My concern is that we want serious games to be "better ways to learn." But one aspect of "better" is almost certainly to waste less time. The learning in games is supposed to come from "learning by doing", i.e. you are practicing what you've learned. Each action is preceded by a decision. So it seems to me that serious games should aim for lots of action. And a game that is too slow is ineffective in teaching compared to a traditional classroom.
Thoughts?
Winston Wolff
Stratolab - Games for Learning
tel: (646) 827-2242
web: www.stratolab.com
Please forgive the rather youthful graphics, this is because its aimed
at pre-teens. For something a little more grown up check out
http://playgen.com/floodsim
Have a super weekend.
Kam
Kam Star BA(Hons) MA (Arch) APM
Managing Director
PlayGen Ltd
35 Kingsland Road, Shoreditch, London, E2 8AA
Serious Games Institute, Cheetah Road, Coventry, CV1 2TL
Tel : +44 (0)20 7749 3783 Mobile : +44 (0)7950 4000 65
web : http://www.playgen.com
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| Bring up a wheel-barrel: I have shovels full of suggestions! But I won't bore everyone. The essence is that, as a society, we don't understand all that social justice, advocacy, service and even educational agencies and projects really do. Thus we see no representations of how to convert their work into recognizable actions. Which means we can't program them into games. This is EXACTLY why I'm stumbling through creating an Entertainment Justice initiative that would integrate empower ideas into the media we are all willing to spend too much money on watching people confront evil. So yes, your observations, Winston, are correct. I just hope others take this problem as an incentive to help do a bit more than make nice games. The government and philanthropists have invested billions on learning how to help and advance people and causes; unfortunately, mostly we don't understand what they discovered and thus we don't know how to cloak our Avatars accordingly. Allan --- On Fri, 10/29/10, Winston Wolff <wins...@stratolab.com> wrote: |
|
|
-- ** David Langendoen, Partner ** Electric Funstuff ** www.electricfunstuff.com ** 212-463-7559
| Sad commentary on our educational systems, no? If technology takes more than 10 minutes we lose the interest. Amazing but totally true. Allan --- On Fri, 10/29/10, David Langendoen <da...@electricfunstuff.com> wrote: |
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|
|
Excellent points. I'm forwarding them to the list.
-ww
Copied below is an article from the economist that indicates making
something 'more tedious' can actually help the students retain it.
----------------------------------------------
Making something hard to read means it is more likely to be remembered
The Economist Oct 14th 2010
A PARADOX of education is that presenting information in a way that looks
easy to learn often has the opposite effect. Numerous studies have
demonstrated that when people are forced to think hard about what they are
shown they remember it better, so it is worth looking at ways this can be
done. And a piece of research about to be published in Cognition, by Daniel
Oppenheimer, a psychologist at Princeton University, and his colleagues,
suggests a simple one: make the text conveying the information harder to
read.
Dr Oppenheimer recruited 28 volunteers aged between 18 and 40 and asked them
to learn, from written descriptions, about three "species" of
extraterrestrial alien, each of which had seven features. This task was
meant to be similar to learning about animal species in a biology lesson. It
used aliens in place of actual species to be certain that the participants
could not draw on prior knowledge.
Half of the volunteers were presented with the information in
difficult-to-read fonts (12-point Comic Sans MS 75% greyscale and 12-point
Bodoni MT 75% greyscale). The other half saw it in 16-point Arial pure-black
font, which tests have shown is one of the easiest to read.
Participants were given 90 seconds to memorise the information in the lists.
They were then distracted with unrelated tasks for a quarter of an hour or
so, before being asked questions about the aliens, such as "What is the diet
of the Pangerish?" and "What colour eyes does the Norgletti have?" The
upshot was that those reading the Arial font got the answers right 72.8% of
the time, on average. Those forced to read the more difficult fonts answered
correctly 86.5% of the time.
The question was, would this result translate from the controlled
circumstances of the laboratory to the unruly environment of the classroom?
It did. When the researchers asked teachers to use the technique in
high-school lessons on chemistry, physics, English and history, they got
similar results. The lesson, then, is to make text books harder to read, not
easier.
----------------------------------------------------------------
Best,
Skip
http://www.facebook.com/#!/group.php?gid=162549447105518
-----Original Message-----
From: gamesfo...@googlegroups.com
[mailto:gamesfo...@googlegroups.com] On Behalf Of Winston Wolff
Sent: Friday, October 29, 2010 12:44 PM
To: Games for Change
Subject: [G4C] Decisions per minute
Thoughts?
--
Hi Winston,
I think this is a great question and an issue that doesn't get talked about much. The angle I'm taking on your question, particularly for classroom usage, is the issue of implementation and available teaching time. And how different teachers with different time constraints, technology issues and teaching styles can all (or mostly) find a way to use your product.
My company has done a lot of work with Scholastic, among others, so spent a fair bit of time observing the lessons around making a piece of educational software broadly accessible.
We are also the developers of the Mission US history adventure game(s)... www.mission-us.org <http://www.mission-us.org> ... which launched nationally last month.
Rather than writing an epic post on this, I'll just highlight a couple of key things we've observed:
1) If you're lucky a teacher may be able to allocate 20-25 minutes of a 45 minute class to some kind of technology experience. The rest of the time usually takes the form of some pre-teaching, the logistics of getting kids on the computers and ready to go, and then some kind of whole class wrap-up. It's easy as a game designer to say "On the XBox 360 kids customize an avatar and wander around a virtual environment in 3D...we better do something similar or else they won't like it." Big mistake. Kids tend to compare their in-school experiences with textbooks, not AAA titles.
To your point about Dimension-M... we don't think it's advisable to have lots of walking around that doesn't tie to the learning objectives. Fine on your own time, but deadly on the tight clock of the classroom. We got a lot of questions from the funder of Mission US (CPB) about why didn't we make this 3D? How come the player navigates from place to place on a map and not at a street-level view? And the answer is simple: get the player to the juiciest decisions as quickly as possible. You're not trying to put "With over 40 hours of gameplay" on your marketing touts...so don't pad.
2) Related to the above, although slightly off-topic from the question, we avoid plug-ins like the plague (with the exception of Flash, which has sufficient ubiquity). Asking a teacher to figure out the byzantine technical restrictions of his or her school network to install Unity is trouble 95% of the time. Further the game should load in seconds, not minutes... and you can't count on something being cached already.
And with all that in mind, how can a teacher interpret your experience if they only have 10 minutes today? What if they have an hour? And what are the lesson plans and supporting materials that help them quickly structure the experience in a way that meets their needs and assures them that this will meet their state standards, etc.
Best,
--David
On 10/29/2010 12:44 PM, Winston Wolff wrote:
I've been playing a number of serious games lately and I've observed that many of them have a low rate of decisions to make per minute and I wonder if other people have a concern with this? Take for example Dimension-M--After 10 minutes of play, you have wandered around to find the first probe on the island, thus solving your first X,Y location problem. You might solve a few more in the next 10 minutes. That's about 3 problems in a 10 minute period. Now admittedly I only played the first level of Dimension-M--perhaps the later levels get faster. But I see this in all sorts of serious games.
My concern is that we want serious games to be "better ways to learn." But one aspect of "better" is almost certainly to waste less time. The learning in games is supposed to come from "learning by doing", i.e. you are practicing what you've learned. Each action is preceded by a decision. So it seems to me that serious games should aim for lots of action. And a game that is too slow is ineffective in teaching compared to a traditional classroom.
Thoughts?
Winston Wolff
Stratolab - Games for Learning
tel: (646) 827-2242
web: www.stratolab.com <http://www.stratolab.com>
> time "wandering around the enviornment" was what should be avoided.
I see your point, but I guess I’d like to see a controlled study on this.
Wandering around might help build suspense, that when resolved gives the player a jolt of satisfaction, that helps trigger memory. Where as more instant feedback might not produce any result at all.
I don’t know.
Thinking about this, it might be like flipping the flash cards over too soon. If the student doesn’t try to remember, then flash cards are not very effective (at least for me). But if the student ‘racks their brain’ (interesting how we even refer to this as suffering) then they are more likely to retain the information. No pain, no gain :-)
If this is true, then there is probably a point of diminishing returns: letting them wander about for 4 minutes may be no better than 3 minutes, or something like that. But this is something that could be, I think should be, studied in a controlled environment.
From: Scott Sirota
[mailto:ssi...@gmail.com]
Sent: Friday, October 29, 2010
3:08 PM
To: Skip
Cc: Winston Wolff; Games for
Change
Subject: Re: [G4C] Decisions per
minute
Although I agree with your idea, I think that the general point was that time "wandering around the enviornment" was what should be avoided. If a given problem in Dimension-M took 10 minutes, I think that would be fine. It's the time not engaged with material that is of concern.
On Thu, 4 Nov 2010 11:35:55 -0400, Skip wrote
> > time "wandering around the enviornment" was what should be avoided.
>
> I see your point, but I guess I'd like to see a controlled study on this.
>
> Wandering around might help build suspense, that when resolved gives
> the player a jolt of satisfaction, that helps trigger memory. Where
> as more instant feedback might not produce any result at all.
>
> I don't know.
>
> Thinking about this, it might be like flipping the flash cards over too
> soon. If the student doesn't try to remember, then flash cards are
> not very effective (at least for me). But if the student 'racks
> their brain'
> (interesting how we even refer to this as suffering) then they are more
> likely to retain the information. No pain, no gain :-)
>
> If this is true, then there is probably a point of diminishing returns:
> letting them wander about for 4 minutes may be no better than 3
> minutes, or something like that. But this is something that could be,
> I think should be, studied in a controlled environment.
>
> _____
>
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Internet Channel -- inch.com
| Forgot to add the representative quote from Strait Talk ... this is important for those trying to blend values to make games pay off in fun, learning and social benefits. Again, here's what Stanford offers from a group dedicated to bring conversations together: "Not once in Bridgespan’s own presentations of the cycle have we successfully stimulated conversation between funders and grantees. Maybe we weren’t using the right format. Or maybe when funders and nonprofits get in the same room, honest talk just takes a walk. Lack of trust, mismatched power, and a long history of not telling it like it is are enormous barriers to addressing the root causes of the starvation cycle." That is an amazing admission. Allan |
--- On Thu, 11/4/10, David Langendoen <da...@electricfunstuff.com> wrote: |
| Though I suspect the concept of a regime varies, the fact of the matter is that people in nonprofit and for-profit sectors don't know how to speak to each other. Money gets in the way. As such, as I complain regularly, less gets done to understand what we can integrate into the arsenal of Avatar weapons of serious advancement than people who care about socially responsible options deserve. Don't believe me? Okay ... try the still-liberal but respected Stanford Innovation Review. They too see that Strait Talk in Mixed Company is difficult, if not impossible. Here's one example ... which is absolutely amazing and should suggest to people why they need to add a budget line item for people who get what the value NGOs offer to the
discussion! The silence I generally cause usually suggests people don't get it. Perhaps talking strait is better. |
Allan --- On Thu, 11/4/10, David Langendoen <da...@electricfunstuff.com> wrote: |
|
To: gamesfo...@googlegroups.com |
-- ** David Langendoen ** Partner, Electric Funstuff ** www.electricfunstuff.com