

4. Choice

5. Practice

6. Fun

Page 20: Why Games Work- The Science of Learning

20 1 - Flow

• The „state in which people are so

involved in an activity that nothing

else seems to matter‟ (8) • Mihaly Csikszentmihalyi

• Optimal human experience

• Complete focus

• Distorted time

(References: 5, 6, 7, 8, 9, 11, 15, 19, 20, 23, 26, 31, 33)

Page 21: Why Games Work- The Science of Learning

21 Why Flow Matters

• The essence of games

– It‟s why we play

• Flow

– Is intrinsically motivating

– Is a “magnet for learning” (9)

– Is pleasurable

Page 22: Why Games Work- The Science of Learning

22 How to Create Flow?

• There are four conditions for Flow:

• Understand what must be done

• Is how we perceive progress

• Usually immediate

• Goal is challenging

• But within abilities

• And not overly long

• Lack of distractions

• Can fully attend to task

Page 23: Why Games Work- The Science of Learning

23 What Flow Looks Like

Flow creates a cycle of increasing learning

Too Easy

Too Hard

Time/Skill

Difficu

lty

FLOW

Page 24: Why Games Work- The Science of Learning

24 2 - Feedback in Games

• Two Types (30)

• Type One - short term

– Immediate Progress

– Task completion

– Natural

consequences

Damage Control Trainer Sims 3

Page 25: Why Games Work- The Science of Learning

25 Feedback in Games

• Type two – holistic

– Repetition - play again

– Player development

– Narrative progression

– „Meta‟ growth

Damage Control Trainer

League of Legends

Royal Envoy

Everquest 2

Page 26: Why Games Work- The Science of Learning

26 3 - Simplicity

• Games simplify the world to

“goals and rules” -Csikszentmihalyi (8)

• Games offer transcendence:

“the player is more powerful in the game

world than they are in the real world.” –

Schell (11)

Page 27: Why Games Work- The Science of Learning

27 Simplicity

• Journey(PS3) - NO UI or HUD!

Page 28: Why Games Work- The Science of Learning

28 Simplicity (26,30,31)

• Simple Interfaces

– Highlight goals

– Provide feedback

– Reduce difficulty

– Minimize distractions

• Simplicity Flow

Too Easy

Too Hard

Time/Skill

Difficu

lty

FLOW

Tiny Wings

Page 29: Why Games Work- The Science of Learning

29 4 - Choice (26,30)

• Games are “just a series of

interesting and meaningful choices” –

Sid Meier

• Wait!

– There are some big „Buts!‟

Page 30: Why Games Work- The Science of Learning

30 Paradox of Choice

• Barry Schwartz

– Some choice is good

• Too much choice is bad!

Page 31: Why Games Work- The Science of Learning

31 Paradox of Choice (26,30,33)

• Three problems:

– 1) Increased difficulty

• Option paralysis

• Postpone decisions

– 2) Worse decisions

• People are not good at comparing

• We simplify the criteria ( random)

– 3) Regret & loss

Page 32: Why Games Work- The Science of Learning

32 The Impact! (10, 7, 30)

• Breaks Flow!

– Feedback – confused

– Difficulty – increased

– Lots of distractions

• Decreases motivation

Page 33: Why Games Work- The Science of Learning

33 5 – Practice in Games (26,30,33)

• Practice promotes mastery

• Replay and failure

– With games, “failure is a part of the

process that leads to success” – Beck (13)

• Don‟t break flow! (27)

– Excessive practice

– Instant death

– Long recoveries

Page 34: Why Games Work- The Science of Learning

34 Repetition… Again… (27)

• Example

– Closing doors. Over…

• And over – And over …

– Until …

– Transference!

Page 35: Why Games Work- The Science of Learning

35 6 - Fun

• „Fun‟ is hard to define

– But matters

• Fun is “Another word for learning” (12)

- Raph Koster

• Includes (26,30,33)

– Engagement

– Satisfaction

– Fiero (triumph)

– The joy of doing

Positive

Feelings

Page 36: Why Games Work- The Science of Learning

36

PART 5

Conclusion

“Rewards … turned play into work,

and the player into a pawn”

– Edward Deci (5)

Page 37: Why Games Work- The Science of Learning

37

Perspective… Again…

Page 38: Why Games Work- The Science of Learning

38 Putting It All Together

Laws of

Learning

Game

Techniques

Motivation Flow. Intrinsic Motivation. Games are

fun. Moment to moment decisions.

Practice Practice to promote mastery. Failure.

Increasing difficulty. Repetition.

Feedback

Feedback is essential to games. Part

of flow. Simplicity correlates actions to

outcomes. Near-term/holistic.

Page 39: Why Games Work- The Science of Learning

39 Putting It All Together (cont)

Laws of

Learning

Game

Techniques

Positive

Feelings

Fun. Flow is pleasurable. Simplicity

and involvement encourages

accomplishment and mastery.

Choice/

Involvement

Games simplify the world to

meaningful decisions. Learning via

moment to moment actions.

Intensity

Flow is intense focus. Feedback loop

is intense actions/outcomes.

Engagement & Immersion (30,33).

Page 40: Why Games Work- The Science of Learning

40 The Question and the Answer

• Q: Why Do Games Work?

– A: For the same reasons as learning!

Motivation

Feedback

Practice

Positive Feelings

Intensity

Choice/Involvement

Page 41: Why Games Work- The Science of Learning

41 The Goal

Learning

Theory

Game

Design

Awesome!

Page 42: Why Games Work- The Science of Learning

42 A Change in Perspective!

Learning Theory Game Design

Awesome!

Motivation

Feedback

Practice

Positive Feelings

Intensity

Choice/Involvement

Page 43: Why Games Work- The Science of Learning

43

THE END

Why Games Work –

The Science of Learning

Thank you for attending!

Curtiss Murphy

[email protected]

Page 44: Why Games Work- The Science of Learning

44 Bibliography (1) • DoD References

1) Fundamentals of Instruction, US Army

2) Revolution in Training, US Navy

3) Train the Trainers, US Air Force

31) Aviation Instructor’s Handbook, Federal Aviation Administration (FAA)

• Books - Learning Science and Psychology 4) How People Learn, National Research Council, 2000

5) Why We Do What We Do, Edward Deci, 1995

6) Drive – The Surprising Truth About What Motivates Us, Daniel Pink, 2009

7) The Paradox of Choice, Barry Schwartz, 2005

8) Flow – Psychology of Optimal Performance, Mihaly Csikmszentmihalyi, 1990

9) Finding Flow, Mihaly Csikszentmihalyi, 1997

10) Cost and Choice: An Inquiry in Economic Theory, James Buchanan, 1999

15) Flourish – A Visionary New Understanding of Happiness and Well-Being, Martin Seligman, 2011

32) Mindset, Carol Dweck, 2008

• Books - Game Design 11) The Art of Game Design, A Book of Lenses, Jesse Schell, 2008

12) A Theory of Fun for Game Design, Raph Koster, 2005

13) Got Game, John Beck, Mitchell Wade, 2004

14) Serious Game Design and Development, Cannon-Bowers and Bowers, 2010

Page 45: Why Games Work- The Science of Learning

45 Bibliography (2) • Articles, Research Papers, Journals

16) “Today’s Video Gamer, It Might Not Be Who You Think”, CNN, 2011

17) “Do Serious Games Work? Results From Three Studies”, Richard Blunt, 2009

18) “Digital Game-Based Learning: It’s Not Just the Digital Natives Who Are Restless”, Van Eck, 2006

19) “Not Just for the Money: An Economic Theory of Personal Motivation”, Bruno Frey. 1997

20) “Self-determination Theory and the Facilitation of Intrinsic Motivation, Social Development, and Well-being”, Richard Ryan, Edward Deci. 2000

21) “Repetition and Learning”, Robert Green, 2009

22) “Toward a Theory of Task Motivation and Incentive”, Edwin Locke, 1968

23) “Instruction and Gaming Elements - What Are They and What Is Their Intersection”, Clint Bowers, 2011 (in press)

24) “The pleasures of immersion and engagement: schemas, scripts, and the fifth business”, J Douglas and Andrew Hargadon, 2001

25)“Motivating Learning in Young Children”, National Association of School Psychologists, 2007

Page 46: Why Games Work- The Science of Learning

46 Bibliography (3)

• Author‟s Prior Research 26)“Designing Effective Games – Flow, Motivation, and Fun”, Murphy,

Chertoff, Guerrero, Moffit, 2011 (in press)

27)“How to Build an Award Winning Training Game”, Murphy, 2010

28)“Designing and Developing Effective Training Games for the US Navy”, Hussain, Moffit, Bowers, Cannon-Bowers, Menaker, Pounds, Koenig, Wainess, Lee, Murphy. 2009

29)“Damage Control Trainer – A Serious Games Case Study”, Murphy, Hussain, 2009.

30)“Why Games Work and the Science of Learning”, Murphy, 2011

33) “Creating Flow, Motivation, & Fun in Learning Games”, Murphy, Chertoff, Guerrero, Moffitt, 2012.

Page 47: Why Games Work- The Science of Learning

47 Bibliography (4) • Games and photos are copyright of their respective owners

– Licensed by „Fair Use‟ or „Creative Commons Attribution‟ license

• Game Acknowledgements – Damage Control Trainer (US Navy, Ratheon, Alion, IDSI, IDEAS, UCF) – Sims 3 (Electronic Arts) – Everquest 2 (Sony) – Royal Envoy (Playrix) – League of Legends (Riot) – Journey (ThatGameCompany) – Tiny Wings (Andreas Illiger) – Red Dead Redemption (Rockstar Games) – 7 Little Words (Blue Ox Technologies)

• Photo Credits (Flickr.com)

– Forest Fairy (Deeble) – Thinking (gavinzac) – Guitar Hero 1 (Severin Sadjina) – Interobang (Stewf) – Designed for men, by women (Kaptain Kobold) – Colorful door (Brentdanly) – Domino Spiral (fracturedpixel) – Bird Amazement (skywidedesign) – Green Pac-Man (Patrick Hoesly) – Electric me with more lazers (navfy) – Red Dead Redemption (Gamer Gourmet) – Magic of the holidays (jmtimages) – Teaching the adult learning cycle (pmorgan) – I will meet you in the garden gate (bitzcelt)