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Clark Quinn’s Learnings about Learning

Missed this…

19 August 2008 by Clark Leave a Comment

Maybe I was in the woods last summer when this came out, or maybe it passed under the radar?   On July 16 of   last year, the House of Representatives (on a voice vote, no record) passed House Resolution 487:

Recognizing the contribution of modeling and simulation technology to the security and prosperity of the United States, and recognizing modeling and simulation as a National Critical Technology.

Wow, what I do is critical!   And here I thought I was just having fun and doing good…   I found out about this when it was cited in an RFP we (partner organization and I) were responding to.   Not quite sure what this means, practically.   I can be somewhat naive of governmental subterfuge (while cynical of the whole thing), but item 7 caught my eye:

(7) encourages the development and implementation of ways to protect intellectual property of modeling and simulation enterprises.

So, maybe this is a way to give some legal ammunition to an organization that’s fighting to wall-off certain approaches?   If so, hopefully prior art will prevail (c.f. Blackboard).

At least it did prod a governmental organization to prioritize simulations (read: scenarios, better yet: tuned into games).   If we can get organizations, governmental and not, to think harder about deep practice (when needed, and this instance is a case of resistance and complex new procedures), we’re increasing the likelihood of effective outcomes. Which is what I really care about.

Game Development Tools

15 August 2008 by Clark 7 Comments

The last topics in our 2 day game design workshop for the Guild (great group of attendees, great experience) were evaluation, production, and organizational issues.   On the production issue, the perennial topic of tools came up.   In thinking about it, I realized that we needed a map, so I started coming up with one (a diagram, of course :) ).   I ran it past Jeff (Johannigman, my co-conspirator on the workshop) in our taxi to the airport, to his general approval.

gametoolspace

The two dimensions are complexity of the scenario (only covering branching and model-driven), and the power (e.g. complexity) of the tool.   It’s a pretty linear map, and realize that small distances aren’t significant (so the clusters are roughly equivalent).

The impossible dream is that tool that everyone wants that makes it easy to develop model-driven interactions.   Sorry, I’m convinced it can’t exist, because to be flexible enough to cover all the different models that we’d want to represent, it’s got to be so general as to be essentially just a programming language.   QED (Quinn Ephemeral Decision).

This is a first stab, so feedback welcome.   If desired, I can create it in Gliffy and we can collaboratively develop it (though my first effort with that was underwhelming in participation…).   Thoughts?

(Really) Mobile Games

7 August 2008 by Clark 1 Comment

There have been some interesting experiments with location-specific games (see the work David Metcalf talks about), but this article really is interesting, talking about GPS equipped phones.   I recall an early game for the Treo that placed aliens around you virtually (laid the images over your camera image), and you had to pan around with your Treo, spot, and shoot them. This is much more.

Now, imagine the learning potential: games for onboarding that have you and your cohorts running around the campus or plant and solving puzzles; having to try to sell to virtual customers, and tracking their effectiveness in both space and time; the rest are left as an exercise for the reader (I’m on vacation, after all… :) ).   A topic for the Summer Seminar Series next week?

DevLearn ’08

6 August 2008 by Clark 2 Comments

Up in the mountains, there’s lots to reflect on, little time to capture it. However, I do want to note that DevLearn is again on the horizon (November), which will include keynote, preconference sessions, concurrent sessions, and more.

I’m really looking forward to Tim O’Reilly’s keynote, as his description of Web 2.0 is fairly definitive.   I reckon I’ll again be part of the pre-conference sessions on Serious Games, er, Immersive Learning Simulations, and Mobile Learning as well.   I have a concurrent session on deeper instructional design which is stuff I really believe is fundamental yet seemingly not widespread, and fortunately has been well received in a few prior instances.

The real excitement for me is having a chance to catch up with some of the brightest folks in the business, like Tony Karrer, Will Thalheimer, Ruth Clark, Judy Brown, David Metcalf, Mark Oehlert, Brent Schenkler, Frank Nguyen, Lance Dublin, Karen Hyder, Michelle Lentz, and more, as well as the new folks I’ll meet.

The Guild’s conferences have always been a highlight of the year for me, so I hope I’ll see you there!

Am I deluded?

10 July 2008 by Clark 2 Comments

As you should know, my book Engaging Learning: Designing e-Learning Simulation Games was published back in 2005.   I was just talking to them about some other possible projects, and the question arose about why it hadn’t been more successful.   I had my story, but I’d welcome your feedback.

I’m quite proud of the book, I have to say; I believe it accomplished what I intended it to, which was to lay out a principled framework about why games are effective for learning, and then give you a systematic process to go about designing them, along with some hints and tips.   It came out at a time when interest was peaking about using games to meet learning needs.   So, why didn’t it fly off the shelves?   My answer is severalfold:

  • It wasn’t marketed well.   My publisher basically sent a few copies to reviewers, and then did little.   I may have not been proactive enough in letting them know my speaking engagements, but I did do a lot of speaking and writing.   That may not have been leveraged sufficiently.
  • The unique contribution, that this book is about how to design learning games, wasn’t really communicated.   That is, while some books tell you about why it’s important, this was the only one that really gives you a design process.   (And still is, as far as I can tell.)
  • At the same time, lots of other books came out that were about games for learning, authors including Johnson, Gee, Shaffer, Aldrich, Koster, and more. They had a different proposition, but some were higher profile for a variety of reasons, and the sheer quantity created confusion.

Now, there are other possible reasons, including most obviously that the book isn’t any good.   I’ve received very nice comments from people who’ve read it, but one of the few Amazon reviews isn’t very nice (I noticed only recently).   So, I could be self-deluded.   Also, I’m not a great self-promoter (that is, while I’m convinced that I’m quite good at what I do, I’m not very active in going out and selling that idea to people).     I probably should’ve been more forward in getting those who told me they liked it to write Amazon reviews (please, feel free!).

I’d really welcome feedback on this, as I did try to make a unique and valuable contribution, and still expect that the book could have ‘legs’ if I can figure out where I might refocus some of my or my publisher’s efforts.   They did mention that they’ve reorganized their marketing department ;).   Comments?   Honest and constructive encouraged as well as supportive.

What do *you* want in a Serious Games Seminar?

8 July 2008 by Clark 4 Comments

Ok, so you know I’ll be co-leading the eLearning Guild’s Summer Seminar Series on Immersive Learning Simulations with Jeff Johannigman (hope to see you there!).   We’ll be getting seriously into planning soon, and it occurred to me to find out your thoughts on what should be there.

It’ll be based at least somewhat on my tried and true workshop, but it’ll have Jeff’s expertise in game design, and a broader focus including at least separating ILS from Virtual Worlds.   So, what should absolutely be in there? What would be nice to have? What should we skip?   I’d like to have your input to make it as good as it can be!   So, your thoughts?   (And thanks in advance!)

Expert vs designer: who wins?

3 July 2008 by Clark 4 Comments

We had quite the heated discussion today on a project I’m working on, and one of the emergent issues was whether ‘the expert’ dictates the objectives, or whether the developer could change them. I recognized that this is not only an issue in our process going forward (read: scalability), but it’s also a larger issue.

In this case, the design that was presented by the developer to the expert (this is a simplification, our team process is more complicated than this :) ) didn’t match the expert’s expectation. (This was an artifact of a bad choice of language at the beginning that confounded the issue.) However, the expert expected to present the objectives, and the game would be designed to achieve that objective. Which I would agree with, but with one caveat.

My caveat is two-fold. First, experts aren’t necessarily masters of learning. Second, they may not actually have access to the necessary objectives: expertise is ‘compiled’ and experts don’t necessarily know how they do what they do! (An outcome of cognitive science research, it’s something I talk about in my ‘deeper elearning’ talk and also my white paper on the topic, .pdf) In this case the experts will be instructors on the topic, so presumably they’re both aware of content and learning design, but we all know courses can be too much knowledge, not enough skill.

Now, as Sid Meier said, “a good game is a series of interesting decisions”, and my extension is that good learning practice is a series of important decisions. I claim that you can’t give me a learning objective I can’t make a game for, but I reserve the right to move the objective high enough (in a learning taxonomy sense). Similarly, I can see that an expert might bring in an objective that’s not appropriate for any number of reasons: too low a level, not something individuals would really have difficulty with, or not important in the coming years, and the developer might not recognize it as wrong from the point of view of domain expertise, but when mapping a game mechanic onto it would realize it’s wrong because it’s an uninteresting task (or they’re more closely tied to the audience, often being younger, more tech-savvy, etc).

So, I believe (and it’s been my experience) that there’s of necessity a dialog between the source of the domain knowledge, be it expert, professor, whatever, and the designer/developer/whatever. When it comes to objectives, once the expert understands the developer’s point, they do get the final say on the necessary task & skills, but they need to be open to the developer’s feedback and willing to work with them to produce a design that’s both effective and engaging. My book is all about why that’s a doable goal and how to, but in short the elements that make learning practice effective align perfectly with the elements that make an engaging interactive experience (and so say many authors, including Gee, Prensky, Aldrich, Johnson, Shaffer, the list goes on).

Similarly, the developer has to design the game experience around the objective, and while the expert may provide feedback about aesthetic preferences or information helping to establish the audience, at the end the developer has final say on the engagement. With good intentions all around, this will work (with bad intentions, it won’t work regardless :).

Which is, of course, where the team ended up, after an hour of raised voices and frustration. All’s well that ends well, I reckon. Are your experiences or expectations different?

Buy Smart!

17 June 2008 by Clark Leave a Comment

Don’t ask how my thoughts got here, but I was reflecting on the fact that the western economy is largely predicated on a free market (whether we truly achieve that is a different rant). Which, to work properly, needs consumers to be ‘optimizing’. That is, for the free market to drive improvements and fair prices, people have to vote effectively with their dollars.

Which isn’t the case. Herb Simon, the polymath who won a Nobel Prize in economics before becoming one of the world’s top cognitive scientists, coined the term ‘satisficing’ for consumer behavior. That is, folks will settle for what’s good enough. Worse, they’ll settle for how they’ve been manipulated (read: advertising).

My proof is simple (though it works better in Australia where there’s more comprehension of the example): if market pressures worked, every fish and chips shop in Australia would make perfectly light, crispy fish and chips. I mean, we know what it takes to do that. Instead, it’s real easy to find greasy, soggy fish and mealy fries. Someone is buying that fish! QED.

Which is why one of the serious games I’d really like to do is have the player try to succeed in an advertising agency. (Thought I’d written about this before but couldn’t find it. Apologies if I have.) Such a game would help folks understand just how advertising works and ideally help folks become more resistant to it.

But there’s more. I suggest (educated and interested amateur speaking) that our current system doesn’t truly allow for tracking individual contributions (or good teachers would be wealthy :). There are economic systems that do this tracking, but to my understanding, the overhead is unwieldy and ultimately impractical. So, rather than try to change the system, my simple answer is to educate folks (hence my passion for learning).

buysmartlogo-bycooltext

Where my thinking led me was to a ‘buy smart’ campaign. I wonder what we could do if we just managed to get profile to the message that folks should research the bigger picture of your purchase: looking at maintainability, repair, longevity, ideally also including environmental and social impact (can’t help it, I’m a wilderness person :). The more we look for the right choice, not just the easy or popular choice (extraneous of the immediate price pressures we’re currently seeing), the more we end up matching the assumptions of the economic system we are using. And that’s got to be better, right?

I guess it’s just that same wisdom schtick again, thinking longer term and with broader responsibilities. Yet, I can’t help thinking raising awareness could be a small step toward a better future. You think?

‘Good’ Theft

12 June 2008 by Clark Leave a Comment

On Gamasutra (the game developers site), there’s an article that uses the new release of Dungeons and Dragons to inspire thoughts about improving games. What I want to note is the following quote, which nicely captures what I try to tell attendees at my game design workshop:

Being inspired by concepts is not just a good idea. When your skill reaches a high enough level, it becomes a state of mind. Start by analyzing games in similar genres for good ideas. Dissect those ideas and learn from them. Then jump to similar games in different genres. Pen and paper role playing games and board games are a great next step.

A true epic-level master of concept-yoinking like Shigeru Miyamoto can take gameplay features from abstract activities like gardening. Pay attention to everything you see, from movies to conversations with friends to patterns in the ceiling tiles. Where do designers get the inspiration for new games? It’s all thievery.

I remember when Lewis & Reimann, in their online HCI text, said something to the effect of: ‘plagiarize, as far as your lawyers will let you’. The point being not to reinvent the wheel when there’re good examples out there already. You may be the da Vinci of game design, but it’s not the way to bet. Use tried and tested solutions from the world around you; you’ll have plenty of challenge integrating them into a coherent whole without having to reinvent genres.

What I tell my learners is that they have a new, onerous responsibility: they have to start taking in lots more quantity and variety of popular culture – read more novels, watch more movies, play more games, etc (ok, so I’m joking about the ‘onerous’ part :). The reason being, they need richer grounds to mine for ideas to improve their games. They need to consciously evaluate what’s working for them, or others (even if it doesn’t work for them).

When I looked at design a number of years ago, one of the models that came out was a process of modifying (mutating) existing designs or combining elements from more than one previous design. Design is good, streamlined design is better in most instances where pragmatism holds sway, like limited resources, scope, and or schedule (“fast, cheap, or good: pick any two”). So, be an integrator, a synthesist, a problem-solver. Hey, if Shigeru is doing it, you’ll be in good company!

(Serious) Games in 5 paragraphs

15 May 2008 by Clark 3 Comments

Just as I did for mobile, here’re 5 paragraphs on games:

Serious Games (or, to be Politically Correctâ„¢, Immersive Learning Simulations) have hit the corporate learning mainstream, so you should be asking yourself: “why are people excited” Quite simply, because games (I‘m not PCâ„¢) are probably the most pragmatically effective learning practice you can get. Sure, mentored real performance is the ideal, but there are two potential hiccups: scaling individual mentors has proven to be unrealistically expensive, and mistakes in live practice often are expensive, dangerous, or both. Why do you think we have flight simulators?

For principled reasons, the best learning practice is contextualized, motivating, and challenging. Interestingly, so are the most engaging experiences. It turns out that the elements that cause effective educational practice line up perfectly with those that create engaging experiences. Thus, we can safely say that learning should be ‘hard fun‘.

Then the issue becomes if we can do this reliably, repeatably, and on a cost-effective basis. It turns out that the answer to this question is also in the affirmative. While you can‘t just shove gamers and educators in a room and expect the result to work (all the bad examples that led to ‘edutainment‘ becoming a bad word are evidence), if they understand the alignment above, systematically follow a creative process (no, systematic creativity is not an oxymoron; why do we have brainstorming processes?), and are willing to take time to ‘tune‘ the result, we can do this reliably.

The question is really: when to use games. The answer for engine-driven (read: programmed, variable) games is when we have a need for deep practice: when there are complex relationships to explore, or making the change will be really hard. Branching scenarios are useful when we want to experience some contextualized practice but we don‘t need a lot of it. And the principles suggest that at minimum, we should write better multiple-choice questions that put learners into contexts where they must make decisions where they‘re applying the knowledge, not just reciting it.

And, yes, we can spend millions of dollars (I can help :), but for many needs we may not need to. While there isn‘t any one tool that lets us do this, there are a number of cost-effective ways to develop and deliver on the resulting design. As I like to say “if you get the design right, there are lots of ways to implement it; if you don‘t get the design right, it doesn‘t matter how you implement it”.

Further resources include:

  • My book on designing games
  • The eLearning Guild’s Research Report on ILS
  • The Serious Games site
  • Clark Aldrich’s blog on learning games
  • My other game blog posts
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