Title: If games is spelled games, why is it a fourletter word
1If games is spelled g-a-m-e-s,why is it a
four-letter word?
- Michael M. Grant
- Clif Mims
- Workforce E-learning Resource Network
- September 29, 2006
2What are Games? Simulations?
- Games
- Competitive exercises
- Beginning, middle end goal winners rules
- Preset steps, procedures
- Fun, engaging
- Simulations
- Ill-defined problem, decisions determine how the
simulation evolves, constraints/boundaries - Take on a role, real life consequences, attempts
to represent reality - Many interacting variables, HOTS/Problem solving
- Fidelity
3What are the structures/components of games?
4What are the structures/components of games?
- Competition, conflict, strategy
- 4 Cs Conflict, Control, Closure, Contrivance
(and Curriculum) - Rules and winners
- Directions, Procedures
- Reinforcement
- Engagement, fun, entertainment
- Strategy and luck/chance
- Has an end
- Cheating is possible and beneficial
- Goal
- Equipment
- Prior knowledge
5What are the structures/components of simulations?
6What are the structures/components of
simulations?
- Model of real-world situation
- Interacting variables, based on rich database
- Fidelity
- Participants have defined roles
- Ill defined problem or discrepant event
- Evolving situation
- No right or wrong
- Experiential
- May not have a specific end point
- Reinforcement
- Educational or instructional goal/purpose
- Variables increases choice and engagement
7Game Genres
- Edutainment
- FPS
- Action
- Adventure
- Role-Plays and RPGs
- Strategy
- Simulation and Simulation Games
- Microworlds
- Persistent Universes
- MMOG
8Continuum of Development for DGBL
Educational Games (targeted to skills)
Game Engine-based development
COTS
Role Plays
PPT Games
Interactive Multimedia (Flash)
COTS
Inhouse
Outsource
9What are some of the ways you anticipate or have
used games and simulations?
10Assessment in Games
11In Entertainment Games
- Tutorials
- present the player with the basics of how to
control and interact with the game and then test
the player on this information with a series of
levels or missions - Scoring
- Efforts, performance or decisions are reinforced
(positive, negative, punishment) - No score all indicates that the action is
probably unimportant
12Challenges for DGBL
- Assessment of learning from traditional methods
may not equal learning from serious games - Open-ended simulations can support myriad
possible solutions. Why one is more correct? - When teaching soft skills such as leadership,
teamwork management, how do you measure
learning and/or improvements? - What is cheating in the context of serious
games?
13as with All Assessments
- How do you show that the students are learning
what you claim they are learning? - How do you know that what you are measuring is
what you think you are measuring?
14Meeting the Challenges
- Endogenous Assessment
- Completion Assessment
- In-process Assessment
- Exogenous Assessment
- Teacher/Trainer Evaluation
- Transfer
- Constructionist
- Mixed Model Assessment
15Completion Assessment
- Did the student complete the serious game?
- Useful as a first indicator that learner
sufficiently understands the content. - Limitations
- Cheating, exploiting flaws
- Unable to determine if student learned content or
how to beat the game
Endogenous
16In-process Assessment
- Similar to teacher observations
- Makes decision-making transparent
- Emphasizes process with product
- Logging tracking features to instant replay
performance - Examples completion time (efficiency), number of
mistakes number of self-corrections
(effectivenessself-regulation)
Endogenous
17Trainer Assessment
- Combination of completion assessment in-process
assessment - May include debrief or after action review (AAR)
to deconstruct performance and decision-making - Games may include tools akin to course management
systems or LMS (e.g., homework and assignment
controls, grade tracking, logging/tracking, etc.) - Requires performance assessments (e.g., rubrics,
checklists, portfolios) the more data available,
though, the less subjective
Endogenous
18Transfer
- Follows Kirkpatricks Level 3 evaluation
- Follows the learner back to the actual
performance environment - May not always be possible
- Example some simulations are used for unusual or
uncommon, unsafe experiences - Limitations
- Cost time
Exogenous
19Constructionist
- Game development as the assessment method
- The only way a designer can make an effective
game that simulates a particular phenomenon or
teaches particular information is if the designer
already understands the content - Limitations
- Time/cost, approachable tools
Exogenous
20Mixed Model
- Combines endogenous and exogenous assessments
(e.g., completion, in-process, teacher
evaluation) - May include elements of traditional assessments
- May include observer mode for teacher/trainer
to review performance - May include debrief or AAR
- Allows the assessment to start pre-game,
intra-game and post-game
21Questions
22Games from this Summer
23Games from this Summer
24Games from this Summer