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Learning Games: The Science and Art of Development PDF

262 Pages·2017·5.075 MB·English
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Advances in Game-Based Learning Scott J. Warren Greg Jones Learning Games The Science and Art of Development Advances in Game-Based Learning Series Editors Dirk Ifenthaler Scott Joseph Warren Deniz Eseryel More information about this series at http://www.springer.com/series/13094 Scott J. Warren • Greg Jones Learning Games The Science and Art of Development Scott J. Warren Greg Jones University of North Texas University of North Texas Denton, TX, USA Denton, TX, USA Advances in Game-Based Learning ISBN 978-3-319-46827-3 ISBN 978-3-319-46829-7 (eBook) DOI 10.1007/978-3-319-46829-7 Library of Congress Control Number: 2017933958 © Springer International Publishing AG 2017 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations. Printed on acid-free paper This Springer imprint is published by Springer Nature The registered company is Springer International Publishing AG The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland For our families and friends who put up with so much from us. A note from Scott: This is for Greg Jones, author of this book, for all his great thoughts contained herein, your mentoring, support, and brilliant ideas. While you did not quite make it to see them in final form, you will always live here. You will be missed by many people, but you will always be my brother. Preface There are many purposes for this book (and to editorialize early, maybe too many). We would like to provide a rational set of approaches that the reader might employ to design their own learning games while ensuring that all the successes and mis- takes we made with ours are clear so that you can learn from them. In the first part, we begin by examining what games are generally, what learning games are specifi- cally, and why we think we know this to be the case. This discussion is followed by a brief examination of some of the challenges and complexities inherent in learning from or with games, particularly, from the perspective of designing ethically, includ- ing whether or not we should use or create one at all. From there, Part II provides three main (or core) approaches we have used and observed for building learning games: making them for an audience, allowing learners to design their own, and designing a game in a balanced manner between designer and learner. Three coher- ent approaches are provided for learning game design that has evidence from research along with examples from our own work. Part II also discusses some of the tools we have used for the design of learning games, none of which include actual game engines. The third part provides examples of these approaches in practice from our own past work as well as an introduction to the redevelopment of a narra- tive used to frame one set of learning game spaces. Part III is broken into (a) virtual worlds and (b) transmedia gaming approaches used to develop these. The fourth part ties in (or connects) the underlying theories used to support learning game design as well as methods for validly studying and reporting results related to these rather complex learning developments. Denton, TX, USA Scott J. Warren Greg Jones vii Acknowledgement Special thanks to Richard Stein for his friendship and hard work on some of the games we wrote about here in this book. We thank him for reviewing this book and providing his valuable comments. We gratefully acknowledge the editing work done by Heather Robinson during her summer vacation, just after finishing her own dissertation, and providing us with her feedback. We could not have done this without her support. Thanks are also due to our kids, who had to find something else to do for extended periods while we focused on writing. We will try not to have this happen again, especially during their summer vacation. We also appreciate our students who worked on some of these games and just listened to us talking about games. We also thank our advisors, friends, reviewers, and others who read drafts of our articles, chapters, and conference proposals, and played our games. We know it was sometimes not what they would have preferred to do, but without their valuable time, we would not have achieved our goal. Last but not least, we thank Tyler Dodge, who is no longer with us, for sharing his views and comments about the book. Although he was busy, he played our games, read drafts, and provided valuable feedback. He is greatly missed and will never be forgotten. ix Contents 1 Introduction ............................................................................................. 1 1.1 The Challenge of Learning Games .................................................. 3 1.2 Before Proceeding: A Couple of Cautions ....................................... 4 1.3 The Work of Designing a Learning Game ....................................... 6 1.3.1 Still Excited? ........................................................................ 6 1.4 Speaking of the Lifeworld: Who Are These People Writing at Us? .................................................................................. 7 1.5 What Will We Cover?....................................................................... 8 1.5.1 You May Experience Loss ................................................... 9 1.6 Sounds Complicated: How Will You Specifically Explain All of This? ...................................................................................... 10 1.7 Lessons from Our Experience .......................................................... 11 1.7.1 Learn from Our Mistakes ..................................................... 11 References ................................................................................................. 12 Part I B efore Learning with Games: What Are They, Where Do They Come From, Should I Use or Design Them, and How Can I Start From an Ethical Mindset? 2 What Is (and Is Not) a Learning Game? .............................................. 15 2.1 What’s in a Name? Defining Games ................................................ 16 2.1.1 The Media vs. Method Issue ................................................ 16 2.2 How We Define a Learning Game and Why .................................... 17 2.3 What and Why Simulation? ............................................................. 17 2.3.1 Jean Baudrillard: The Virtual Is Real ................................... 19 2.3.2 Example of Teaching with an Inquiry Simulation Experience ......................................................... 20 2.4 So What the Heck Is a Game? ......................................................... 22 2.4.1 How Has “Game” Been Used Generally in Entertainment and How Are They Defined? ................................................ 23 References ................................................................................................. 25 xi xii Contents 3 Why and How Can Games Influence Learning? ................................. 27 3.1 Learning Theories in the Context of Philosophy, Education, and Games ..................................................................... 28 3.1.1 A Little General Philosophy ................................................ 28 3.2 How We Learn from What Games Communicate: A Personal Example ......................................................................... 36 3.2.1 Communicating Basic Information, Simply ........................ 37 3.3 Games as Literature: Connecting Narrative Game Experiences to Literacy ........................................................................................ 39 3.3.1 Overcoming the “Games Are Bad for Kids” Problem from the 1980s ..................................................................... 40 3.3.2 Meta-thematic Literature Connections ................................ 41 3.3.3 The Role of Narrative to Drive Play .................................... 42 3.4 How Computer-Mediated Communication Works for Learning with Something You May Know Better: The Learning Management System ................................................. 43 3.4.1 Why the Graphical Quality of Your LMS Does Not Really Matter, but Fidelity and Accurate Modeling of Content and Experience Does, Not Just in Learning Games ................................................ 45 3.5 Simulation and Learning: How the Approximation and the Real Relate .......................................................................... 45 3.5.1 Human Arrogance and the Issue of Information vs. Knowledge ............................................. 46 3.5.2 Digital Simulations for Building Knowledge ...................... 47 3.5.3 Dual Coding and Why Might Media Used to Design Games Stimulate Learning .................................. 49 3.6 The Confounding Factors of Learning Games Must Be Acknowledged ................................................................... 49 3.7 The Use of Multiple Mediums as a Gestalt Is a Platform Not “Media” ..................................................................................... 51 References ................................................................................................. 51 4 Ethical Challenges to the Design and Study of Learning Games ....... 55 4.1 An Ethical Mindset: Before Design Begins ..................................... 56 4.2 Ethical Considerations with Learning Games and Simulations ....... 58 4.3 Games That Produce Poor Learning Results Are a Problem ........... 60 4.4 The Final Calculation: Our Ethical Obligation to Do No Harm ...... 61 4.5 The Need for Critique Learning Games: What They Explicitly and Not-So-Explicitly Teach ............................................................ 61 4.5.1 A Few Critiques of Using the Civilization Series for Learning and Teaching ................................................... 63 References ................................................................................................. 66 Contents xiii 5 Should I Really Use or Design a Learning Game? ............................... 67 5.1 Determining Whether to Design Learning Game ............................ 68 5.2 Topic: What Is the Lesson All About? ............................................. 68 5.3 Audience(s): Student and Teacher ................................................... 69 5.4 Purpose: What Is My Goal and Outcome(s) with Using the Learning Game? ......................................................................... 70 5.5 Format: Is the Game Structure Appropriate to the Content and Learners? ................................................................................... 71 5.6 Evidence-Based Decision: What Does the Research Say? .............. 71 5.7 Matching Game to Outcome: What Is the Expected Benefit to Learners? ......................................................................... 72 References ................................................................................................. 73 6 Some Tools for Learning Game Design: Game Engines, Virtual Worlds, and Transmedia ........................................................... 75 6.1 What Are Virtual World Environments? .......................................... 75 6.1.1 ActiveWorlds, a Simulated 3-D Web Browser ..................... 76 6.1.2 Second Life for Learning Game Design ............................... 77 6.1.3 Transmedia for Learning Game Design ............................... 77 References ................................................................................................. 78 Part I Summary ............................................................................................ 81 Part II Approaches to and Examples of Learning Game Design 7 Three Approaches to Designing Games for Learners .......................... 85 7.1 The Civilization Method .................................................................. 86 7.2 The Gamification Method ................................................................ 88 7.3 The Math Blaster Technique ............................................................ 89 7.4 Our Learning Game Design Approach: The Middle Way................ 91 7.4.1 Front-End Analysis .............................................................. 91 7.4.2 Start Design by Stating the Instructional and Learning Objectives ...................................................... 92 7.4.3 Identify Game Elements to Motivate Learning .................... 93 7.4.4 Evaluate the Potential Delivery Mechanisms/ Game Systems/Game Engines ............................................. 93 7.5 Designing the Learning Game Activities ......................................... 94 7.5.1 Step A: Create a List of Actions .......................................... 95 7.5.2 Step B: Identify the Core Rules ........................................... 95 7.5.3 Step C: Determine the Entry Level of Your Expected User/Learner ........................................................................ 96 7.5.4 Step D: In-Game Decision Making...................................... 96 7.5.5 Step E: Develop Your Narrative Context ............................. 97 7.5.6 Step F: Develop Your First Prototype .................................. 98

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