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Supporting Active Learning Through Simulation Games

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Title: Supporting Active Learning Through Simulation Games


1
Supporting Active Learning Through Simulation
Games
  • Maria Fasli
  • University of Essex
  • Department of Computer Science
  • mfasli_at_essex.ac.uk
  • http//cswww.essex.ac.uk/staff/mfasli/

2
Outline
  • Introduction
  • Games
  • Motivation Context
  • e-Game
  • Example simulation game
  • Benefits
  • Conclusions

3
Introduction
  • Engagement and motivation play fundamental roles
    in learning
  • Setting goals, problems and challenges motivates
    students
  • Learning by doing is more effective
  • Putting into practice knowledge and skills helps
    students gain a deeper understanding and retain
    knowledge
  • Motivated students learn better

4
Games I
  • Fascinating
  • Different types of games action, adventure,
    fighting, sports, strategy, puzzles, simulations
  • Key elements of games
  • Goals and objectives
  • Competition/challenge/opposition
  • Outcomes and feedback
  • Interaction
  • Storyline
  • Rules

5
Games II
  • Games have a number of characteristics that make
    them attractive from a pedagogical point of view
  • They immerse users into a world
  • They are interactive, engaging and fun
  • They encourage and promote active learning
  • They motivate participation
  • Provide instant feedback on the users actions
  • Tedious and difficult tasks can be fun when they
    are part of a good story

6
Games III
  • What can be taught through games?
  • Facts, principles, cause and effect, complex
    problem solving
  • Successfully integrating gaming principles and
    techniques into a learning environment could
  • Make learning itself for fun
  • Provide a challenge for the students
  • Help them learn more effectively
  • In some knowledge domains simulation games may be
    the only way of simulating and practicing real
    world problems (e.g. military, aviation, medicine)

7
Simulation Games
  • Educational simulations (as opposed to tutorials
    and drill-and-practice forms) excel in that they
    represent experience as opposed to information.
    Learning through direct experience has in many
    contexts, been demonstrated to be more effective
    and enjoyable than learning through information
    communicated facts. Direct, multi-sensory
    representations have the capacity to engage
    people intellectually as well as emotionally, to
    enhance the contextual aspects of information,
    and to encourage integrated, holistic responses.
  • Laurel, B. Computers as Theatre (1991)

8
Motivation and Context I
  • Agent Technology for E-commerce
  • A graduate course in Computer Science whose aim
    is to teach principles of design and
    implementation of software agents that can be
    used in e-commerce applications
  • Software agents in e-commerce continuously
    running entities that can negotiate for goods and
    services on behalf of their users reflecting
    their preferences and negotiation strategies
  • Core topics negotiation protocols such as
    auctions and other bargaining protocols and
    strategic behaviour
  • Problem how to provide students with hands on
    experience of the problems that can arise in a
    dynamic environment such as a marketplace?

9
Motivation and Context II
  • Experimenting in real marketplaces NOT possible
  • Only realistic alternative simulations
  • Underlying idea integrate concepts and
    techniques from gaming in a framework that would
    support active learning
  • Enhance the students learning experience
    through
  • Interactive teaching of principles
  • Hands on experience by putting principles into
    practice
  • Providing instant online feedback on their
    coursework

10
electronic Generic Auction MarketplacE I
  • e-Game an auction platform that allows the
    development, running and administration of
    multiple-player simulation games

11
electronic Generic Auction MarketplacE II
  • It allows users to
  • Create and experiment with different types of
    auctions and different strategies
  • Design and implement software agents that are
    capable of participating in online auctions
  • Design and implement electronic marketplaces
  • Design and implement complicated software agents
    that can participate in electronic marketplaces

12
Use in Teaching Learning
  • e-Game can be used to
  • Teach principles of market institutions,
    negotiation protocols and strategies, agent
    design and implementation in a systematic way
  • Design and implement new simulation games
    (simple and advanced) to suit particular learning
    outcomes
  • Run competition tournaments in which the students
    have to participate
  • Provide online feedback while an exercise is
    running as well as at the end with the final
    results

13
The Computer Market Game I
14
The Computer Market Game II
  • Auction Scheduling

15
The Computer Market Game III
The CMG Applet showing game progression
and acquired goods for each player
e-GAME(1)
e-GAME(2)
16
Benefits I
  • The system was used in the Spring term of 2004
    (23 students) and 2005 (21 students)
  • Firstly in teaching, to demonstrate principles of
    auctions and students had to create their own
    simple auctions and participate in them applying
    different strategies
  • Secondly in assessment, where they had to
    implement their own individual agent, perform
    experiments and also participate in an internally
    organized competition the outcome of which was
    connected to a percentage of their coursework
    (25)
  • In 2005 a version of the simulation game suitable
    for human users was built and used to run
    experiments in the classroom

17
Benefits II
  • 90 of the students reported that the use of
    e-Game had actually helped them in better
    understanding topics such as negotiation
    protocols and strategic behaviour
  • 90 reported that the form of the coursework had
    enabled them to put into practice principles
    taught
  • 85 of the students considered the competition to
    be enjoyable and fun
  • 90 of the students claimed that the use of the
    simulation game and platform had enhanced their
    learning experience and the same percentage
    reported that they believed they had achieved the
    modules learning objectives

18
Benefits III
  • Student
  • Deeper learning experience
  • Hands on practice on applying principles in a
    realistic scenario
  • Immediate feedback on the students efforts and
    coursework
  • Discover themselves the principles governing a
    situation
  • Peer feedback
  • Observation of ones efforts in comparison to
    others
  • Students can progress at their own pace
  • Comprehend cause and effect
  • Competition enthusiasm, incentive for more work,
    disincentive to plagiarism

19
Benefits IV
  • Teacher
  • Savings in time and effort
  • Better delivery of material
  • The continuous interaction enables the teacher to
    identify difficulties with parts of the material
    and take action
  • A repository of exercises can be built over time
  • The material can be taught in a different form
    from year to year with minimum effort

20
Conclusions
  • Introducing gaming principles and techniques in a
    learning environment can have significant
    pedagogic benefits as games
  • Provide a valuable and effective means to engage
    the students
  • Help them learn more effectively
  • Enable them to put into practice principles
    taught
  • Allow them to learn at their own pace
  • Allow the creation of communities of learners
    students develop a sense of camaraderie and they
    can learn with and from each other
  • But, game content needs to be well-engineered and
    targeted at clearly defined learning objectives
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