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Welcoming Games as THE Educational Medium Michael Zyda zydausc'edu

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Title: Welcoming Games as THE Educational Medium Michael Zyda zydausc'edu


1
Welcoming Games as THE Educational MediumMichael
Zyda zyda_at_usc.edu
2
My Background
  • USC GamePipe Lab Director - 2005 - present
  • Naval Postgraduate School - 1984 - 2005
  • Professor of Computer Science
  • Directed, NPSNET Research Group - 1986 - 1996
  • MOVES Institute - founded directed - 1996 -
    2004
  • USC Institute for Creative Technologies - drafted
    original research agenda operating plan - 1999
  • Pioneer in computer graphics, virtual reality,
    modeling simulation, serious games.

3
My background continued
  • National Research Council - 1992 - present
  • Behavioral Social Sciences Education
    Commission
  • Computer Science Telecommunications Board
  • Aeronautics Space Engineering Board
  • Naval Studies Board
  • Mathematics Its Application Board
  • am Permanent National Associate of the National
    Academies

4
Americas Army Game
  • Americas Army Operations multiple award
    winning online game, October 1999 March 2004.
  • Awards including Action Vaults 2002 Debut Game
    of the Year, Surprise of the Year, and
    honorable-mention Multiplayer Game of the Year
    Frictionless Insights Best Business Model
    (Developer) at E3 2002 IGN Editors Choice Award
    for first-person shooters 2002 IGNs Biggest
    Surprise of E3 2002 Gamespys Best PC Action
    Game runner-up 2002 Penny Arcades Best
    Misappropriation of Taxpayer Dollars Ever
    Wargamers Best of Show, first-person/tactical
    shooters 2002 Well-Rounded Entertainments Best
    of E3 2002 DoubleClick's Insight Awards,
    honorable mention, Best Multi-Channel Marketing
    Campaign 2002 Academy of Interactive Arts and
    Sciences, finalist, PC First Person Action Game
    of the Year February 2003 and Computer Gaming
    Worlds Editors Choice January 2003.
  • Served as the principal investigator and
    development director of the Americas Army PC
    game funded by the Assistant Secretary of the
    Army for Manpower and Reserve Affairs. Took
    America's Army from conception to three million
    plus registered players and hence, transformed
    Army recruiting.

5
Clip - Americas Army
6
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7
So
  • After 21 years at the Naval Postgraduate School
    and my experience with Americas Army, I quit on
    my 50th birthday (my present to myself)
  • I decided I wanted to create a science of games
    and an educational program to support the
    formation of that science.

8
Why a science of games?
9
Why a science of games?
  • Why should we create a science of games and an
    allied educational program?
  • Games are our first high bandwidth, two-way
    communications medium we need to know how to
    deploy that medium for societal good.
  • The game industry is not going to do that RD.

10
Some inspiration
  • Almost immediately after we announced Americas
    Army, that game became the basis and inspiration
    for a number of deployed training systems -
  • All future Army computer-based training systems
    will look like games.

11
Game Clip - Training
12
Wouldnt it be nice if they could be taught
something more societally redeeming?
  • After Americas Army had been out for about six
    to nine months, mothers would state my son is
    playing Americas Army five to six hours per day,
    seven days a week. What is going to become of
    him?.
  • The usual answer was that the Army now knew their
    sons were twice as likely to consider a career in
    the Army than the non-AA player upon reaching the
    appropriate age.
  • When the mothers were asked if their sons knew a
    lot about the US Army, the response was usually
    they know everything about the Army, having
    learned it from the game. Wouldnt it be nice if
    they could be taught something more societally
    redeeming from games?.

13
Clip - Medic Training
14
Grand Challenge
  • In fact, perhaps the grand challenge is, can we
    put all K-12 science and math education into
    highly immersive, highly addictive games such
    that we can replace teachers?
  • Provide individually-directed, human state aware,
    measurable learning with games.
  • Turn teachers into Tutors instead of the primary
    education delivery system.
  • To make this happen, it is clear that creating a
    science of games, a scientific and engineering
    method for building games and understanding and
    analyzing game play has become essential.

15
Americas Army
  • Americas Army - 8M registered players.
  • Some 20,000 years of game play has occurred in
    this game.
  • Americas Army cost 22M over 4 years.

16
World of Warcraft
  • 8M registered players -
  • An average player spends some 12 hours per week
    in game holds a subscription for 6 months, some
    288 hours in game.
  • 260,869 years of gameplay!
  • Cost about 100M to develop.

17
Another metric
  • 8M players at 288 hours each --
  • LAUSD has about 710K students in it, so ten times
    the number of students in LAUSD in WoW - each
    spent some 288 hours in World of Warcraft.
  • How much time would an LAUSD student spend in
    math/science in a 180 day school year?
  • Say 45 mins math, 45 mins science, for 1.5 hours
    per day for 180 days is 270 hours!
  • So our kids are spending as much time in WoW as
    they spend in a whole year of math/science
    education AND they do that in 6 months, not the 9
    months of the school year.

18
So
  • With respect to our grand challenge of replacing
    teachers with games, we want to build WoW-like
    successful games with WoW budgets so that we can
    compete for mindshare our kids time.
  • What do they learn in Americas Army?
  • How to become an infantryman then a special
    forces soldier.
  • What do they learn in WoW?
  • Command control.
  • So both are part of the no child left a
    civilian program

19
So the cost of math/science games for K-12
  • 13 (each year of K-12) x 100M, about 1.3B is
    the ballpark for development
  • Operations, maintenance, are extra
  • And the RD so we know how to do this
  • Cost of Iraq war is pushing 1T for our so-far
    four year adventure, so give us two days of the
    expenditures of that war for development two
    days for operations/maintenance one day for the
    RD.
  • So lets call this the Give America Five
    Program.
  • Note - in 2006 dollars, it cost 28B to get to
    the moon.

20
So what am I doing to make this happen?
21
The USC GamePipe Laboratory Mission
  • The mission of the GamePipe Laboratory is
    interdisciplinary research, development
    education on technologies design for the future
    of interactive games their application.
  • from developing the supporting technologies for
    increasing the complexity innovation in
    produced games,
  • to developing serious entertainment games for
    government corporate sponsors.

22
Game Development Degree Programs
  • BS in Computer Science (Games)
  • The goal of the BS degree is to educate students
    capable of engineering next generation games
    immediately upon graduation. Students in this
    program receive a solid grounding in Computer
    Science in addition to the art and design
    required for functioning in the game industry.
  • MS in Computer Science (Game Development)
  • The goal of the MS degree is to graduate
    professionally educated students capable of
    engineering next generation games and their
    required technologies.
  • Degrees started Fall 2006

23
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24
Immune Attack
  • Funded by National Science Foundation
  • Collaborators
  • Brown University, Federation of American
    Scientists, USC
  • USCs Game Innovation Lab (Cinema)
  • USCs GamePipe Lab (Engineering)
  • Topic Immunology
  • Platform PC
  • Target Audience AP biology students

25
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26
Fish Quest
27
(No Transcript)
28
The GamePipe RD Agenda
29
Emotion Modeling Display
  • The largest RD challenge in the coming years
    with respect to cognition games is that of
    modeling human emotion
  • Emotion modeling
  • Emotion display
  • Emotionally adaptive games

30
Show DVD
  • DVD of latest student-built games

31
The GamePipe Laboratory
  • Michael Zyda, Director
  • Zyda_at_usc.edu
  • http//gamepipe.usc.edu
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