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Designing educational computer game experiences PhD student Simon Egenfeldt-Nielsen IT-University Copenhagen Game-research.com 15th October 2004, Graz.

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  1. Designing educational computer game experiencesPhD student Simon Egenfeldt-NielsenIT-University CopenhagenGame-research.com15th October 2004, Graz “…develop games which contain advanced content, operate according to sound pedagogical principles, enable classroom customisation, and create real excitement within the core game market” - Henry Jenkins

  2. Background: Masters Degree in Psychology PhD scholar at IT-University of Copenhagen, Written two Danish books and several articles on computer games and learning. Heavily involved in game community: Digra, Game-studies, Game-research, AOIR, DAC, IGDA Earlier consulting: Framfab, Incircle, EQ, Game-Research. Still consult on computer game related issues. Reports on eSports, online gaming, risks in online games, and research on computer game risks.

  3. Edutainment – games that are not! Edutainment is linear, limited and controlling in their structure. Underlying learning assumptions to general and simplified. • Problems: • Learning material is detached from game. • Create visual universe but little interaction with the gameplay • Learning is placed first and unmotivated • Small classic games Picture: Chefrens Pyramide

  4. Historical overview: Research in different areas focusing on educational use of computer games 1970s 1980s 1990s 2000s Instructional technology Edutainment Health-related games Constructionism Socio-cultural approach Cognitive skills Math games Adventure games Media education

  5. The market for edutainment

  6. The vicious cycle Low quality Small market Little innovation Small demand Limited investment

  7. Little Innovation Facts: Oregon Trail remains a best-seller after 20 year. Educational publishers instead of game people. Same target groups, topics, gameplay, and technology. • Pre-school: Reading, writing, math, spelling. • Licenses: Disney, Mickey Mouse, Shrek, Garfield • Existing brands: Putt Putt, Freddie Fish, Reader Rabbit, Pajama Sam Freddi Fish 5: Creature of Cora: Almost on its tenth year.

  8. Low Quality Facts: Average selling price is falling to way below other game titles (17$ Edutainment compared to 23$ for Other PC titles). Few parent or children feel edutainment titles live up to their expectations. • The bugs and technical problems are substantial especially considering target group. • Edutainment: Sold on the believed educational content not the actual quality of education or game. • Gameplay: The same puzzles or classic arcade games done in Director. Pajama Sam 3: Shows the classic tone and set-up of edutainment

  9. Low demand • Local brands with low global penetration • Educational traditions quite different worldwide • Parents still uncertain towards computer games but more critical • Lack of distribution channels

  10. Limited investment In summary currently the educational experiences computer games can offer children are of few and of low quality – the market is skeptical and in decline. Few investors is interested in such an area – other channels most be sought. • Research collaborations between industry and research • Public funding for new teaching material • Companies with a philanthropic interest in a topic

  11. Designing Educational experiences that are different than edutainment

  12. Ideal set-up: The right people Computer games are a modern pursuit requiring a lot of different competences – even worse when we want to design educational experiences. • Game Publisher • Game Developer • Subject Experts • Educational Experts • Educational Publisher • Players for testing • Students & teachers for testing Deep understanding of both computer games and educational questions. Perhaps on overweight on the computer game part.

  13. Context Player Game A full educational experience.. Avoid narrow focus on one area of the educational experience.

  14. Basic foundation for education Student relevance (Builds engagement and investment) - Linking with experience • Autonomy • Modality • Safety • Challenge Educational (requires instruction) - Linking the right experience • Points forward ‘desirable direction’ • Support desire to learn • Match curriculum } Computer games support these features quite naturally The linking of these two parts is hard } Computer games do not necessarily support these features but they may be integrated

  15. Some downsides 1… Learning vs. playing: Control is a critical characteristic in computer games but educating is potentially different taking control away from the player The problem of representation – is this play or reality. Can students tell the difference – a different way to learn. Implicit message that learning is not worth sweating for but must always be fun. Practical barriers: Lesson plan, curriculum, teacher training, physical space, learning theories, teaching forms. The cultural inheritance – are games really educational?

  16. Some downsides 2… Drill-and-practice games vs. microworlds: Edutainment is easier to design based on simpler and more explicit learning than microworld. What learning theories should guide the design. Depth vs. superficiality: Computer games in some cases may not deliver a lot of information but they deliver what the student can grasp. Other media may deliver more detailed information on a given topic but that is of limited value if the students can only engage with a minor part.

  17. An example of designing Educational experiences:

  18. Global Conflicts – an example… Set-up network – the right people Build the framework for project – Conflict in the Middle-East Get funding – still looking most interested in serious collaboration Design philosophy for the computer game A control post in game where the player must get through or hinder other people from getting through.

  19. Global Conflicts – The gameplay • Breathing universe modelled close to reality • Transfer links: Newspapers, TV-spots, radio. • Variation in difficulty and complexity. • Strong reporting system • Personal vs. strategic • Avoid aggression • Different roles • Make education manual • New Scenarios Concept art from the game.

  20. Concluding remarks A tough market in many ways Difficult to design educational experience Computer games can bring engagement to education We are still waiting for the market to mature….

  21. Thanks for listening… Questions, comments, helping or consulting. sen@itu.dk or sen@game-research.com Slides at http://www.itu.dk/people/sen Links: http://www.game-research.com http://game.itu.dk

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