creative learning and research through modern board game
DESCRIPTION
The presentation is based on the paper presented at the Triple Helix 10th International ConferenceTRANSCRIPT
& Eko Nugroho & Adieb Aryasepta Haryadi
Creative
Research Through Modern Board Game
Learning
INTRODUCTION
- Jane McGonigal, Reality is Broken
Definition of game:
Any activities or media that share the following four defining traits: 1) a goal, 2) rules, 3) a feedback system, and 4) voluntary participation.
What GAME Really is?
BOARD GAME THE OLDEST FORM OF COMPLEX GAMES
the use of board game by ancient people: 1. as a form of recreation 2. a profound ritual 3. the ability to play board games well is regarded as
a sign of intelligence and learning
Get to Know
ancient board games like Senet, Mancala, and Go are invented and played since
3000 BC
MONOPOLY In 1903, Elizabeth Magie invented Landlord
Game. Through the game, she intended to show that rents enriched property owners and
impoverished tenants. The game now is known as Monopoly.
MODERN BOARD GAME
between 1982 and 1994 the Europe (especially German) game market experienced strong and rapid growth
1903 Landlord Game is invented
1930
Monopoly is published
1949 Cluedo is published
1979
Spiel des Jahres
is launched
1983 the first
Essen Games Fair is held
1995
The Settlers of Catan is published
Board Game as
LEARNING & RESEARCH TOOLS
At first, games and board games were studied from a historical perspective.
In 1944, Von Neumann and Morgenstern provided a basis for using games and board
games in the computer sciences and economics, such as in the field of game theory.
Research on board games accelerated with research on Chess, which has proved fundamental in the cognitive sciences.
Board Game as
LEARNING & RESEARCH TOOLS
In 1944, Von Neumann and Morgenstern provided a basis for using games and board
games in the computer sciences and economics, such as in the field of game theory.
1. The opportunity to present a simplified models of real life problems 2. Tried-and-tested methods to compare strengths of different players,
different situations, and different parameters, thus the data can be used as a sample to compare and understand different approach to problems
3. High level of interactivity
WHY?
Board game plays important role in learning and research processes because its simplicity in design process and its high interactivity.
of Modern Board Game
THEME
ELEMENTS
GAMEPLAY
ARTWORK
The theme presented can be seen as the information that the game wants to deliver to the players, while in some
situations it can just be a “makeup” to make the game more interesting.
It helps to deliver a motivation to play.
THEME
In 2010, we have done small project of designing a board game called Simpang Dago.
The majority respond is that people tend to be more aware about the culinary aspect in Simpang Dago. The project highlighted one of potential use of theme to deliver new information effectively.
THEME SIMPANG DAGO
It has the ability to enhance the players’ experience during the game.
It is the interface of the game.
ARTWORK
It is easier to call it the game mechanics, or in a vague sense, what the players do during the game.
GAMEPLAY
“The essential play activity players perform again and again in a game” Salen and Zimmerman in Rules of Play: Game Design Fundamentals
Dice Rolling
Route/Network Building
Worker Placement
TYPES of GAME MECHANICS
Acting
Action Point Allowance System Area Control/Area Influence
Area Enclosure
Area Movement
Area-Impulse Auction/Bidding
Betting/Wagering
Campaign/Battle Card Driven
Card Drafting
Chit-Pull System
Co-operative Play
Commodity Speculation
Crayon Rail System
Deck/Pool Building
Hand Management
Hex-and-Counter
Line Drawing Memory
Modular Board Paper-and-Pencil
Partnerships
Pattern Building
Pattern Recognition Pick-up and Deliver
Point to Point Movement
Press Your Luck
Rock-Paper-Scissors Role Playing
Roll/Spin and Move
Secret Unit Deployment
Set Collection
Simulation
Simultaneous Action Selection
Singing
Stock Holding
Storytelling
Tile Placement
Time Track
Trading
Trick-taking
Variable Phase Order
Variable Player Powers
Voting
Play, Learn, Research &
Photo: happenchance.net
“We don’t stop playing because we grow old, we grow old because we stop playing.”
George Bernard Shaw
Photo: smithery.co
“Combinatory play seems to be the essential feature in productive thought. “ Albert Einstein
Photo: play-basedclassroom.blogspot.com
“We don’t grow into creativity. We grow out of it, rather, we get educated out of it.”
Sir Ken Robinson
motivation curiousity
challenge
In the seminal work Man, Play, and Games, the sociologist Roger Caillois described all forms of play,
including games, as being positioned on an axis between two extreme points: Ludus and Paidia.
Paidia “a primary power of
improvisation and joy”
LUDUS & PAIDIA
Ludus “a taste for gratuitous difficulty”
Ludus
Pai
dia
Learning is the ability to absorb new information through our senses, then process and store the useful bits to be used in future.
Reinforcement Learning: the agent is not taught how to behave, rather it has a “free choice” in how to behave.
Being able to design a game that support the paidic play is indeed one important condition for our purpose because it provide an environment for
players to explore their options in the game with the most flexibility.
The situation in which players have the most flexibility of exploring their options and to implement reinforcement learning by their own choice is the
optimal situation in any learning and research environment.
Supervised Learning: the agent is taught how to respond to
given situation
LEARNING & RESEARCH
Optimizing
Board Game to Enhance
Creative Learning & Research Processes
•Board game has the ability to present a simplified models of real life problems.
•Board game offers tried-and-tested methods to compare strengths of different players, different situations, and different parameters, thus the data can be used as a sample to compare and understand different approach to problems.
•Board game provides high level interactivity which is necessary to transform any data collecting process to be fun and enjoyable.
•By optimizing three major elements in board game: theme, gameplay, and artwork, board game can be transformed into an effective learning and research tools.
•Because board game is relatively simple to design and cheap to produce, its usage to enhance the effectivity of learning and research processes in developing country may be an interesting option.
CONCLUSION
Thank You
Eko Nugroho His research interests are in the areas of
game theory, game design, and interactive learning process.
[email protected] Follow @eNugroho
Adieb A. Haryadi His interests are game design, system design, and media.
[email protected] Follow @adiebharyadi
presentation design by @riocino