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Clark Quinn’s Learnings about Learning

Learning content in scenarios

13 May 2008 by Clark 1 Comment

We’re developing a scenario (code word for serious game :), and I’ve come into a situation where I can see a plausible case for either side, and don’t know of any research results.

The scenario is serving as a the major organizing focus for a course (this specifically is designed for the formal education system). We’ve got a contextualized task that requires applying the curriculum material, and want to make the curriculum material available for access during the scenario.

Here’re the two options I see:

  • One is to have all the tutorial material available from within the scenario. The notion is that once there’s a need, having the information available will optimize the moment of learning. The fear is that taking time to access the information could break the flow of the scenario experience. So, if you couldn’t decide how to set up the quantum physics experiment, you’d access a tutorial on said topic from the lab library.
  • The other is to have a digested down version of the information (in a ‘performance support’ model, that serves as a reference guide and you stay very much ‘in the moment’, but if you don’t know the material, you exit the scenario to get the concepts, and then you go back into the scenario experience, and use the guides for assistance but they’re not sufficient to actually learn from (unless, of course, you’ve already got some foundation). So, if you couldn’t set up the quantum physics experiment with the ‘checklist’, you’d leave the scenario motivated to read the tutorial and then restart/reenter the scenario.

The tradeoff is learning material available versus any effect on ‘breaking the wall’ between the scenario and the external learning environment.

We’re building the scenario, so we’ll actually have the second, and of course if that’s insufficient we’ll add in the first, but I wondered if there’s any ‘a priori’ information. Research solicited, opinions welcome.

Evaluating Serious Games (er, ILS)

7 May 2008 by Clark 2 Comments

I’ve been working with a group creating the rubrics for evaluating submissions in a 2nd Life serious game competition. It’s an interesting issue, as there’re broad variances in what folks are thinking. As a reaction to a draft consensus of opinion, I rewrote the criteria to be evaluated as:

Learning
Comprehensiveness of alternatives to right answer
Match of game decisions to learning objectives
Appropriateness of feedback

Usability
Appropriate interface match to action
Interface navigation

Game
Naturalness of feedback mechanism
Continuity of experience
Seamlessness in embedding decisions into game world
Appropriateness of world to audience
Relevant to irrelevant action ratio
Appropriate challenge balancing
Level of replay (linear, branching, engine-driven)

I know this can be done better.     Your thoughts?

It’s an effort to combine my aligned elements from both education and engagement (the theoretical basis for my book on learning game design): clear goals, balanced challenge, thematic context, meaningfulness of action to story, meaningfulness of story to player, active choice, direct manipulation, integrated feedback, and novelty (see below), with the more standard elements necessary to make a successful online experience.

Alignment of Engagement and Game Elements

I find it useful to revisit principles from another angle, as it gives me a fresh chance to put a reality-check on my thinking. I think my older model holds up (and has continued to over the years), and the extras are not unique to learning games. Some elements cross boundaries, such as feedback having to components: one being the relation to the learning, and the other to the action.

The principles state that, done properly, the best practice (next to mentored real performance) ought to be games. Or, as I like to say: “Learning can, and should, be hard fun!”

Fantastic Gaming (long)

27 April 2008 by Clark Leave a Comment

In the Serious Games discussion list, Richard Wainess posted a thoughtful and eloquent reply to my request for research on the value (or not) of fantastic settings, in which he argued about the necessary learning design depth required in game design. I‘m primed for the discussion since I‘ve just been in the process of designing a learning game with a team. I thoroughly agree with him, and I’d highly recommend you find and read his response except for the fact that it appears there’s no archive. However, I had assumed the issues he‘s suggested, and penned this (slightly modified) response:

I think you’re missing the value of fantastic settings in effectively adding on top of what you say. We could set a task (e.g. negotiation) in several real-life environments, including with a car dealer, with the boss for a raise, with the kids about bed time (bad idea), etc. Or we could set it in space, for example, negotiating with suppliers for equipment, with civilizations for territory, with buyers for products, etc. Once we ensure we’ve put the necessary skills into the game, across differing contexts, and added the post-game reflection, is there a potential benefit for having a more compelling storyline? That trades off positively against the less direct transfer?

Yes, it takes different contexts to abstract and generalize, but let’s not neglect the value of motivation. So I agree it absolutely *has* to encompass the essential skills across contexts (broad enough to generalize to all relevant situations, and to no irrelevant ones). But there’s more than just that. My hypothesis is that embedding them into an exaggerated storyline may enhance the outcomes more than a real-world setting (and the more so the more general the skill).

If it’s not a storyline that the learner cares about, they’re not going to engage like they will when it really matters to them (e.g. the car *they* want to purchase). So we need that motivation, that emotional engagement as well. And that’s when we’re going to want to align the cognitive and game engagement. When people really have to perform, they have external motivation. Don’t we want to embed that in the experience as well?

I suggest that once we get the educational process down and vary the settings in context, that increasing the motivation through a compelling storyline that both is a meaningful application of the skill and is a storyline that the learners care about, will increase the outcome measure more than an more realistic, and dull, exercise. It’s testable, and I want the answer rather than just relying on my intuition (which will suffice for now; I too am trying to meet real needs, not just satisfy academic interests, but I’d feel far better knowing the answer one way or another).

My feeling is, rightly or wrongly, that not enough people get the depths he talks about, and on the other side, the argument I make above. I‘d like the answer, but in lieu of that, I‘m going to stick with my belief. (And later, Richard responded about how my response made him smile, as he’s starting just this research.)

A further claim from another respondent said that we just need to make the next Oregon Trail, which spurred this rejoinder:

If you don’t have the academic underpinning that Richard argues so eloquently for, all the cool window-dressing won’t lead to a thing. If you’ve infinite resources, you can iterate ’til you get the outcomes you suggest, but I’d prefer to draw upon principled bases and shorten the development process by systematically combining deep learning design with creative engagement design.

It almost appears that the few good edutainment titles were more a case of “even a blind pig finds a truffle once in a while” (a botched metaphor, to be sure, but personally relevant as how my friend described me finding my wife) than the result of a real understanding; there are too many bad titles out there. I don’t want to trust to chance that NASA’s MMO will be effective, nor burn through too much $$ to ensure it. I’d like to use what we know to help do it reliably, and repeatably. We owe it to ourselves and to society to demonstrate that serious games are a viable learning vehicle, not a hit or miss (or money sink) proposition.

Ok, so I‘m opinionated. What did you expect? I didn‘t spend, off and on, 25+ years doing learning game design to just throw up my hands. So, am I off my rocker?

Notes on my game Espresso Learning session at the Guild’s Annual Gathering

25 April 2008 by Clark Leave a Comment

I didn’t blog it, since I *was* it (3 times), but Brent did. Here’re his notes from the session.

Serious About Games, and podcasting

29 March 2008 by Clark 4 Comments

Lisa Neal and I have co-written an article about whether there are topics that serious games weren’t appropriate for. If you know me, you can probably guess where we come down on the topic ;).

Her blog has a bunch of interesting 10 things lists. For instance, her most recent post presents 10 reasons why text is better than podcasting. I responded:

I recall a story about an organization where the engineering groups produced white papers that the others wanted to read but didn‘t have time. The training group had someone read the white papers to make audio files, so the engineers could listen to them on their commutes. The engineers demanded more! (How often do training groups get demands for more of their services?!?!)

So, while I personally am not particularly auditory, and you make good points, there are times when they‘re the best tool for the job, as the other commenters suggest.

And, of course, there’s ‘voice’ . So, two topics of conversation. What do you say?

New eLearning Guild report on ILS

18 March 2008 by Clark Leave a Comment

On Thursday the eLearning Guild released their second Immersive Learning Simulation (read: serious games) research report. The important things are the new research results where people who said they were going to be doing ILS show results, a nice piece by Anne Derryberry debunking ILS myths, a practical piece by Kevin Corti looking at implementation, some more great case studies and interviews, and Angela van Barneveld’s updated list of resources and glossary. Disclaimer: it also includes a piece by me about ILS costs, and an unattributed (sigh) game design checklist I developed.

Coupled with the first report, including articles by Mark Oehlert on implementation, Clark Aldrich on the biz case, Jeff Johannigman on game design, and yours truly on ILS design, as well as the initial interviews and case studies, we’re talking a pretty good suite of information. If you’re thinking about serious games/immersive learning simulations (and you should be), you’d be well placed to look at this as a good source of information.

The Guild’s research program, superbly led by Steve Wexler, is a valuable contribution, and is to be lauded. Given the cost (free to Guild members, and associate members who fill out the survey), it’s hard to go wrong with the reports. Yes, it costs to get access to the data, but that’s real business value and it’s appropriate. I know it might seem self-serving to say so, but discounting me, the people on the reports are by and large the right ones, and I’ve seen the detailed work that goes into the surveys. I personally couldn’t say it if I didn’t really mean it; these are really good. Check ’em out!

Warcrack

10 March 2008 by Clark 2 Comments

My wife was away, so I had the kids and a big deliverable. Life was hectic until Friday, and we had the weekend to kill. Both kids were looking for downtime, so I had a chunk of time at my disposal. Now it was time to do something I’ve been wanting to do for a long time: I signed up for the free trial of World of Warcraft (which, in case you somehow don’t know, is *the* massively multiplayer online role playing game, or MMORPG, set in a ‘swords & sorcery’ fantasy).

Now, this isn’t a frivolous pursuit; as I tell the attendees at my (learning) game design workshop, to do this well you have to be on top of the different forms of media experiences and what makes them engaging, to have the broadest repertoire of sources to draw upon. I also say that it’s important to try games outside your area of comfort. Being ever mindful of financial issues, I note that a great way to do this is to try out the free trial demos of all the different games that are available. So, it was with serious intent that I started my trial…oh, the heck with it, I like fantasy, and I was looking forward to it. OK?

Now, it’s a bit of a confession to admit that this was my first MMORPG, but I also to get to admit that it wasn’t much different than I imagined. You move around, and fight monsters, gaining levels, attempting to get more powerful weapons and armor. That said, there are some very interesting features, and some frustrations.

The world is quite simply gorgeously realized. It may not rival the best console games, but it’s certainly stunning, particularly as it’s playing over a network! And the entrance for new players is quite reasonable. They do suggest you read the manuals (which I’ve yet to find), but they give you hints as you go along, and set you a series of quests that develop your skills. The nice thing about the quests is that they’re reasonably well set in the world.

It’s quite impressive, BTW, just how much they can cram into a small area.   You don’t go far to be questing after new goals, even surrounded by a bunch of other folks doing the same.   It doesn’t feel crowded, but right next door to a previous quest is a new one.   You didn’t realize that just beyond that rise, there was a whole new camp of evil creatures, yet when you make that traverse it’s totally plausible that they were there all the time.

The difficulty goes pretty linearly, the farther from your home you go.   The world is constrained to have you doing things in this area, then this next, one, and each gets gradually   harder.   If you go too far too fast, you’ll die.   Of course, dying is of no real consequence, either, you can go back and revive your corpse and keep playing (and it’s not morbid, really).

It *is* a multiplayer world, with all that conveys. There are other people clearly doing the same quests you are, and you can all do them independently, but you do realize that it’s a ‘setup’. And there are the predictable puerile folks doing things like creating inappropriate names and yelling obscenities. However, as a trial user I couldn’t join groups, and the quests were capable of being done alone. I could see how coordination would help on some I’m currently at right now, but I worked out one on my own via some strategic thinking.

There are only a couple downsides. For one, some of the interface elements are not ‘safe’ enough. I was trying to look through my stuff to trade and sell, and I think I bought something and then sold it back again before I realized it. Unfortunately, the price you get is less than the price you pay, so it was a very quick act of unintended philanthropy. It’s also surprisingly hard to find good information about certain constraints. As I mentioned, the manual is hard to find, and it’s tough to find answers to specific questions. I’ll admit that I have a tendency to charge ahead (at least, in games ;) and just try things, which isn’t bad but may lead me to inappropriate actions that I’d rather have warnings about at the beginning. And it’s a very rich world.

It’s well done, and it’s clear what a big budget will let you do. I think that there are some real good ideas in helping new folks (newbies) get up to speed, when you have a large investment in time to pay off. and, it really is fun, but ‘hard fun’, and I’m going back ’til my trial is over.   Then I’ll stop. Other things to do, and no need to acquire yet another time sink. But I’m glad it’s a limited time trial!

MMORPGs as Learning Environments

21 February 2008 by Clark 4 Comments

I was recently part of a PhD thesis project that asked some folks to do a Delphi process about the educational use of MMORPGs. It was interesting, and of course thought-provoking, and now it‘s done I can talk about it.

Beyond the obvious benefits of a potentially motivating context for learners, and commitment by the learner to the extent they‘ve customized the experience, there were some deeper issues. However, there appeared to be assumptions that it had to be massively multiplayer, and that existing such games would be used, as opposed to designing ones with specific characteristics to work with a selected cohort of learners. So we can first talk about those assumptions, and then move beyond.

One obvious concern is that in an existing environment, there are no specific learning affordances other than the game mechanics (which may not have much social benefit: there are little benefits to beating up kobolds outside the game environment). Now, some of the game mechanics may have transfer, particularly social ones, c.f. the leadership skills purportedly developed in World of Warcraft, so there are reasons. And, of course, you can always talk about learning in such environments.

The flip side of the social environment is the possibility for inappropriate social activities that can happen in real life, e.g. bullying, but this is not unique to the online learning environment and merely needs the same approaches of education and monitoring that you‘d want in real life.

Now, if you can design characteristics of the environment, such as the ability to build things (e.g. as in Second Life, where you can do 3D modeling, but it‘s not a game), and you can create the context and task for learners, you can embed specific learning outcomes into the environment (you know that designed learning environments is what I‘m about).

Of course, I‘ve also mostly been about individual learning experiences, and have argued that unless you‘ve social learning objectives, there‘s not a principled reason to build social games. However, that is neglecting the benefits of collaboratively problem-solving (though it can be done by post=game reflection), which often has great learning benefits (e.g. social learning theory: Bandura, Vygotsky, etc).

One of the big themes that emerged that I hadn‘t really tweaked to but now embrace is that such environments may foster 21st century skills. Such environments naturally include communication and collaboration, and could easily be augmented.

And, of course, one of the challenges even if we could develop and deploy these is ensuring that mentors or teachers are capable of scaffolding the learning from these environments. That, I think, is a 21st century skill needed now amongst educators, and it still needs to be developed (and motivated and rewarded!).

It‘s pleasing to see these explorations, and here‘s hoping there‘s more.

Spores of Imagination

2 February 2008 by Clark 1 Comment

A wise colleague of mine pointed me to this video of Will Wright talking about his new game Spore to the TED conference (I was invited once, years ago when I was in Australia, but it was a lot of money at the time, on an academic salary with the exchange rate then…). It’s a fascinating talk, covering the game design but also the philosophy behind it.

Will Wright, in case you don’t know, is the genius behind Sim City and The Sims, two famous games. He’s revered among game designers because his games are complete leaps to a new game space, and successful. He has a talent for taking something he finds interesting, building a model (a simulation is just a model, a scenario is when you put it in an initial state and ask the player to take it to a goal state, and a game is when you tune that experience until it’s engaging), and then making the experience of manipulating the model into a game. In particular, one of the hallmarks of his work is his ability to tune it in unique and non-obvious ways (e.g. monsters coming in to smash your cities) to create a compelling and yet thought-provoking experience.

Here he talks about the game design, but couples it to important issues. How games are toys that can help us learn. It’s the final statement that resonates, about using this new game as a tool to foster long-term thinking. Really, that’s what I’m on about, using games as tools to develop new ways to think. And here’s a master. Enjoy, and reflect.

ILS report update (please)!

21 January 2008 by Clark 1 Comment

The eLearning Guild’s report on Immersive Learning Simulations (disclaimer: I wrote one of the articles) had not only the written component, but data put in by over a 1000 organizational elearning folks, and available as an option. In their ongoing efforts to track the market, they’re looking for people to update their responses (and we’ve added a few new questions).

I want to encourage this, as if you become an associate member (free), and fill out the survey, you get a free copy of the report, with not only my contribution on design, but Mark Oehlert’s on implementation, Clark Aldrich on the business case, Jeff Johannigman on game design, Angela Van Barneveld’s glossary and resources, interviews and more. Free! Plus points you can redeem for stuff.

Here’s what you should do:

  • Go to www.eLearningGuild.com <http://www.eLearningGuild.com>
  • Make sure you are logged in
  • Click on “Update My Profile” from your MY ACCOUNT menu
  • Select the survey called “Simulations, Games, and Immersion Learning” from the menu on the left, complete the survey, and SUBMIT it.

If you’re not a member, you can just join as an associate (free).   Note: They also want more people to complete the Simulation Tools survey they didn‘t get quite enough responses to prepare a comprehensive analysis in the Authoring and Development Tools report. Again, fill out the survey, get a free copy of the report. I expect there’ll be a similar update to mobile later in the year.

Admittedly, the data access is extra cost, but if you want benchmarking or product reviews, it’s likely to be the best most unbiased data available! I get nothing for you doing this, BTW, I’m just aware of how hard they’re working to really do this right, and think it’s worth promoting on it’s own merits.

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