designing games for learning at the emc
DESCRIPTION
Intro presentation for NEASC conference describing games for learning illustrated through two EMC projects: BREAKAWAY for the United Nations, and two Cystic Fibrosis games Ludicross and Creep FrontierTRANSCRIPT
Ann DeMarle Associate Professor, Champlain College Email: [email protected] Web: http://www.champlain.edu/Emergent-Media-Center.html BREAKAWAY: http://www.breakawaygame.com
Designing Games for Learning
Artwork: Champlain alumni Dan Peavey
Experience: • Founder, current director Emergent Media Center
• Founder, current director MFA in Emergent Media
• Founder of Game Development degrees
• Founder, director Governor’s Institute of VT in Info Tech
Emergent Media Center @ Champlain College
1. Build games for learning
2. Students learn collaboratively creating games
Why Games? Designed for Engagement.
Key Concepts:
1. Magic Circle
2. Flow
Image: http://en.wikipedia.org/wiki/Dopamine
Motivation, Attention, Working Memory & Learning
The Magic Circle Johan Huizinga (1872–1945). "Homo Ludens: A Study of the Play-Element in Culture
Boundaries
The Magic Circle Johan Huizinga (1872–1945). "Homo Ludens: A Study of the Play-Element in Culture
Individual Choice
Rules
Multiple Pathways
Feedback Systems
Empowerment
Flow Proposed by Mihály Csíkszentmihályi
The mental state of operation in which a person in an activity is fully immersed in a feeling of energized focus, full involvement, and success in the process of the activity.
Magic Circle, Flow, & Learning
Choice • Exploratory & experiential • Try on differing roles • Creative expression • Borderless community
Rules • Well ordered problems • Cause & effect
Pathways • Cycle of expertise/mastery • No failure • Player has a story to tell
Feedback • On demand & in-time learning • Cause & effect • Virtual presence
Mastery
Skill-based—Cystic Fibrosis games: Ludicross & Creep Frontier Behavior change—Game to address violence against women: BREAKAWAY
• Collaboration with Dr. Peter Bingham on Robert Wood Johnson Foundation grant
• Ten students working in two teams
• 1 1/2 years. Initial research with young patients
• Questions:
• Can games improve patient compliance?
• Can games improve lung capacity?
Cystic Fibrosis games
Nicole Lazzaro’s theory of the Four Keys of motivation. • Easy Fun—curiosity, creativity, exploration
• Hard Fun—challenge, goals, mastery
Poster Nicole Lazzaro: http://www.xeodesign.com/about.html
Top: Creep Frontier—ex. Easy Fun http://www.youtube.com/watch?v=AV1j5gprhH4&feature=related
Bottom: Ludicross—ex. Hard Fun http://www.youtube.com/watch?v=s99Iwe_p3nc
• Subjects spent more minutes using Game than Control.
• When effect of game period was adjusted for by covariates, there was a trend relating the game period to improved pulmonary function.
• Game period had a significant effect on vital capacity, stronger still after adjustment for covariates.
Cystic Fibrosis Games Results
http://www.abstracts2view.com/pas/view.php?nu=PAS11L1_3660
• Sponsored by the United Nations Population Fund
• Collaboration with Population Media Center
• Three years—ongoing. Over 120 students
• Initial research in South Africa
• Testing in South Africa, Caribbean, Vermont, & online
BREAKAWAY http://www.breakawaygame.com
1. Awareness of Problem
2. Acknowledgement of Personal Accountability
3. Attitude & Behavior Change
4. Advocacy for Change
Project Goal: Social Change
• Identification with characters
• Role playing real life situations: Player becomes the Transitional Character
• Critical thinking: Interactivity leads to decision-making
• Player experiences cause & effect
• Reflection & storytelling
Games for Social Change Experiential Learning
• Entertainment Education
• Social Change
• Role Modeling:
• Positive
• Negative
• Transitional
• Narrative 70/30 rule
Sabido Methodology
Challenges: Storytelling, Player Choice & Asset Management
• Technology—delivery system
• Universal story—theme
• Setting—could this be every boy’s home turf?
• Language & localization
• Ethnicity — stereotypes
• Clothing — religion—cool factor
• Romantic or sexual implications
• Portrayal of girls: victim, subjugation or strong women
• Portrayal of violent actions
• PR
Results
2000 CDs distributed.
750+ CDs to youth groups participating at the 2010 World Cup:
• Grassroots Soccer
• Ikamva Youth
• ManUp Campaign
• Streetfootballworld
• Restless Development
• Fundacion Privada Samuel Eto’o
Results Web site: • 178 countries • 11,710 unique visitors
Online Game: • 143 countries • 2070 registered users • 52% under 18 • 65% are boys ages 10-16 • Play through& repeatedly (6 hrs/chapter) • 89% saved with positive decisions
Next Steps
• UN: distribution of CDs worldwide
• UN Marketing—getting the word out & the online game into the hands of more youth
• Facilitators guide: for teachers, youth groups, soccer clubs, etc.
• Impact Assessment
• Mobile game
Ann DeMarle Associate Professor, Champlain College Email: [email protected] Web: http://www.champlain.edu/Emergent-Media-Center.html BREAKAWAY: http://www.breakawaygame.com
Designing Games for Learning
Artwork: Champlain alumni Dan Peavey