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The Pedagogy of Commercial Games

This session explores how successful commercial games can be used as tools to facilitate learning, connecting game designs with established learning and instructional design theories. It examines elements such as levels of valorization, back story, POV/perspective, stimuli presentation, learning guidance, performance assessment, and more. It also delves into the connection between games and teaching, exploring different learning theories and styles.

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The Pedagogy of Commercial Games

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  1. The Pedagogyof Commercial Games Katrin Becker University of Calgary November 2005 Prepared for the  NMC Online Conference on Educational Gaming Dec. 7-8 2005 This session examines successful commercial games to connect the designs of these games with known learning and instructional design theories. Pedagogy & Games

  2. Amos’n’Andy The West Wing Why are these such good teachers? Pedagogy & Games

  3. Learning Theories Each of these elements can be seen as a tool that facilitates learning. How Do Games Teach? Levels Valorization Attract Mode Back Story P.O.V. / Perspective Point of View 2. Informing Learners of the Objective (Expectancy) Trailers 3. Stimulating Recall of Prior Learning (Retrieval) H.U.D. Heads Up Display 1. Gaining Attention (Reception) Click to progress through events Story Mode 4. Presenting the Stimulus (Selective Perception) Sandbox Mode Gagné’s Nine Events 9. Enhancing Retention and Transfer (Generalization) N.P.C. Non-Playable Characters Tutorial Mode 5. Providing Learning Guidance (Semantic Encoding) 8. Assessing Performance (Retrieval) Fan Sites & Game Communities Boss Challenges 6. Eliciting Performance (Responding) 7. Providing Feedback (Reinforcement) Cut- Scenes A.I. Artificial Intelligence Variable L.O.D. Level of Detail Transmediality Pedagogy & Games

  4. Learning Theories Each of these elements can be seen as a tool that facilitates learning. Are Games Good Teachers Too? Levels Valorization Attract Mode Back Story P.O.V. / Perspective Point of View Trailers 2. Learning Prerequisite Sequences 1. Elaborative Sequence H.U.D. Heads Up Display Click to progress through strategies 7. Learner Control 3. Summary Story Mode Reigeluth’s Elaboration Theory Sandbox Mode N.P.C. Non-Playable Characters 6. Cognitive Strategies 4. Synthesis Tutorial Mode 5. Analogies Fan Sites & Game Communities Boss Challenges Cut- Scenes A.I. Artificial Intelligence Variable L.O.D. Level of Detail Transmediality Pedagogy & Games

  5. How Do Games Teach? Kolb’s “Races” Kolb’s “Races” Keirsey’s “Races” Keirsey’s “Races” Idealists Learning Styles Converger Guardians Some Learning Styles already conjure up images of various races…. Accomodator Assimilator Photo: Neverwinter Nights http://www.boolsite.net/ Photo: Neverwinter Nights http://www.boolsite.net/wallpapers Photo: Legend of Zelda www.free-computer-wallpapers.com Photo: gamewallpapers.com Diverger Artisans Rationals Photo: NOX gamewallpapers.com Photo: Halo 2 www.free-computer-wallpapers.com Photo: Shenmue http://www.boolsite.net Photo: Metroid Prime nintelligent.net Pedagogy & Games

  6. Learning Styles How Do Games Teach? Concrete-Random: Syberia Gregorc’s System of Learning • Concrete-Sequential: • Super Monkeyball Syberia http://www.boolsite.net Screenshot: mobygames.com Abstract-Random: Katamari Damacy Abstract-Sequential: Myst Screenshot: mobygames.com Screenshot: mobygames.com Pedagogy & Games

  7. Learning Styles How Do Games Teach? versus Felder’s Index of Learning Styles Active (doing) Reflective (thinking) Felder’s Index of Learning Styles Intuitive (concepts, relationships) Sensing (facts, processes) Verbal (hearing, reading, saying) versus Visual (seeing, picturing) versus Need For Speed Sequential (step-wise) Global (leaps, random) versus Medal of Honor Black and White Screenshot: mobygames.com Civilization III Harvest Moon Felder’s Index of Learning Styles Screenshot: mobygames.com Screenshot: gamespot.com Felder’s Index of Learning Styles Felder’s Index of Learning Styles Screenshot: gamespot.com Psychonauts Screenshot: gamespot.com Roller Coaster Tycoon Electroplankton Pedagogy & Games

  8. Next Steps Knowing why a game is good is not the same as knowing how to make a game good, but it is a necessary first step. Instructional Games Design will require a thorough grounding in BOTH Instructional Design AND Games Design. • Merrill’s First Principles (applied to instructional game design): • Engagement – Solving problems • Activation – Start Where the player/learner is. • Demonstration – Show them what we want them to learn – don’t just tell them. • Application – New knowledge must be applied to solve problems. • Integration – Motivate to apply what was learned Pedagogy & Games Promo shot

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