learning game design team communication

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Susan Coleman, PhD Ellen Menaker, PhD Talib Hussain, PhD IDSI IDSI Raytheon BBN Technologies [email protected] [email protected] om [email protected] A Communication Framework: A Babel Fish for Instructional Game Designers

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Presentation of research to better understand how different disciplines on a learning game design team think about learning game design. Includes actions design teams can take to mitigate misunderstandings. Also includes implications for a hybrid learning game design model.

TRANSCRIPT

  • 1. A Communication Framework: A Babel Fish forInstructional Game Designers [email_address] [email_address] [email_address] Raytheon BBN Technologies IDSI IDSI Talib Hussain, PhD Ellen Menaker, PhD Susan Coleman, PhD

2. Topics

  • Introduction
  • The Babel Fish
  • Research purpose
  • Participants
  • Procedure
  • What we found and what it means

3. Hitchhikers Guide to the Galaxy Douglas Adams 4. I need a serious game! I need a game that has elements of fun and helps the player attain instructional goals! 5. Research Purpose

  • Examine how different disciplines conceptualize serious game elements
  • Identify specific actions that can be taken to mitigate misunderstandings
  • Inform a hybrid serious game design model

6. Procedure

  • Pilot Survey
  • Final Learning Games Design Survey (88 items)
    • Demographics (7)
    • Rate importance of game elements (22)
    • Rate the agreement or disagreement with statements (33)
    • Rate frequency of expected change for game elements (22)
    • Select best definition of terms (4)
  • Analyzed survey data by discipline and game-type experience
  • Reported findings in 5 areas
    • Goals, authenticity, design, feedback, fun

7. Participants

  • Distributed survey to the Learning Game Design COI (n=89)
    • 49% response rate
    • Disciplines:
      • Gaming (37%)
      • Instructional (67%)
    • Gaming Experience:
      • Entertainment games (27%)
      • Simulations (36%)
      • Instructional games (38%)

8. Key Finding Agreement on many items, but significant differences were detected in the levels of agreement

  • May impact decisions
  • May impact priorities
  • May be the source of many communication issues

9. Findings - Goals

  • Agreement
    • Communicating learning goals is important
    • Achieved learning goals are the most important aspect of game evaluation
  • Differences
      • Learning objectives are important
      • LOs are primary driver of an instructional game
      • A good instructional game must produce measurable learning outcomes
      • Game goals and learning objectives must align
      • LOs can be changed to accommodate scenario design
      • Usability is the most important aspect of instructional game evaluation
  • Implications
    • Articulate alignment of LOs with game goals
    • Solicit multidisciplinary input into prototype evaluation criteria
    • Agree on criteria for setting LO priorities

10. Findings - Authenticity

  • Agreement
    • Fantasy is OK
    • Tasks should align with required cognitive thinking
  • Differences
      • Fantasy should provide a useful metaphor
      • Important to mirror real-world tasks
      • Fantasy makes games more compelling
  • Implications
    • Discuss impact of design choices on associated cognitive skills
    • Articulate the connection between cognitive requirements and fantasy

11. Findings - Design

  • Agreement
    • Incorporate well-developed characters
    • Use dynamic graphics
    • Adapt game to player performance
    • Allow for learner control
    • Accommodate novice and expert
  • Difference
      • Expect key design elements to change frequently
  • Implications
    • Identify all elements that are impacted by design changes
    • Discuss instructional trade-offs of changes to gaming mechanics (and vice versa)

12. Findings - Feedback

  • Agreement
    • It is important to assess performance and give feedback
    • It is OK to stop game to give feedback (even explicit feedback)
    • Penalties are OK in an instructional game
    • Natural feedback alone may not be sufficient
  • Differences
      • Frequent feedback strategy changes during design are not expected
      • Feedback is used for its instructional value
      • Feedback is used for motivation
  • Implications
    • Discuss how to design feedback to be instructionally valuableandmotivational
    • Consider criteria for interrupting the game for feedback

13. Findings - Fun

  • Agreement
    • Fun is important
    • Fun is not necessary for instructional effectiveness
    • Learners should enjoy the instructional game
    • An engaging game is a fun game
  • Differences
      • Learning is the priority
      • Fun is the priority
      • Someone having fun is more likely to learn
      • Better for users to think of themselves as players rather than learners
  • Implication
    • Reconcile recommended design changes with fun

14. Findings - Definitions

  • High-fidelity instructional game
    • Authentic thinking (75%)
    • Authentic environment (19%)
    • Authentic tasks (6%)
    • Authentic tools (0)
  • An immersive instructional game
    • A rich environmental context (50%)
    • Player is constantly engaged (25%)
    • An emotionally compelling context (19%)
    • Player is constantly interacting with other players (6%)

15. Findings - Definitions

  • Engagement in an instructional game
    • Player is always thinking (61%)
    • Player is always feeling (19%)
    • Player is always learning (11%)
    • Player is always doing (8%)
  • Adaptive instructional game
    • Adjusts the difficulty of challenges (81%)
    • Adjusts the type and frequency of feedback (14%)
    • Adjusts amount of information provided (3%)
    • Adjusts type of gaming skills provided (3%)

16. Trend There is more variation among responses from the gaming disciplines than the instructional disciplines

  • Instruction has an established science that purposefully allows us to make predications
  • Instructional curriculums provide a common field of professional preparation and experience
  • Variation in game designer responses will likely decrease as more is learned within the disciplines and preparation programs mature
  • This could be a sampling issue and needs to be verified with future research

17. Hybrid design model implications

  • Include steps that:
    • Set learning objectiveprioritiesearly in the design process
    • Check adherence to established priorities during the design process throughout design
    • Document connections between cognitive requirements and design choices (including fantasy and fun)
    • Develop strategy regarding whether, when, and how to interrupt game play for instructional reasons
    • Develop strategy for evaluating both instruction and game play during development
    • Gain approval for all changes by lead game and instructional designers

18. Conclusions

  • Communication involves more than the simple translation of terms that a Babel fish might offer
  • Instructional game design teams need to understand the expectations, principles and research upon which team members base their actions
  • Future research needs to focus on further distinctions among disciplines to explore the subtle differences and the rationale behind them

19. Questions?

  • A Communication Framework:
  • A Babel Fish for Instructional Game Designers
  • Paper 10394

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