the pedagogy of commercial games
DESCRIPTION
connects the dots between known pedagogy and digital gamesTRANSCRIPT
K.Becker nmc online conf.’05
Pedagogy & Games
The PedagogyThe Pedagogyof Commercial Gamesof Commercial Games
The PedagogyThe Pedagogyof Commercial Gamesof Commercial Games
Katrin BeckerUniversity of Calgary
November 2005
This session examines successful commercial games to connect the
designs of these games with known learning and instructional
design theories.
Prepared for the NMC Online Conference on Educational Gaming
Dec. 7-8 2005
K.Becker nmc online conf.’05
Pedagogy & Games
Why are these Why are these such good such good teachers?teachers?
Amos’n’Andy
The West Wing
K.Becker nmc online conf.’05
Pedagogy & Games
How Do Games How Do Games Teach?Teach?
Learning Theories
BackStory
Boss Challenges
Levels
H.U.D.Heads Up Display
Cut-Scenes
Attract Mode
N.P.C.Non-PlayableCharacters
A.I.Artificial
Intelligence
P.O.V. /PerspectivePoint of View
Variable L.O.D.
Level of Detail
SandboxMode
StoryMode
Transmediality
Gagné’s Nine Events
Trailers
Valorization
Fan Sites & Game
Communities
Each of these elements can be seen as a tool that facilitates learning.
1. Gaining Attention
(Reception)
2. Informing Learners of the
Objective (Expectancy)
3. Stimulating Recall of
Prior Learning
(Retrieval)
4. Presenting the Stimulus
(Selective Perception)
5. Providing Learning Guidance (Semantic Encoding)
6. Eliciting Performance (Responding)
7. Providing Feedback (Reinforcement)
8. Assessing Performance (Retrieval)
9. Enhancing Retention and
Transfer (Generalization
) TutorialMode
Click to progress through events
K.Becker nmc online conf.’05
Pedagogy & Games
Are Games Good Teachers Are Games Good Teachers Too?Too?Each of these elements can be seen as a tool that facilitates learning.
Learning Theories
1. Elaborative Sequence
2. Learning Prerequisite Sequences
3. Summ
ary
4. Synthe
sis5. Analogi
es
6. Cognitive Strategie
s
7. LearnerControl
Reigeluth’s Elaboration Theory
BackStory
Boss Challenges
Levels
H.U.D.Heads Up Display
Cut-Scenes
Attract Mode
N.P.C.Non-PlayableCharacters
A.I.Artificial
Intelligence
P.O.V. /PerspectivePoint of View
Variable L.O.D.
Level of Detail
SandboxMode
StoryMode
Transmediality
Trailers
Valorization
Fan Sites & Game
Communities
TutorialMode
Click to progress through strategie
s
K.Becker nmc online conf.’05
Pedagogy & Games
Some Learning Styles already conjure up images of
various races….
IdealistsIdealists
Photo: Neverwinter Nights http://www.boolsite.net/
GuardiansGuardiansPhoto: Neverwinter Nights http://
www.boolsite.net/wallpapers
How Do How Do GamesGames Teach?Teach?
Learning Styles
RationalRationalss
Assimilator
ArtisansArtisans
Keirsey’s“Races”
Photo: Metroid Prime nintelligent.net
Photo: NOX gamewallpapers.com
Keirsey’s“Races”
Kolb’s“Races”
Kolb’s“Races”
Accomodator
Diverger
Photo: gamewallpapers.com
Photo: Legend of Zelda www.free-computer-wallpapers.com
Photo: Shenmue http://www.boolsite.net
Converger
Photo: Halo 2 www.free-computer-wallpapers.com
K.Becker nmc online conf.’05
Pedagogy & Games
• Concrete-Sequential:• Super Monkeyball • Concrete-Sequential:• Super Monkeyball
Screenshot: mobygames.com
How Do Games Teach?
How Do Games Teach?
Learning StylesLearning Styles
Abstract-Random:Katamari Damacy
Abstract-Sequential:Myst
Concrete-Random:Syberia
Gregorc’s
System of
Learning
Syberia http://www.boolsite.net
Screenshot: mobygames.com
Screenshot: mobygames.com
K.Becker nmc online conf.’05
Pedagogy & Games
Medal of Honor Black and White
How Do Games Teach?
Learning Styles
Felder’sIndex of Learning Styles
Active (doing) Reflective (thinking)versus
Screenshot: mobygames.com
Felder’sIndex of Learning Styles
Civilization III Harvest Moon
Sensing (facts, processes) Intuitive (concepts, relationships)versus
Screenshot: gamespot.com
Screenshot: mobygames.com
Felder’sIndex of Learning Styles
Felder’sIndex of Learning Styles
Visual (seeing, picturing)
Verbal (hearing, reading, saying)
versus
Screenshot: gamespot.com
Electroplankton
Need For Speed
Felder’sIndex of Learning Styles
Psychonauts Screenshot: gamespot.com
versus
Global (leaps, random)
Roller Coaster Tycoon
Sequential (step-wise)
K.Becker nmc online conf.’05
Pedagogy & Games
Next StepsNext Steps
Promo shot
Merrill’s First Principles (applied to instructional game design):
1. Engagement – Solving problems2. Activation – Start Where the player/learner is.3. Demonstration – Show them what we want them to learn –
don’t just tell them.4. Application – New knowledge must be applied to solve
problems.5. Integration – Motivate to apply what was learned
Knowing Knowing whywhy a game is good is not the same as a game is good is not the same as knowing knowing howhow to make a game good, but it is a to make a game good, but it is a necessary first step.necessary first step.
Instructional Games Design Instructional Games Design will require a thorough will require a thorough
grounding ingrounding in BOTHBOTH
Instructional Design Instructional Design ANDAND
Games Design.Games Design.