Labels

*ORA 14 Forms of Fun 2013-14 2014 360 degree videos 5 Myths Of Game-based Learning ACH activism ADVAT agent network al Qaeda Alumni Amanda Palmer American Nuclear Society AML analysis analysis of competing hypotheses analyst Analyst's Cookbook analytic methods analytic techniques Angry Bird applied intelligence April fools Arab Spring Arbor Networks artificial intelligence assassination assignments asymmetric warfare attention attitudes augmented reality baking Banking Secrecy Act Bastion Bayes BBC bias biases big data bing Biometrics black swans blogging blogroll blogs Boston bombing Boston marathon Braid brainstorming Breckenridge BSA budget business Button Microscope calendar Call of Duty CAMS Canada card game careers careers in intelligence case officer CASOS casual games CentralDesktop Chechnya China Christmas CIA ciphers classroom exercises Clausewitz codes coffee cognitive bias cognitive biases collaboration collection collection management Competitive intelligence compliance conceptual modeling conference Congressional Budget Office conspiracy convergent thinking cooperative game correlations counterterrorism crime analysis Crimea critical minerals Critical thinking Crowdfunding crowdmap crowdmapping crowdsourcing Cthulhu Cthulhu vs. The Vikings CVTV cyber cyberthreat DAGGRE.org data analytics DDOS dea Decision Games Decision making decisionmaking Defense Language Institute dhs dia DICAS digital immigrant digital native divergent thinking diving doe dos drones DuckDuckGo e-international relations economics education education. conference Effectual reasoning Egypt elections Employment encryption ENTINT Entrepreneurial intelligence entrepreneurs Entrepreneurship Entry-level job epic 2014 epub espionage Ethan Zuckerman ethics Ethnolinguistics eurasia Eve Online experimental scholarship facebook faculty Fancy Hands Farmville FBI Fermi problems Fermi questions flow forbidden desert forecast Forecasting forecasting accuracy foreign language Foreign Service Institute Foursquare Free Syrian Army game Game based learning Game Genome Project game-based learning gamebook Games Games based learning Games for change festival gaming GEOINT Georgia Tech geospatial intelligence gerrymandering Global Intelligence Forum Google Google Translate grading graduate certificate graduate course Graduate school Gravity Models Great Firewall greg fyffe groups hardware heuristics hga hiring projection History Hnefatafl how to HUMINT Hunger Games IAFIE IARPA IMINT India INFORMAÇÕES inr integration intelligence Intelligence agency intelligence analysis Intelligence Analyst's Deck Of Cards intelligence collection Intelligence Community intelligence cycle intelligence in business Intelligence preparation of the battlefield intelligence process intelligence production intelligence studies intelligence theory Internet investigations IPB James Sanborn James Shelton Jane McGonigal Jen Stark Jigsaw Job hunting Job Search jobs John F. Kennedy John Stasko judgment july Kickstarter Kindle Kingdoms of Amalur Kriegspiel Kristan J. Wheaton Kryptos kwheaton Labels: Art Labels: Counterintelligence language languages law law enforcement law enforcement intelligence Learning Leksika Let's Kill The Intelligence Cycle liberal arts link list LinkedIn LKTIC Lord of The Rings Online macro photography MakeUseOf map mapping Mark Lombardi Market Intelligence MASINT Mass Effect MCIIS MCIIS Press Measurement Media Melonie K. Richey mental model Mercyhurst Mercyhurst Model methodologies mindmapping Minecraft Monopoly Moros murder Music Genome Project Myst National Post national security NCTC network analysis networking News NGA nominal group technique North Korea NoScript NOTICIAS NSA odni Online Open Source open source Intelligence organization original research Origins Game Fair OSINT OWS Pakistan pandemic Pandora passports pattern matching Pebble watch perspective PICL pintrest popplet Portal 2 post-mortem power laws pre-order Prediction prediction markets predictive market primary source Privacy privacyscore Problem solving professional development professionalism psychology questions Quickstarter Raph Koster rare earth Reader Recommended reading list Reality is Broken recession refugee crisis refugee population refugees request for information Resource resumes rfi Robert Heibel Role-playing game Roleplaying rolling pins Ronald Reagan ROTM Russia SAMs Games sandpiles Sankey diagram Saras Sarasvathy satellites Sculpture search Secrecy News secret sensors serious games Shippensburg Showdown SIGINT simulation SIRIUS social media social network analysis social networks Society for Effectual Action software Sources and Methods Games soviet union Spencer Vuksic spies spurious correlations spying Spymaster stanford AI course statistics strategic intelligence Strategic Minerals Strategy STRATINT Strawman structured analytic techniques Structured role-playing students survey Swayable symposium Syria tabletop games teaching techniques team building teams technology roadmap technology trends Terrorism textbooks Thanksgiving The Mind's Lie Theory of Fun thought experiment tips Tom Ridge Tor trade training translation travel tree treps Turkey TUTORIAIS Twitter UK Ukraine United States federal budget Upstart US IC US military USA Today USCG VAST Veterans' Day video vikings visual analysis visualizing intelligence voxy.com Wall Street Journal wargame Washington DC weekend What they know Widget wiki Wikipedia Words With Friends Work of art Yelp YouTube

Myth #3a: I Want To Make A Game That Teaches... (The 5 Myths Of Game-based Learning)

Part 1:  Introduction
Part 2:  Myth #1:  Game-based Learning Is New 
Part 3:  Myth #2:  Games Work Because They Capture Attention 

Part 4:  Myth #3:  I Need A Game That Teaches...

(Needless to say, it has been a strange August.  Thanks for the well wishes and notes of concern.  Hopefully, I am back at it...)

You have a PhD (or you have just been teaching a subject for quite some time) and you like games.  If no one has bothered to make a game that happens to teach anything remotely related to your subject matter, why not just make your own game?  

I have already made the point that good game design is hard (if you want to get an idea of how hard, check out Ian Schreiber's excellent 20 part series:  Game Design Concepts).  Teaching is also hard which makes designing a game that teaches a real...well, you get the point.

None of that is going to deter some of you, though.  If you are still bound and determined to design a game that teaches, whatever you do, don't try to make it a video game.  I have nothing against video games, but they have three strikes against them when it comes to teaching.

Strike One:  Even inexpensive video games cost a ton to make. According to the Casual Games Association, the least expensive games to develop (such as the ones on Facebook) still cost between $50,000 and $400,000.  Large scale games (such as Call of Duty or Mass Effect) can exceed $30 million. No educator has that kind of money laying around for course development. 

Strike Two:  Video games have a very short shelf life.  The technology is advancing so quickly that very few video games hold up well over time.  Most start to look their age within a year or two and many feel old and clunky within 3-4 years.  To get a sense of this drop off, take a look at the steep discounting that typically takes place on video games within the first few years of life:
video game price lifecycle
http://blog.pricecharting.com/2012/03/lifecycle-of-video-games-price-30-years.html
Even if you can design a great game that teaches, if it is a video game, you will have to work pretty hard to keep the game looking fresh and up to date.

Strike Three (A):  A single video game will typically not have enough content to fill a course.  Two of my favorite games of the last year were Portal 2 and Kingdoms of Amalur.  I play both of these games through Steam (for those of you not familiar with Steam, it is like an iTunes for games.  Just like iTunes, it lets you download content directly to your PC and just like iTunes it keeps track of your statistics for you -- how long you play, what you play, how much you like a game, etc).  Steam says I logged 17 hours playing Portal 2 and 101 hours playing Kingdoms of Amalur.  

Both games (which I purchased on sale) provided excellent value for money in my opinion.  Portal 2 is one of the highest ranked games ever and was immensely fun.  Kingdoms of Amalur was designed to be a much lengthier game and was equally fun to play (though many reviewers did not think so...). With an average university course requiring approximately 45 classroom hours and, depending on who you talk to, 2:1 to 4:1 hours outside studying to inside of class, it is arguable (in a rough order of magnitude sort of way) that only video games on the scale of Kingdoms of Amalur could hope to fully replace even a single university course.

Strike 3 (B):  Even if the content is there, relatively few players actually finish video games.  Consider the two games I mentioned above.  Portal 2 is one of the highest rated games of all time.  Players and reviewers loved it.  Heck, I loved it.  I played every level and received every "Achievement" - little electronic tokens of accomplishment that players collect throughout the game.  Steam, of course, keeps track of "Achievements".   Typically, there is at least one achievement associated with completing the main part of the game.  In the case of Portal 2, that achievement is called "Lunacy" (play the game and you will understand why).  I have received this achievement and truly enjoyed the process of getting there.

What is really interesting, though, is that Steam allows me to compare my achievements with the millions of other players who have also played the game.  Only about 56.4% of those who have played the game through Steam have received the Lunacy Achievement.  That is actually a pretty stunning statistic when you consider this is one of the best rated games ever, players presumably volunteered/wanted to play the game and they had to pay between $30 and $60 for the privilege.  It is even harder to imagine a successful class where only 56% of those who start it, finish it.  Kingdoms of Amalur is in an even worse position.  Here only 18.1% of those who started the game played through to the final achievement, "Destiny Defiant". 

**********

OK, so its not as bad as I make it look.  I will readily acknowledge that many of the arguments I make are not as strong as they appear to be.  Indie game designers are bringing extraordinary labors of love to the attention of the masses every day.  The overwhelming success of video games like Minecraft, Braid and Bastion are testaments to what creative people can do on a shoestring.  Likewise, even if one of today's games can't fill a course or routinely get played to completion, you, Kris Wheaton, are the one who said we would have to have multiple games for our courses anyway.  Besides, just because the games aren't here today, does not mean that we shouldn't keep trying.

Exactly.  My point is not to deter game-based learning approaches -- I believe in them wholeheartedly!  My goal is to let teachers know that the process is not as easy and straightforward as it appears.  This is truly a "hard problem" and hard in two fields, game design and education.

I believe the problem will be solved but what are we to do in the meantime?  I recommend two strategies for teachers.  First (and this is the one I use in my Strategic Intelligence class), look for great games that already exist that can teach, reinforce or supplement one or more of your learning objectives.  Second, if you must design your own game, make it a board or card game.  These cost significantly less to design and produce and require much less equipment to play.  They are easier to fit into the constraints associated with a normal 1-2 hour class and, for intelligence professionals, at least, are simply easier to get into the building!

Next:  Myth #4:  The Learning Objectives Come First

0 Response to "Myth #3a: I Want To Make A Game That Teaches... (The 5 Myths Of Game-based Learning)"

Post a Comment