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Title: Ender's Game for Science and Engineering: Games for Real, For Now, or We Lose the Brain War


1
Ender'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

2
Enders 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.

3
The 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.

4
The 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.

5
US 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).
6
Engineering 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.
7
Asian 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
8
US 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
9
Efficiency 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.
10
Efficiency 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)

11
Why 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.

12
Why 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

13
One 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
14
One 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
15
Learning 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).
16
Learning 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).
17
Learning 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.

18
Learning 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

19
Learning 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.

20
Learning 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.

21
Time 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.

22
Ender'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?

23
For 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).
24
For 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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