ResearchGate Twitter Flickr Tumblr

Don’t Let Your Simulation Game Become a Shit Sandwich

According to a 2011 metastudy by Traci Sitzmann in Personnel Psychology, declarative and procedural knowledge and retention were observed to be higher in groups taught with computer-based simulation games than in groups taught without, and even self-efficacy was observed to be substantially higher—surprisingly high, I might say. But that isn’t the whole story.

Common knowledge, and often among the main rationales for developing computer-based simulation games, is that wrapping entertainment around course materials will boost motivation. Motivation, hopefully, for learning new skills and not merely for playing the simulation game.

But do we know for sure that this works?

Two key simulation game theories propose that the primary benefit of using simulation games in training is their motivational potential. Thus, it is ironic that a dearth of research has compared posttraining motivation for trainees taught with simulation games to a comparison group. A number of studies have compared changes in motivation and other affective outcomes from pre- to posttraining for trainees taught with simulation games, but this research design suffers from numerous internal validity threats, including history, selection, and maturation. Also, the use of pre-to-post comparisons may result in an upward bias in effect sizes, leading researchers to overestimate the effect of simulation games on motivational processes.

Sounds bad enough. But there’s more! In a corporate environment, motivation is intimately linked to work-motivation—think of it as a special case of transfer of learning—but which, it turns out, hasn’t so far been tested in any meaningful manner at all:

However, the instructional benefits of simulation games would be maximized if trainees were also motivated to utilize the knowledge and skills taught in simulation games on the job. Confirming that simulation games enhance work-related motivation is a critical area for future research.

Also, there’s something else. How well declarative and procedural knowledge, retention, and self-efficacy are raised depends, according to this meta analysis, on several factors. The best results were observed for games where work-related competencies were actively rather than passively learned during game play; when the game could be played as often as desired; and when the simulation game was embedded in an instructional program rather than a stand-alone device.

Lots of implications there. And ample opportunity to turn your corporate simulation game into a veritable shit sandwich: when the game is merely the digital version of your textbooks, training handbooks, or field guides; when the replay value is low; and when you think you can cut down on your programs, trainers, and field exercises.

In other words: a good simulation game will cost you, and you can’t recover these costs by cutting down on your training environment. Instead, a simulation game is a substantial investment in your internal market, and you better make sure to get the right team on board so that motivation will translate into training success and training success into work-motivation.

Paper cited: Sitzmann, Tracy. “A Meta-Analytic Examination of the Instruction Effectiveness of Computer-Based Simulation Games.” Personnel Psychology. Vol.64, Issue 2 (Summer 2011). 489–528.

permalink

I-Chun Hung and Nian-Shing Chen at Oxford University Press blogs:

When younger learners study natural science, their body movements with external perceptions can positively contribute to knowledge construction during the period of performing simulated exercises. The way of using keyboard/mouse for simulated exercises is capable of conveying procedural information to learners. However, it only reproduces physical experimental procedures on a computer. […]

If environmental factors, namely bodily states and situated actions, were well-designed as external information, the additional input can further help learners to better grasp the concepts through meaningful and educational body participation.

Exciting research. Add to that implications from Damasio’s somatic marker hypothesis and the general question of the vanishing of movement and physicality from learning processes as an as yet underresearched psychological—or even philosophical, think peripatetics—observable.

This is a direction we should follow through in game-based learning research with some financial muscle, so to speak.

permalink

A Design Paradigm for Serious Games

How serious games are developed has changed quite a bit since Gunter et al.’s paper “A Case for a Formal Design Paradigm for Serious Games” (link to PDF) from 2006, but that doesn’t invalidate its point of departure in principle:

We are witnessing a mad rush to pour educational content into games or to use games in the classroom in an inappropriate manner and in an ad hoc manner in hopes that players are motivated to learn simply because the content is housed inside a game.

While this paper is neither a rigorously written research study nor exactly informed by deep knowledge about the psychology of learning (all three authors have their backgrounds in the technology of learning), and the concluding “method for creating designed choices” falls flat on its nose as this paper regrettably fails to define “choice” in this context, we can still extract its basic idea, strip off its naïve linearity, and expand on it.

In brief:

The basic design process for educational games should occur within a three-dimensional space whose three conceptual axes are: Game Mechanics, Dramatic Structure, and the Psychology of Learning. To simply try and “map” these parameters onto each other in a largely linear approach that, among other things, is destined to lose sight of participatory elements and agenticity rather quickly will run into problems and lead to bad games. And the best approach to build such a matrix for a given objective is to create a collaborative team with top-notch professionals from all three areas, i. e., game design, narrative design, and the psychology of learning and motivation.

Paper cited: Gunter, Glenda A., Robert F. Kenny, & Erik Henry Vick. “A Case for a Formal Design Paradigm for Serious Games.” The Journal of the International Digital Media and Arts Association. Vol.3 No.1 (2006). 1-19.

permalink

The Trouble with Game-Based Learning Research

From a 2013 Research Roundup on Game-Based Learning:

While serious games have been embraced by educators in and out of the classroom, many questions remain. What are the possible effects of digital gaming, connectivity and multitasking for younger learners, whose bodies and brains are still maturing?

Let me rephrase this just a bit:

While 20th century-style classroom learning has been embraced by educators all over the world, many questions remain. What are the possible effects of one-size-fits-all educational methodology with predetermined curricula and standardized testing, conditioned learning of siloed educational subjects detached from personal experience, and large class sizes solely determined by year of birth, for younger learners whose bodies and brains are still maturing?

What this comes down to is this. With their defensive positions reflected by arguments as well as study designs, game-based learning proponents often paint themselves into a corner. You just can’t conclusively identify (let alone “prove”) the effects and effect sizes of a particular teaching method for all times, ages, and contexts. Moreover, it’s proponents of that archaic industrial processing of learning and learners that we, somewhat misleadingly, call our “modern educational system” who should scramble to legitimite their adherence to outdated structures and methods, not the other way round.

Another thing that’s screwed, of course, is that from twenty studies on game based-learning listed by this particular research roundup mentioned above, only three are freely available — “Video Game–Based Learning: An Emerging Paradigm for Instruction” (Link); “Gamification in a Social Learning Environment” (Link to PDF); “A Meta-Analytic Examination of the Instructional Effectiveness of Computer-Based Simulation Games” (Link). And from the other seventeen arcticles’ overall ten sources even the excellently-equipped university and state library I’m privileged to enjoy research access to does subscribe, again, to three.

permalink

From education game-maker FilamentGames:

Commencing Operation Play, a call-to-arms for all believers in the positive impact of game-based learning! From September 15th–19th, we’re celebrating educators that utilize game-based learning in their classrooms and the benefits games can have on student engagement and understanding. We’ve partnered with some of the most powerful forces in the industry to build a hub of teacher resources for adding game-based learning to your classroom curriculum.

On board for digital games are, among others, MIT’s Education Arcade and Institute of Play’s GlassLab.

Worth checking out. I almost missed this.

permalink

Frank Catalano at GeekWire about the possible consequences of Microsoft’s acquisition of Mojang for TeacherGaming and MinecraftEdu:

With the Mojang buy, Microsoft will have an automatic presence in two hot and growing areas of importance in K-12 schools: STEM education, and game-based learning. It could choose to:

  • Maintain the licensing and direct support relationship for TeacherGaming’s MinecraftEdu,
  • Distribute Minecraft directly to schools as a Microsoft Education initiative (perhaps also buying TeacherGaming), or
  • Let education-specific efforts wither as it pursues world domination in mass market video games.

Early indications are somewhat promising, if not yet specific.

The Bill & Melinda Gates Foundation’s activities notwithstanding, Microsoft’s past in edu is checkered, to say the least. While Microsoft’s new CEO Satya Nadella indirectly confirmed that Ballmer’s departure marked the end of Microsoft’s platform-centric “domination” strategy, it will take time until we know whether that’s just marketing lingo or a real change of heart.

Remember the time when education was one of Apple’s rare strongholds and Microsoft proposed to pay out $1.1 billion in legal settlements from a class action law suit “in Microsoft software to needy schools”?

Be wary, we should.

permalink

Learning “Trust” With Co-op Games

A circulating story about a grey parrot performing unexpectedly well in a setup of the classic 1972 Stanford Marshmallow Experiment reminded me of a related study from 2012, “Rational Snacking: Young Children’s Decision-Making on the Marshmallow Task Is Moderated by Beliefs About Environmental Reliability” (paywall). Takeaways from the latter were: the original test’s setup didn’t control for trust (and probably other factors as well), and the dependent variable of self-control is at least “moderated” by the perceived reliability of the environment—trust—in personal delay-of-gratification success or failure. (About the parrot, alas, I have nothing useful to say.)

One can be reasonably sure that both factors, i.e., trust and self-control, are indeed highly correlated in real-world settings. From there we can assume another confounding factor pertaining to both the original and the follow-up study that hasn’t been controlled for, namely, social background. Reliability isn’t just a matter of character, but also a matter of circumstances: people can be unreliable und untrustworthy not because they are unreliable and untrustworthy, but also because their personal environment and circumstances force them to be. For a taste of how this works, play the terrific Papers, Please!.

In fact, your unreliability and untrustworthiness in real-world settings can be a function of naked necessity, and the more precarious your personal circumstances are, the less you can afford being reliable and trustworthy. It can start with the promise of a birthday present you couldn’t keep because you needed to have the refrigerator repaired that just broke down, or for a visit to the zoo or your daughter’s all-important afternoon baseball game because you finally didn’t dare leave early from work even though you had asked for permission.

Now think again about the results of the original Marshmallow Experiment’s follow-up studies:

In follow-up studies, Mischel found unexpected correlations between the results of the marshmallow test and the success of the children many years later. The first follow-up study, in 1988, showed that “preschool children who delayed gratification longer in the self-imposed delay paradigm, were described more than 10 years later by their parents as adolescents who were significantly more competent.”

What needs to be done, actually, is factoring in the participants real-life environment reliability which, stunningly, hasn’t been controlled for throughout these studies.

Now, learning to trust or not to trust is a bit more complicated than “learning whom to trust or not” as an educational objective. “Trust” has a context, often a dynamic one. If children don’t understand this, they will have no clue what to do or what’s happening, e. g., when it comes to intermittent trustworthiness because circumstances compel a basically trustworthy person to be trustworthy most of the time, but not all of the time. And we know from Behaviorism that intermittent rewards (i.e, reinforcements) trigger certain classes of hormones that are not only highly addictive, but change behavior in unexpected and overwhelmingly socially negative ways.

When “Trust” as an educational objective has to take dynamically changing contexts into account, many of the game mechanics used in educational games are not even close to being useful, and that applies to corporate trainings as well. But how can we create dynamic contexts?

Well, Storification! A dramatic structure, turning points, ever higher stakes, unforeseen predicaments, and a “story world” where every action has its consequences, though not necessarily the expected ones. Obviously, in an interactive, participative game where the player can expect to have agency it’s neither possible nor desirable to “script” all these elements beforehand. As of now, the single best way to experience such situations, and experience them in perfect safety!, are still old-fashioned pen-and-paper roleplaying games—true, authentic “co-op” games through-and-through.

And that’s exactly what we’re going to have to create in the field of game-based learning: a plot-driven, context-rich co-op game that dynamically evolves through interactions between players who enjoy true agency. Which would be almost too easy with Strong AI as a “game master,” but as long as we can’t have that, we must work with what we have. Which, actually, is quite a lot—with MMORPG mechanics and mixed AI/Tutor systems leading the way.

permalink

From the Games and Learning Publishing Council’s National Survey of Digital Game Use Among Teachers:

Digital games are becoming a more regular part of the classroom, according to the nearly 700 teachers who responded to the survey.

Of those teachers who use games in the classroom (513 respondents), the majority of respondents (55%) use games in the classroom at least once a week and another quarter have kids play games at least once a month.

The GLPC survey found that a majority of teachers still use desktop computers to play games (72%) and a sizable group (41%) is using interactive whiteboards. But still, tablets have quickly grown to equal the whiteboard usage.

That’s a lot, actually, but I think it’s reasonable to expect a slight selection bias here, i. e., that teachers who use digital games in their classrooms are a bit more likely to respond to this survey than those who don’t.

Add to that another survey, quoted on GLPC’s website:

This growth of mobile technology was also highlighted in a new survey from the technology and education firm Amplify. That survey found that of those not using tablets 67 percent plan to invest in them in the next 1–2 years.

Again, quite a lot. Yet, “Interactive” and “mobile” don’t necessarily translate into “collaborative,” and I wonder whether tablets are particulary suited for collaborative game-based learning (which playing games in the classroom was all about in the first place).

Also, I wonder how those numbers would compare to a similar survey in Germany—oh wait, I don’t.

permalink

About two months or so ago, I threw a few remarks about LEGO’s new “Female Scientists Research Institute” into that Black Hole commonly known as Facebook, raining on the then-ongoing “LEGO finally gets it!” parade by reminding everybody that this set was not a regular product but a) fansourced as a winner of the annual “Idea” competition and b) a limited edition.

And so it goes. Shortly after the launch, from the New York Times:

Within days of its appearance early this month, the Research Institute—a paleontologist, an astronomer and a chemist—sold out on Lego’s website and will not be available at major retailers, including Target and Walmart. Toys “R” Us did carry the line, but according to associates reached by telephone at two of its New York stores, it sold out at those locations as well.

Lego said the set was manufactured as a limited edition, meaning it was not mass-produced.

So there’s that.

And the problem is…well, take one guess. Avivah Wittenberg-Cox over at Harvard Business Review (emphasis mine):

Why did it take until 2014 for the world’s second-largest toy maker to offer girls (and their toy-buying parents) products they might actually want? (After all, even Barbie has been an astronaut since 1965.)

Perhaps it has something to do with the profile of LEGO’s management team, comprised almost entirely of men. The three-person board of the privately-held company is all men, led by CEO Jørgen Vig Knudstorp. The 21-person corporate management team has 20 men and one woman—and she’s in an internally-facing staff role, not connected to the customer base or product development. When your leadership isn’t gender-balanced, it’s tough to have a balanced customer base. The new “Research Institute” range was proposed by geoscientist Ellen Kooijman on one of the company’s crowd-sourcing sites. But it begs the question, is there really no one inside the company who might have come up with the radical idea of having women scientists feature in a 21st century toy company’s line? […]

Don’t hold your breath, though. Despite its first-day sold-out success, LEGO has decided not to continue the Research Institute line. It was only a “limited edition.” So girls, back to the pool. The guys in this boardroom don’t seem to want to give you any ideas… let alone seats at the table.

Read the whole piece—LEGO should be deeply ashamed. But the exact same problem haunts the videogame industry, and the cultural expressions that attach themselves to it; under the protective cultural umbrella of predominantly male C-level execs, we’re not only stuck with equivalents of “limited editions” in the videogame market, but also with that howling mob of male gamers descending on everything that’s not sufficiently catering to their dicks.

permalink

From last August’s Serious Games Conference Kick-Off in Joburg, South Africa:

[Ernest W.] Adams mentioned “stealth learning” as a very effective way to convey a specific message in a serious game. He said Lufthansa has a game called Virtual Pilot that challenges gamers to fly to the designated city with increasingly fewer aids. They say “Land at city X,” and all you have to go on is a map of the region showing red dots (cities) within country boundaries, and you must choose the right city to proceed. Success then removes the dots representing the cities, and you must guess where the city in question is, and you’re awarded more points the closer your chosen spot is to the actual location. The final level removes country boundaries as well, stretching your memory and knowledge to the maximum.

While a fun game in its own right, what you don’t realise as you play is that you now know what cities Lufthansa flies to as the game doesn’t show cities the airline doesn’t service. Sneaky!

Seriously?

I have the greatest respect for Ernest Adams so I believe he mentioned this game as an example for the underlying mechanics in principle and not for its quality as a serious game in general. Where to begin: advergames as serious games? learning a brand’s flight destinations as an educational objective? flight destinations that—give me a sec—we can check out anytime anywhere on our phones courtesy of Google Search or Lufthansa’s own nifty app? the lack of an incentive system to retain the geographical knowledge gained (except for use in repeat games)? knowledge, moreover, that you need to succeed in the first place? the lack of any game mechanism that makes this knowledge relevant to the player beyond earning points toward a finite total?

You can check out Lufthansa’s Lufthansa to Europe Destination Game for yourself. Bring Flash.

permalink

Ready to Go, But Not Yet Publishing

just drafts is one part newsticker with commentary on game industry matters, and one part regular blog about game-based learning, education in general, and LLM/GPT/AI research in particular. Regular posts on other game-related topics you’ll find at my flagship blog between drafts under the categories collateral tales (narrative) or the one and twenty (everything else).

News ticker posts will feature quotes—like this—from an external source, only longer.

To these I will add commentary. The post’s headline will link directly to the source of the quote (a pattern I picked up from John Gruber’s Daring Fireball site), indicated by an arrow at the end; a blue permalink for the post itself will be provided at the end of the post (like below). Headlines from regular posts, in contrast, will have no arrow and serve as permalinks, just like in good, old-fashioned blogposts.

Yee-haw! See y’all soon.

permalink