Title: Ender's Game for Science and Engineering: Games for Real, For Now, or We Lose the Brain War
1Ender's Game for Science and Engineering Games
for Real, For Now, or We Lose the Brain War
- Merrilea J. Mayo
- Director, GUIRR
- The National Academies
- This presentation represents the authors own
view and not that of the National Academies
2Enders Game
- Orson Scott Cards novel about a young boy
playing video games in which he outmaneuvers a
virtual alien fleet and destroys it. - Except the fleet wasnt virtual a fact the boy
found out only after he had annihilated the
entire alien race. - Use of games to train, learn, and perform real
activities in realistic environments. To become
the best through game-based learning.
3The Brain War
- Emergence of Asia as major locus of technical
expertise concerns U.S. policymakers. - As one example, China produces 4x as many
engineers as the U.S. Their much larger
statistics not only mean that they will have more
smart people than does the U.S., but also that
their smartest people will be smarter than our
smartest people.
4The Brain War
- The only reason the U.S. has not faced this issue
before, is that more populous countries did not
have the educational infrastructure to let their
smart people reach their full potential. - In popular press, outsourcing and offshoring have
become major issues relevant to the creation of a
highly trained technical cadre outside the U.S. - As the U.S. continues to stand still, and other
countries move rapidly towards technological
prowess, the U.S. faces loss of its leadership
position.
5US Fraction of Science Engineering Personnel
(2000-2001)
Bachelors Degrees in Engineering
Bachelors Degrees in Natural Science Engineering
Data from National Science Board. 2004. Science
and Engineering Indicators 2004. Two
volumes. Arlington, VA National Science
Foundation (volume 1, NSB 04-1 volume 2, NSB
04-1A).
6Engineering Ph.Ds (2000-2001)
Country of Graduation
Homegrown
Note If we were to add Chinas engineering
diaspora into the Chinese Ph.D. count, China
would annually graduate more than twice as many
Ph.D. engineers as the U.S.
Data from which these calculations were made
National Science Board. 2004. Science and
Engineering Indicators 2004. Two
volumes.Arlington, VA National Science
Foundation (volume 1, NSB 04-1 volume 2, NSB
04-1A). Appendix Table 2-44.
7Asian SE PhDs Climbing Rapidly
National Science Board. 2004. Science and
Engineering Indicators 2004. Two volumes.
Arlington, VA National Science Foundation
(volume 1, NSB 04-1 volume 2, NSB 04-1A).
Appendix Table 2-39.
South Korea
Japan
China
Taiwan
8US SE PhDs Stagnant
National Science Board. 2004. Science and
Engineering Indicators 2004. Two volumes.
Arlington, VA National Science Foundation
(volume 1, NSB 04-1 volume 2, NSB 04-1A).
USA
9Efficiency of U.S. Educational System in
Producing Technical Talent is Poor Higher Ed
- U.S. ranks 80th out of 92 countries in the
fraction of its college students who obtain
bachelors degrees in the natural sciences and
engineering. - U.S. also ranks 80th out of 92 countries in the
fraction of its college students who obtain
bachelors degrees in engineering. - We educate many more people than other nations,
but only a small fraction of those choose to
major in science and engineering.
Data from which these calculations were made
National Science Board. 2004. Science and
Engineering Indicators 2004. Two
volumes.Arlington, VA National Science
Foundation (volume 1, NSB 04-1 volume 2, NSB
04-1A). Appendix Table 2-33.
10Efficiency of U.S. Educational System in
Producing Technical Talent is Poor K-12
- International (TIMSS) test scores show U.S. 4th
graders to be 12th in the world in math 6th in
the world in science - International (TIMSS) test scores show U.S. 8th
graders to be 14th in the world in math 9th in
the world in science - International (PISA) test scores show U.S. 12th
graders to be 24th in the world in math 22nd in
the world in science - The longer we stay in the educational system, the
worse off we are with respect to our peers??? - Data from National Center for Education
Statistics (http//nces.ed.gov/surveys/pisa/PISA20
03Highlights.asp and http//nces.ed.gov/timss/Resu
lts03.asp)
11Why SE Games Might Be a Bronze Bullet
- Minor reasons
- Do not have to go through the school system to
have national impact. - Possibility for individually tailored learning
experience according to learning style and rate. - Each copy of a game would be of uniform quality.
Each teacher is not.
12Why SE Games Might Be a Bronze Bullet
- Major Reasons
- Reach More People than all of Higher Ed
- Teach People Better than Lecture
- Expected from theoretical considerations
- Expected from biological considerations
- Shown by (very limited) experiments
- Time on task is high
13One Game Can Reach as Many People as the Entire
U.S. Higher Education System Graduates in a Year
Across all Science Engineering Disciplines
Lineage
Lineage II
WOW
Everquest
Ultima Online
Date
Woodcock, Bruce Sterling (2005). An Analysis of
MMOG Subscription Growth. MMOGCHART.COM 17.0. 14
June 2005. http//www.mmogchart.com
14One Game Can Reach as Many People as the Entire
U.S. Higher Education System Graduates in a Year
Across all Science Engineering Disciplines
Woodcock, Bruce Sterling (2005). An Analysis of
MMOG Subscription Growth. MMOGCHART.COM 17.0. 14
June 2005. http//www.mmogchart.com
15Learning Better - Theory
- Preliminary finding of international comparisons
(TIMSS, PISA) is that US students learn too much,
too superficially, without understanding
anything. - From learning theory, we know some attributes
assist deep learning - Experiential learning (you do it, you learn it)
Active participation decisions that have
consequences. Typical of immersive games. - Inquiry-based learning (what happens when I do
this?) exploration in games. - Authenticity (the more like real-life the
learning situation, the more easily learners will
transfer the information to real life) virtual
worlds - Self-efficacy (if you believe you can do it, you
will increase your chances of succeeding)
rewards levels in games
For more info, see How People Learn, Washington,
DC National Academies Press (2000).
16Learning Better - Theory
- Goal setting (you will make more progress if
working towards a well-defined goal) game goal - Continuous feedback student in conventional
classroom gets to ask only 0.11 questions/hr. In
tutoring, student gets 20-30 questions/hr.
(Fletcher, J.D. Technology, the Columbus Effect,
and the Third Revolution in Learning, Institute
for Defense Analysis, 2001. ). Carnegie-Mellon
Algebra Tutor increases TIMSS scores by 30.
What result for games??? - Cooperation (team learning) Studies of
traditional learning show cooperative learning
results in about a 50 improvement over either
solo or competitive learning (meta-analysis of
122 studies by Johnson et al, Psych. Bull 89
(1981) 47-62. MMOGs.
For more info, see How People Learn, Washington,
DC National Academies Press (2000).
17Learning Better - Biology
- Over millennia of evolution, our brains have
learned to discard most information and retain
only that which is important. - Important is defined by the brain as
emotionally significant i.e., provoking a
chemical release in the amygdala. - The Learning Laboratory in Denmark puts the
issue most succinctly - The fact is that we are not even masters of
our own conscious memory. What we remember and
what we do not is subject to an emotional
control, which follows a simple principle. If a
given impression has emotional meaning we learn
it. If it does not trigger emotional response it
is not learned. In this case amygdala works as a
kind of emotiometer, which regulates
hippocampus and conscious learning. This serves a
purpose to economise the resources with regard
to what to learn. So, if you want someone to
remember what you say, make sure that it has
emotional meaning for the person who has to
remember it." - Ever wonder why you were unable to learn anything
until the fear of the final exam was upon you? - Nikolaj Ilsted Bech, Neuroscience Speaks for
Practice-Oriented Learning, Quarterly Online
(Spring 2003). http//www.lld.dk/publications/qua
rterlyonline/x2003-issue1/artikler/neurosciencespe
aks/en.
18Learning Better - Biology
- Study of Koepp et al
- Researchers monitor game players during video
game play players show steady increases in
dopamine levels in the striatum (which receives
these chemical signals from amygdala). - Gamers performance increases, simultaneous with
the dopamine increases. The correlation between
emotional stimulation (dopamine levels) and
performance is strong and linear. - For their particular game, the data of the Koepp
study show game players reach dopamine/performance
levels about twice those of non-players. - M.J. Koepp et al., Evidence for Striatal
Dopamine Release During a Video Game,Nature 393
(1998), 266-267
19Learning Better - Outcomes Data
- Work of North Dakota State University Group
- Developed two virtual world-based games for
college students Geology Explorer and Virtual
Cell - Compared test performance of students using these
virtual world-based games to both web-based
presentation of the material and traditional
classroom lectures. - The web-presented information increased test
scores by a margin that ranged from not
statistically significant (geology) to 13-30
(cell biology). - The games further increased learning outcomes to
either 15-40 (Geography Explorer) or 30-63
(Virtual Cell) over lecture. These outcomes
suggest it is not merely visual representation,
but active engagement that stimulates improved
learning. - Reference McClean, P., Saini-Eidukat, B.,
Schwert, D., Slator, B., White, A. (2001).
Virtual Worlds in Large Enrollment Science
Classes Significantly Improve Authentic Learning,
in J.A. Chambers (Ed.) Selected Papers from the
12th Intl. Conf. on College Teaching and
Learning. Jacksonville, FL Center for the
Advancement of Teaching and Learning, 111-118.
20Learning Better - Outcomes Data
- .Work of Kurt Squires
- Used Supercharged, a game developed at MIT (John
Belcher, Andrew McKinney) to teach
electromagnetic forces and interactions. - Pre-test, post-test, control group.
- The control group receiving interactive lectures
improved their understanding by 15 over their
pre-test scores. - Those who played with the game instead improved
their understanding by 28. - Among girls, the control group (lecture only)
improved on their pre-test scores by only 5, the
simulation group by 23. Thus, at least in this
one study, lectures alone did nothing for girls. - Reference Squire, K., Barnett, M., Grant, J.M.,
Higginbotham, T. (2004). Electromagnetism
Supercharged! Learning Physics with Digital
Simulation Games. Proceedings of the 2004
International Conference of the Learning
Sciences. Los Angeles UCLA Press.
21Time On Task
- The average time spent by teenagers in video game
play is 5-8 hours/week. This is almost exactly
equal to the time spent on homework by
college-bound high school students. - Reference Sax, L.J. Lindholm, J. A. Astin,
A.W. Korn, W.S. and Mahoney, K.M, The American
Freshman National Norms for Fall 2001. Los
Angeles the Higher Education Research Institute,
2001.
22Ender's Game for Science and Engineering Games
for Real, For Now, or We Lose the Brain War
- Enders Game Ultimate Game
- Brain War Struggle to Generate Top SE Talent
- ? for Real, for Now?
23For Real, For Now
- Need is certainly now U.S. already behind in
many aspects of SE. - Physics leadership, strong in mid-80s, has been
surpassed by other parts of the world.
Papers published in Physical Review (Industrial
Physicist, Oct/Nov 2004 issue p. 13).
24For Real, For Now
- More importantly, opportunity is now
- Strong similarity between serious games field
now, and nanotechnology in early 90s - Field starts with 1-2 conferences that attract
maybe 30 people each. - A few years later, there are now a handful of
independent conferences, but - Researchers still disguising their work with
other names to get it funded (ultrafine
composite nanomaterial interactive learning
environment game) - Terminology still not standardized. in nanotech,
it was the issue of what was considered nano
(0.1-1,000,000 nm?? finally resolved to 1-100
nm). Here it seems to be the use of the words
serious games. - No coherent source of funding
- Independent conferences soon attract hundreds,
rather than tens, of attendees. - Soon, major divisions of existing professional
societies take up the mantra . . .host sessions
devoted to topic - Funding agencies develop targeted funding
programs - (Sometimes) National initiative develops
(national nanotechnology initiative)
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