the pedagogy of commercial games

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K.Becker nmc online conf.’05 Pedagogy & Games The Pedagogy The Pedagogy of Commercial Games of Commercial Games Katrin Becker University of Cal gary 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

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connects the dots between known pedagogy and digital games

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Page 1: The Pedagogy of Commercial Games

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

Page 3: The Pedagogy of Commercial Games

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

Page 4: The Pedagogy of Commercial Games

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

Page 5: The Pedagogy of Commercial Games

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

Page 6: The Pedagogy of Commercial Games

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

Page 7: The Pedagogy of Commercial Games

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)

Page 8: The Pedagogy of Commercial Games

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.