designing games for learning at the emc

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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

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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 Frontier

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Page 1: Designing games for learning at the EMC

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

Page 2: Designing games for learning at the EMC

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

Page 3: Designing games for learning at the EMC

Emergent Media Center @ Champlain College

1.  Build games for learning

2.  Students learn collaboratively creating games

Page 4: Designing games for learning at the EMC

Why Games? Designed for Engagement.

Key Concepts:

1.  Magic Circle

2.  Flow

Image: http://en.wikipedia.org/wiki/Dopamine

Motivation, Attention, Working Memory & Learning

Page 5: Designing games for learning at the EMC

The Magic Circle Johan Huizinga (1872–1945). "Homo Ludens: A Study of the Play-Element in Culture

Boundaries

Page 6: Designing games for learning at the EMC

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

Page 7: Designing games for learning at the EMC

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.

Page 8: Designing games for learning at the EMC

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

Page 9: Designing games for learning at the EMC

Skill-based—Cystic Fibrosis games: Ludicross & Creep Frontier Behavior change—Game to address violence against women: BREAKAWAY

Page 10: Designing games for learning at the EMC

•  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

Page 11: Designing games for learning at the EMC

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

Page 12: Designing games for learning at the EMC

•  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

Page 13: Designing games for learning at the EMC

•  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

Page 14: Designing games for learning at the EMC

1.  Awareness of Problem

2.  Acknowledgement of Personal Accountability

3.  Attitude & Behavior Change

4.  Advocacy for Change

Project Goal: Social Change

Page 15: Designing games for learning at the EMC

•  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

Page 16: Designing games for learning at the EMC

•  Entertainment Education

•  Social Change

•  Role Modeling:

•  Positive

•  Negative

•  Transitional

•  Narrative 70/30 rule

Sabido Methodology

Page 17: Designing games for learning at the EMC
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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

Page 19: Designing games for learning at the EMC
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Page 21: Designing games for learning at the EMC

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

Page 22: Designing games for learning at the EMC

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

Page 23: Designing games for learning at the EMC

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

Page 24: Designing games for learning at the EMC

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