Insights into Games, Simulations, and Learning Environments

 
 
1. Games are a form of 
fun. 
That gives us 
enjoyment and pleasure.
     2. Games are form of 
play
. That gives us 
intense and passionate involvement.
     3. Games have 
rules. 
That gives us 
structure.
     4. Games have 
goals. 
That gives us 
motivation.
     5. Games are 
interactive. 
That gives us 
doing.
     6. Games are 
adaptive. 
That gives us 
flow.
     7. Games have 
outcomes and feedback. 
That gives us 
learning.
     8. Games have 
win states. 
That gives us 
ego gratification.
     9. Games have 
conflict/competition/challenge/opposition. 
That gives us
adrenaline.
     10. Games have 
problem solving
. 
That sparks our 
creativity.
     11. Games have 
interaction. 
That gives us 
social groups.
     12. Games have 
representation and story. 
That gives us 
emotion. 
(Prensky)
 
Chapter 7
 
Games and Simulations
 
How are games, tests, and simulations
related?
 
?
We may have immediate feedback in tests
 
?
We may have recorded scores in games
 
My definition
 
Simulations are simplified real world situations in a controlled
environment. They are about things or systems and how they
behave. Games are either all about fun OR a combination of
fun and learning.
 
Tests are merely about learning.  In test the feedback is written
in games the feedback is the consequence of the player’s
actions/decisions.
 
Range of games
 
From a simple spreadsheet to complex and
expensive designs.
 
Demos are not true simulations
 
Why Games
 
Show consequences not normally visible
Let learners make mistakes without suffering
permanent consequences
Encourage learners to pause, reflect, and revise
Provide a laboratory
Simplify complex situations
Give opportunities for abundant practice and
feedback
Reawaken learning by play
 
When to use games
 
Costs of failure are high
Learning with real systems is not practical
Learners need individual attention
Many people must be educated
Tasks are complex and time is short
Skills to be taught are subtle and complex
You have time and budget to see the project
through
 
8
 TYPES OF LEARNING GAMES
(Simulations)
 
1- Quiz-show games
 
Who wants to be a millionaire?
Jeopardy
Deal or no deal
 
 
2- Word Games
 
Crossword Puzzles
Letter arrangement games
Spelling bee
Hangman
 
3- Jigsaw Puzzles
 
A scrambled-tile puzzle can help learners
recall images, visualize relationship, or notice
discriminating details.
 
http://www.horton.com/portfolio/jigsaw/jigSawHierarchyPractice.htm
 
4- Branching scenarios
 
5- Task simulations
 
Software simulations
Device simulations
 
5.A Software Simulation
 
 
5.B Device simulation
 
 
6- Personal-response simulations
 
6- Personal-response simulations
 
 
7- Environmental simulations
 
Immersive role-playing games
 
EAP 
Employee Assistance Program
 
DESIGN GAMES FOR LEARNING
General guidelines to design games
 
1- Choose the type of game based on
your objective
 
 
Decide
 
 
Do
 
Know
 
Believe
 
Feel
 
IAT 
Implicit Association Test
 
2-Express the goal as a specific task
 
ETEC 444  
What to buy with $3000
 
3- Pick the right sized game
 
4-Emphasize learning, not just doing
 
Make winning the game require 
creativity and
careful decisions
, 
not
 just 
fast reflexes
Avoid arbitrary limitations on how the learner
accomplishes the goal.
 
5- Specify challenge and motivation
 
6- Manage competitiveness
 
Excessive competitiveness can get in the way
of effective learning
 
7- Provide multiple ways to win (learn)
 
Provide hints or links to resources not just
trial-and-error
 
CREATE A MICRO-WORLD
More specific design guides
 
1- Specify the game's world
 
Specify
Characters
Objects (
tools, furniture,…that the users will interact with)
Locations
Relationships
Laws of math and science
Other dynamics and 
conditions 
(too much fertilizer)
 
2- create a storyline
 
Starting point
Ending point
Learner’s role
Path from start to end
 
3- Create a back story
 
For complex games you need to explain the
context or the back story
 
4- Specify the game structure
 
Good structure keeps the game simple enough
tor learners to comprehend.
 
5- Assign the learner’s role
 
Pose the learner a problem to solve in a
specified situation.
 
6- Make the game meaningfully
realistic
 
It does not mean use realistic 3D images
A game is realistic if it:
 
 
 
7- Specify rules of the game
 
What the player can do and how the game
responds or evaluates.
 
8- Design a rich, realistic environment
 
9- Provide a deep, unifying challenge
 
Unify the game around a primary mission or
goal.
 
10- Define indicators of game state
and feedback
 
Decide what kind of feedback you will provide
and where and where it will appear to the
learner
 
SPECIFY THE DETAILS
Very Specific Design Guides
 
 
Sketch out the user interface
Write the words
Specify the graphical style
Specify other media
 
Specify other media
 
ENGAGE LEARNERS
 
Hook the learner
Ask learners to suspend disbelief
Set the context
Provide real-world prompting and support
Present solvable problems
Adapt to the learner’s needs
Challenge with time limits
Let learners try multiple strategies
Program variety into the game
Involve the learner
 
TEACH THROUGH FEEDBACK
 
1- Provide intrinsic feedback
 
Good games deliver feedback naturally within
the context of the game
 
2- Inject educational feedback where
needed
 
It is justified to interrupt the play if an
important educational feedback is needed to
correct a misconception
 
3- Provide continual feedback
 
4- Give crucial feedback immediately
 
5- Confront bad behavior and choices
 
 
6- Defer lengthy feedback
 
 
7-Anticipate feedback (feedforward?)
 
Consider all possible actions by the learners
and prepare proper feedback for it.
 
8- Enable learning through a variety of
experiences
 
In a well designed game the learner can
experience several hypothetical  but
meaningful learning that is almost impossible
to experience in real life.
 
9- Provide complete, detailed feedback
 
Teaching complex, difficult objectives require
complete, detailed feedback.
 
10- Help learners correct mistakes
 
Specific error messages should identify the
items in error.
It should point out where to locate the error
on the screen
It should spell out the type of error,(the value
entered is too high or too low)
 
11- Offer abundant practice
 
Plentiful practice gives opportunities for
discovery, helps learners refine their strategy
and tactics,  smooths and automates
performance, and builds confidence.
 
Use try again, start over, replay, new game,..
Etc.
 
Acknowledge achievement
 
PROGRESSIVELY CHALLENGE
LEARNERS
 
1-Use scaffolding method
 
2- Ratchet up the challenge
 
Make the game easy to start but hard to
master
 
3- Give closure between phases
 
Signal the end of phases in the overall
sequence.
State the results so far
Recap the steps of the phaseejust completed
Preview the next phase
Invite learner to continue
 
4- Control the rhythm of difficult
 
Learning improves if we alternate hard and
easy activities
 
5- include some low tension events
meanwhile
 
6- Require consolidating small steps
 
As learners advance through the game require
them to combine small steps at once to
advance in a faster rate.
 
MANAGE GAME COMPLEXITY
 
1- Beware combinatorial explosion
 
2- Mission-sequential structure
 
This structure works best for objectives that
can be taught in sequence.
 
3- Short-leash strategy
 
Learners are not allowed to tray far from
successful  path.
Getting more than a few steps of the path
triggers corrective  guidance that nudges them
back toward the successful path.
 
4- Safari structure
 
5- Breakthrough structure
 
SIMPLIFY LEARNING THE GAME
 
Simplify learning the game
 
1.
Guide actions with instructions
2.
Explain the game clearly
3.
Start with training wheels
4.
Assist when needed
5.
Show solution after a few attempts
6.
Let learners request assistance
7.
Include pertinent hints
8.
Simplify the display for quick response
9.
Minimize distractions (
10.
Accept all successful actions (mouse or key press)
 
Similar to what was said about games
 
DESIGN COACHED TASK SIMULATIONS
DESIGN BRANCHING-SCENARIO GAMES
USE GAMES AS E-LEARNING COURSES
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Discover the multifaceted aspects of games, simulations, and learning through a comprehensive exploration of their characteristics, purposes, and applications. From the elements that make games engaging to the utility of simulations in replicating real-world scenarios, this content delves into the distinct features and benefits of each educational tool.

  • Games
  • Simulations
  • Learning
  • Education
  • Engagement

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  1. 1. Games are a form of fun. That gives us enjoyment and pleasure. 2. Games are form of play. That gives us intense and passionate involvement. 3. Games have rules. That gives us structure. 4. Games have goals. That gives us motivation. 5. Games are interactive. That gives us doing. 6. Games are adaptive. That gives us flow. 7. Games have outcomes and feedback. That gives us learning. 8. Games have win states. That gives us ego gratification. 9. Games have conflict/competition/challenge/opposition. That gives us adrenaline. 10. Games have problem solving. That sparks our creativity. 11. Games have interaction. That gives us social groups. 12. Games have representation and story. That gives us emotion. (Prensky)

  2. Chapter 7 Games and Simulations

  3. How are games, tests, and simulations related? ? ? We may have recorded scores in games We may have immediate feedback in tests

  4. My definition Simulations are simplified real world situations in a controlled environment. They are about things or systems and how they behave. Games are either all about fun OR a combination of fun and learning. Tests are merely about learning. In test the feedback is written in games the feedback is the consequence of the player s actions/decisions. Demos Tests Simulations learning games fun games Formal Informal Less Interactive More Interactive Less fun More fun

  5. Range of games From a simple spreadsheet to complex and expensive designs.

  6. Demos are not true simulations

  7. Why Games Show consequences not normally visible Let learners make mistakes without suffering permanent consequences Encourage learners to pause, reflect, and revise Provide a laboratory Simplify complex situations Give opportunities for abundant practice and feedback Reawaken learning by play

  8. When to use games Costs of failure are high Learning with real systems is not practical Learners need individual attention Many people must be educated Tasks are complex and time is short Skills to be taught are subtle and complex You have time and budget to see the project through

  9. 8 TYPES OF LEARNING GAMES (Simulations) 1 2 3 4 5 6 7 8

  10. 1- Quiz-show games Who wants to be a millionaire? Jeopardy Deal or no deal

  11. 2- Word Games Crossword Puzzles Letter arrangement games Spelling bee Hangman

  12. 3- Jigsaw Puzzles A scrambled-tile puzzle can help learners recall images, visualize relationship, or notice discriminating details.

  13. http://www.horton.com/portfolio/jigsaw/jigSawHierarchyPractice.htm

  14. 4- Branching scenarios

  15. 5- Task simulations Software simulations Device simulations

  16. 5.A Software Simulation

  17. 5.B Device simulation

  18. 6- Personal-response simulations

  19. 6- Personal-response simulations

  20. 7- Environmental simulations

  21. Immersive role-playing games EAP Employee Assistance Program

  22. DESIGN GAMES FOR LEARNING General guidelines to design games

  23. 1- Choose the type of game based on your objective

  24. Decide

  25. Do

  26. Know

  27. Believe

  28. Feel IAT Implicit Association Test

  29. 2-Express the goal as a specific task ETEC 444 What to buy with $3000

  30. 3- Pick the right sized game

  31. 4-Emphasize learning, not just doing Make winning the game require creativity and careful decisions, not just fast reflexes Avoid arbitrary limitations on how the learner accomplishes the goal.

  32. 5- Specify challenge and motivation

  33. 6- Manage competitiveness Excessive competitiveness can get in the way of effective learning

  34. 7- Provide multiple ways to win (learn) Provide hints or links to resources not just trial-and-error

  35. CREATE A MICRO-WORLD More specific design guides

  36. 1- Specify the game's world Specify Characters Objects (tools, furniture, that the users will interact with) Locations Relationships Laws of math and science Other dynamics and conditions (too much fertilizer)

  37. 2- create a storyline Starting point Ending point Learner s role Path from start to end

  38. 3- Create a back story For complex games you need to explain the context or the back story

  39. 4- Specify the game structure Good structure keeps the game simple enough tor learners to comprehend.

  40. 5- Assign the learners role Pose the learner a problem to solve in a specified situation.

  41. 6- Make the game meaningfully realistic It does not mean use realistic 3D images A game is realistic if it:

  42. 7- Specify rules of the game What the player can do and how the game responds or evaluates.

  43. 8- Design a rich, realistic environment

  44. 9- Provide a deep, unifying challenge Unify the game around a primary mission or goal.

  45. 10- Define indicators of game state and feedback Decide what kind of feedback you will provide and where and where it will appear to the learner

  46. SPECIFY THE DETAILS Very Specific Design Guides

  47. Sketch out the user interface Write the words Specify the graphical style Specify other media

  48. Specify other media

  49. ENGAGE LEARNERS Hook the learner Ask learners to suspend disbelief Set the context Provide real-world prompting and support Present solvable problems Adapt to the learner s needs Challenge with time limits Let learners try multiple strategies Program variety into the game Involve the learner

  50. TEACH THROUGH FEEDBACK

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