practical, appropriate, empirically-validated guidelines for designing educational games

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Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games Conor Linehan 1 , Ben Kirman 1 , Shaun Lawson 1 , Gail G Chan 2 1 Lincoln Social Computing Research Centre (LiSC), University of Lincoln 2 School of Health & Social Care, Oxford Brookes University

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Page 1: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Conor Linehan1, Ben Kirman1, Shaun Lawson1, Gail G Chan2

1Lincoln Social Computing Research Centre (LiSC), University of Lincoln2 School of Health & Social Care, Oxford Brookes University

Page 2: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Structure

• Using games for education• Integrating education & games design• Building an educational game based on ABA– Why?– 1. Measure– 2. Analyse– 3. Feedback– 4. Adapt

Page 3: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Why use games in education?

• Good question!• Generally– Grabbing attention– Maintaining attention over long periods of time– Time-on-task predicts learning– Games engender time-on-task

• Also….

Page 4: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Fantasy narrative

Page 5: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Fun

Page 6: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Engagement

Page 7: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Flow

Page 8: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Feedback

Page 9: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Goals

Page 10: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Problem solving

Page 11: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Game Balance

Page 12: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Pacing

Page 13: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Interesting choices

Page 14: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Achievement

Page 15: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Practice

Page 16: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Discovery

Page 17: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Creativity

Page 18: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Experience

Page 19: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Meta-learning

Page 20: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

It goes on!!

• Lots of literature exists on why games should be good tools for education

• Very little on how to ensure that they are• Hence, very little evidence for success– O’Neill et al, (2005) review article– Thousands of articles on educational games– Only 19 had any sort of analysis of outcomes

Page 21: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Using games in education

• When games are designed to educate, to train, or to modify the behaviour of players…..

• They should work• We should should be able to make a case in

advance that they will work.• We need an appropriate, proven process

Page 22: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Structure

• Using games for education• Integrating education & games design• Building an educational game based on ABA– Why?– 1. Measure– 2. Analyse– 3. Feedback– 4. Adapt

Page 23: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Games are funLearning is hardForcing people to learn in games can ruin the fun

“Chocolate Covered Broccoli”

Page 24: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Integrating games design and education

• Can it be done?• It has already been done! By Entertainment

Games Designers!• But games only teach how to jump over

chasms, hack zombies, murder prostitutes, rescue princesses etc.

• We must understand the structure of games & use this in teaching

Page 25: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Integrating games design and education

• Game Structure:– Short, medium and long-term goals– Players must act to reach those goals– Immediate, specific feedback– Complex system of rewards– Long complex tasks broken into short, simple tasks– These are trained individually then chained

together– Mastery criterions

Page 26: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Structure

• Using games for education• Integrating education & games design• Building an educational game based on ABA– Why?– 1. Measure– 2. Analyse– 3. Feedback– 4. Adapt

Page 27: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

ABA

• ABA teaching– Typically one-to-one – Teacher as coach– High performance targets – Repetition– Quantitative– Specific timely feedback– ~90% passing criterion

• Sound familiar? It’s very appropriate

Page 28: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

The methods through which games designers motivate & engage players are very similar to the methods through which ABA teaches.

Page 29: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

ABA

• Also have:– Short, medium and long-term goals– Must act to reach those goals– Immediate, specific feedback– Complex system of rewards– Long complex tasks broken into short, simple tasks– These are trained individually then chained

together– Mastery criterions

Page 30: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

ABA

• Empirically validated:• Successful wherever used– University, secondary, primary, driver training,

special populations.– Early intervention for children with autistic

spectrum disorders.• Practical:– ideal for machine implementation– Quantitative; algorithmic

Page 31: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Structure

• Using games for education• Integrating education & games design• Building an educational game based on ABA– Why?– 1. Measure– 2. Analyse– 3. Feedback– 4. Adapt

Page 32: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

ABA

1. Defining and measuring behaviour2. Recording and analysing behaviour change3. Presenting corrective feedback4. Dynamically adapting to student performance

Page 33: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

1. Defining & Measuring

• Define:– clear, observable learning outcomes– Intrinsic learning (Habgood, 2007)– Hierarchy

• Measuring: – Behaviour must be quantifiable– Those numbers should be meaningful

Page 34: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

2. Recording & Analysing

• Recording:– Everything is recorded! – meaningfully– big benefit of games to ABA

• Analyse: – change in behaviour– Accuracy is dependent on how well behaviour has

been defined, measured and recorded

Page 35: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

3. Corrective feedback

• Operant Conditioning – Importance of consequences– Reinforcement and punishment as appropriate– Scheduling rewards and punishment– Huge amount of evidence on how this should be

done

Page 36: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

4. Dynamically adapting

• Challenges should be appropriate to the learner / player– Balance / pacing– ABA has developed algorithms that deal with this

• Evaluating effectiveness of feedback– All ‘rewards’ are not reinforcing– There are mathematical ways of evaluating the

effect that rewards are having on player behaviour

Page 37: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games
Page 38: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

Conclusion

• To advance educational games we need a proven, appropriate scientific framework

• ABA teaches in a similar way to games, so it’s appropriate….

• ….and very successful• …..and Practical• If not ABA, we need something very like it• Read the paper!

Page 39: Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games

• Conor Linehan• Lincoln Social Computing (LiSC)

research centre• [email protected]• http://lisc.lincoln.ac.uk

This work was carried out as part of the "Leonardo" project "Learn to Lead” funded by the EU Lifelong Learning Program (http://www.learn2lead.unina.it).