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Title: Behind the Message: A CaseStudy of an Educational Mod


1
Behind the MessageA Case-Study of an
Educational Mod
  • Leveraging COTS Gaming Technologies to Build a
    Bridge to the Next Generation of Learning Games
  • Where learning is the point, not the by-product

2
The Team
  • Matt Taylor Team Lead. Programming, Design.
  • Nora Paul Director, New Media Studies
    Department, University of Minnesota. Content
    Expert.
  • Kathleen Hansen (PhD) Professor of Journalism,
    University of Minnesota. Content Expert.
  • Jeff Metzler Student, University of Minnesota.
    Research and design.
  • Jordan Stalker Student, University of
    Minnesota. Research and design.
  • The interaction of content experts with the
    technical experts is what makes this a true
    educational game

3
Project Status
  • 1 Year Ago COTF 2004
  • Inspired by The Education Arcades Revolution
    mod (MIT)
  • Update there is now a forum on using NWN in
    education mods at E3 2005precedent!
  • Started work late in the summer, break for
    marriage, most work done in 2005
  • Published, International Digital and Media Arts
    Journal, Spring 2005
  • Presenting, DIGRA, Vancouver, June 2005
  • Classroom deployment Fall 2005
  • Jour 3004W, Information for Mass Communication

4
Disclaimer
  • NOT trained as an educator self-trained
    (multi-purpose computer geek and trainer)
  • NOT trained as a game designer self-trained
    (programming background and I get bored easily)
  • My opinions are not necessarily those of my
    partners.
  • Take it all with a grain of salt the size of a
    Buick ?.
  • And I apologize in advance for how much Im
    going to talk.
  • And for my terrible use of ppt.

5
The Philosophy
  • Video games are a form of media (dont snicker)
  • Video games are the new television/Hollywood
  • Internet as metaphor
  • 1993 thousands of pages, dominated by technical
    experts
  • 2005 billions of pages, widely diverse subject
    matter
  • What changed WYSIWYGs
  • The gap between knowing and know-how narrowed
  • The medium became increasingly accessible to
    content experts vs technical experts
  • Delineation of content from the Geeks to the
    Masses

6
The Philosophy
  • Games, 1993 A small number of genres, dominated
    by technical expertise
  • Games, 2005 A small number of genres, dominated
    by technical expertise
  • You can count the number of gaming genres on one
    hand
  • GameBridge Philosophy making it easier for
    content experts to express their ideas in the
    emerging dominant form of media
  • Knowing and Knowhow in concert

7
Simplifying the Pipeline
  • The tools
  • 10 years ago you had to be an expert to do web
    design
  • Today I can update a page in 10 seconds, and
    train a person in design basics in a day.
  • The FrontPage factor
  • Games are still very difficult
  • Constant re-invention of the wheel
  • At least 25 of development is tool creation
  • Tools can and will be simplified but will not be
    simple for some time.
  • Need middleware operators to bridge the worlds
    of game design and non-traditional applications
    of those games.
  • Or, in the meantime, leveraging an existing
    toolset (Aurora, UnrealEd, Quake II, etc)

8
The Industry - how big is it?How high can you
count?
  • 41 of all Americans and 63 of parents plan to
    purchase at least one game in 04 (IGDA report,
    2003)
  • 80 of software industry sales are in gaming in
    2003 (vs 65 5 years ago) (forbes)
  • Currently employs 35,000 in US. (cnn)
  • Expected growth of 67.9 between 2002 and 2012
  • 20 annual growth rate in the US 2002-2003
  • The fastest growing industry across all sectors
    Bureau of Labor
  • Global an estimated 24 billion dollar industry
    (27 billion by 2007)
  • US 10.3 B in game sales in 2002 vs 9.4 B in
    2001
  • Box Office receipts in 2003 8.1 billion (ADL
    MMOG study, March 2005)
  • 60 of Americans play 75 of teenage boys in
    American play (ADL MMOG study, March 2005)

9
A subset MMOGs and MMORPGs
  • The 79th Richest Nation in the World Doesnt
    Exist Dibble
  • GDP of Ultima Online is GDC of Bulgaria
  • 1 Billion real-world dollars last year for
    virtual goods (vs. basketball shoe sales of 800
    million dollars) Castranova
  • Virtual Economy growing at 30/year (vs
    real-world economy)
  • New Sonys Station Exchange (the Wal-Mart of the
    virtual marketplace?)

10
The Side-Effect Factor
  • Hand-Eye Coordination
  • Playing GTA helps surgeons in the OR
  • Like saying the benefit of reading a book is an
    increase in fine-motor skills from turning the
    pages MEDIUM vs MESSAGE
  • Education value of entertainment games
  • Learning about history in Civ3
  • What is the motivation for Sid Mier to be
    authentic?
  • Example recent backlash against historical
    inaccuracy of Age of Empires 2
  • Do we really WANT Microsoft teaching history?
    Wouldnt you rather have a history professor
    doing it?
  • In the classroom tools are used to specifically
    to educateAOE is NOT designed to educate. Why
    do we expect it to?
  • We need education to stop being a side-effect of
    games, and to start being the POINT of games.

11
Educational Gaming 2.0 (forgive the tackiness of
the above slide title, Im open to other ideas)
  • Evolution
  • From improved hand-eye coordination (tertiary
    benefits, physical layer)
  • To accidental learning (secondary benefits,
    medium layer)
  • To pedagogy, educators messages through a new
    medium (primary benefits, content / message
    layer)
  • Education being the purpose and intent of the
    gameeducation as part of the design process.
  • Speaking of accidental benefits

12
1974 Pong
  • Advantage Hand-Eye Coordination

13
2004 GTAVC
Advantage Hand-Eye Coordination http//www.ama-as
sn.org/amednews/2004/05/03/prsc0503.htm We can do
better
14
Modern Gaming entertainment
15
Modern Gaming education
16
The Oregon Trail Effect
  • THIS MUST END
  • This is the template of an education game to most
    peopleand its 20 years old.
  • Many students today dont even know itso they
    have no real conception of an educational game
    (or You Dont Know Jack trivia games).
  • Pac Man as the defining modern
    entertainment-based game.

17
Why Educational Gaming Now?
  • Shifting Media Preferences
  • We know kids are reading lessbut they are also
    watching less TV.
  • 7 less 18-35 male TV viewership, 20 less 18-24
    male viewership (2003 Nielsen ratings).
  • An 8-10 increase in video game use over each of
    the last 2 years. (IGDA report, 2004)
  • 10 years ago, games paid corporations for product
    names. Now its the other way around.

18
McDonalds in the Sims (also Intel)
19
THERE Try and Buy Levis and Nike products
20
Why Educational Gaming Now?
  • Legitimization
  • Scholarly Work
  • Gee What Video Games Have to Teach Us
  • DIGRA, Serious Games, etc.
  • Cognitive Research
  • More open attitude than 10 years ago
  • U partners showed tremendous support
  • We are running this like any development project
    (finances, timeline, etc). Were making a game
    but its serious work.
  • U of M Anti-gaming stigma? WHAT anti-gaming
    stigma?

21
Why Educational Gaming Now?
  • Non-Gamers using Games
  • Hard-core gamers are already sold, we need the
    Phds!
  • Gee, What Video Games have to Teach us
  • A 60 year old learning theorist and
    instructional designer
  • Behind the Message I am the only team member out
    of 5 that plays games
  • University-level studies and research
  • People are coming to the medium because of its
    potential as a fantastic learning tool
  • ANDthe first generation of gamers is becoming
    the next generation of educators ?

22
Shifting Preferences What Does it Mean for
Education?
  • Does reading less necessarily mean learning less?
    Or less eager to learn? Or
  • Does it signal a shift in preferred ways of
    learning?
  • New technologies Books-on-iPods for library
    checkoutone example.
  • Cognitive Research
  • Cognitive multitasking watching TV, surfing
    Internet, playing games, etc, all at onceand
    they can differentiate between them.
  • Its not that they CANT pay attention to just
    one thingits that they dont WANT to
  • Evidence that todays students parallel-process
  • Entering school as a fighter pilot, etcthen
    sitting still and listening to one person for
    hours at a time.
  • Students WANT to learn in new ways and we are not
    accommodating them.

23
Cognitive Theory ? Gaming
  • Examples from Gee
  • Just-in-Time Learning - Learn something and
    immediately apply it
  • Games vs Classroom
  • Empowering Learners Learners need to take on a
    new identity to learn well
  • The Sandbox - Abstraction, a safe playspace
  • We can have photorealism nowplayers want a
    level of abstraction (High Voltage Software)
  • Problem-Solving Creating a cycle of expertise
    and creating a pleasantly frustrating
  • Ninja Gaiden start with 1 enemy, then 2, then a
    circle of them, etc

24
Cognitive Theory ? Gaming
  • More examples from Gee
  • Epistemophelic Learning A drive for learning
    that exists on a basic level, like lust.
  • The true love of learning is possible with
    games
  • Zero-Level/Instinctual Learning
  • Reading the instruction manual failure vs.
  • Me putting in a Pergo floor (instructions, video,
    website, phone calls, prayer, etc)
  • And 31 other points based on 30 years of studying
    how people learn (cognitive science).

25
Cognitive Theory ? Gaming
  • Games do by accident what we often fail to do by
    design - Gee
  • But, hes still mostly talking about by-product
    learning situations
  • The next step If games that arent trying to
    educate do this much for us, isnt it worth
    looking at the potential for games that ARE
    trying to educate?

26
Why Educational Gaming Now?
  • Bottom Line Its not just the geeks
    anymorepeople smarter than me (Paul, Hansen)
    though this was a good idea.
  • They gave time and energy to it.
  • They put their reputation as scholars on the
    line.
  • They are non-gamers who believe in the power of
    gaming
  • Infectious Watching a U of M department head
    spend 90 minutes placing objects in a city,
    having to drag her out of the office for the
    weekend
  • Pete Border (phd), U of M Everyone should be
    teaching physics this way
  • 1.2 millions hits for educational games thesis
    paper on Google
  • A way of learning that inspires passion (and
    instances of massive academic overkill) Tapping
    Passion
  • Try it, you might get hooked, too

27
Why Educational Gaming Now?
  • Broader thoughts Is gaming more conducive to the
    different things we should be learning now?
  • How important or practical is fact retention in a
    world with Google?
  • Isnt it more important to know which questions
    to ask then to memorize the answers?
  • Isnt it more important to have the ability to
    synthesize knowledge quickly and solve new
    problems?
  • I dont know but someone should find out.

28
Bottom Line
  • Changing learning styles, and a new emergent
    media form that can accommodate them.
  • We dont KNOW if modern games will be effective
    learning toolsbut since theyre on their way to
    becoming more popular than TV and the Internet,
    maybe we should find out, and soon.
  • But to do it, we need to get commercial-level
    games into the classroom (graphics, gameplay,
    etc.)

29
Why hasnt it happened yet?
  • A two-front war Academics and Designers
  • Reasonable, solid arguments on both sides
  • The challenge bringing both to the middle, so
    neither has to go all the way.

30
Game Developers
  • Because its a BUSINESS.
  • Because its a LARGE business.
  • Only 3-4 of game sales in educational gamesits
    not economically viable for them.
  • Heavily invested in current products and
    expertise
  • Games movies. Years of development, millions
    of dollars.
  • Incredibly competitive a single miss can easily
    kill a company.
  • Games are millions of dollars, years of time,
    obligations to shareholders and employees, etc.
  • Cant afford a misslike Hollywood 7-8 of top 10
    games every year are franchises, sequels, based
    on movies, etc.
  • We are going to keep doing what we do, and do it
    better VP of High Voltage (NOT we are going
    to start doing something radically different)
  • We are prisoners of our own success John
    Carmack, Father of the FPS.

31
The AcademicsMedium vs Message the attack
  • All video games are bad all movies are bad
    all books are bad etc.
  • OR
  • All games are violent / unhealthy
  • All MP3s are illegal (medium vs message).
  • Grand Theft Auto Mario Cart is the same as
    Texas Chainsaw Massacre ET

32
No Games in the Classroom(theyre already
there)
  • Games are a form of media (Ill keep saying it)
  • Different games for different people for
    different purposeswe need to break the stigma
    down.
  • We must mature and legitimize the industry to
    overcome this viewpoint.
  • Games like Manhunt dont helpbut violence
    doesnt sell by itself.
  • The only reason anyone knows about Manhunt are
    the lawsuits against itthe market regulates
    itself surprisingly well.

33
Chicken vs. Egg (no one wins)
  • Academics wont invest the money in developers
    for creating commercial-level educational-games,
    because they dont know if they will work in the
    classroom.
  • Developers wont invest in horizontal growth into
    the academic world because of financial risk
    they have no reason at present to think there
    would be a return on their investment.
  • Have to show that the games workbefore we can
    justify the resources we need to build the games
    in the first placewhich we cant justify without
    having those games in placeetc, etc

34
Parallel tracks, no intersection
  • ACADEMIC to (primarily) study what has been
    done, resulting in the problem of stopping at the
    tangential educational benefits of games.
  • DEVELOPER to keep doing what doing, and to
    keep doing it better
  • Neither side is wrong they are approaching the
    medium from their respective worldviews.
    Middleware operators are needed to bridge the
    worlds and get the momentum rolling.

35
Why not from scratch?
  • Its hard and it takes a long time
  • Pong (Flash)
  • Pac-Man (Flash)
  • Even just drawing a blank window in c !
  • The River City Project at Harvard
  • Estimated cost of 1 million (predicts could now
    be done for several hundred thousand)
  • Similar projects (full text Video Games and
    the Emerging Instructional Revolution)
  • And, why re-invent the wheel?
  • The Open-Source philosophy a HUGE help to this
    project and any like it.

36
Enter the Leveraged Toolsets a Middleware
Solution
  • Advantages
  • Like picking up a set of crafted tools and
    templates rather than starting from scratch.
  • Huge savings in time and cost
  • Disadvantage
  • You are constrained by those toolssometime you
    must extend, sometimes you must work around them
  • NWN a RPG game never designed for what we are
    using it for (no gold, no monsters, etc)

37
What academics get
  • A chance to prove if it works
  • Commercial-quality educational games in the
    classroom, for the first time (competes with what
    they play at home)
  • Significantly reduced development time / more
    relevant game content in classroom.
  • Rapid Development Topical Deployment (see
    something in a journal during the Summer, able to
    have it in a classroom sim for Fall)
  • Embracing the emergent dominant medium of the
    upcoming generation of learnerseducation
    conducive to the way many learn best

38
What developers get
  • New revenue streams for down-slopping products
  • Students buying games like they buy textbooks
    (30 for NWN vs 100 for many flat texts).
  • Less if we can talk publishers into site
    licenses
  • Legitimization of their industry / horizontal
    expansion
  • Growth potential graphics may plateau, but
    divergent applications can step in.

39
Academic Rigor
  • Apply the same rigor to evaluating the learning
    power of games that you would to any other
    instructional tooland the games that are done
    right will stand up to it.
  • Why else would an increasing number of
    classically-trained instructional designers be
    drawn to it?

40
Broader application Overhauling conventional
e-learning (my white whale)
  • Heres where I make even more enemies
  • My sound-bite for the day
  • Contemporary e-learning is using the Internet to
    its fullest potential in the way that drawing
    stick figures on a HDTV with a Sharpieis like
    using an HDTV to its fullest potential.
  • PDFs of textbooks and chat as an enhanced
    feature.
  • No value added What can the student get out of
    an e-learning course that they cant get from
    just reading a book (or a webpage, for that
    matter?)

41
Broader application Overhauling conventional
e-learning (my white whale)
  • Instructors spend as much time on tech support as
    instruction
  • Often there is no instruction anyway read the
    chapter and send me the assignment by the end of
    the week
  • Instructor becomes a factory worker, processing
    as many students as possible
  • Expectation of increased course loads on
    instructors. Less overhead and infrastructure
    for institutions.

42
Hes a little cynical, isnt he?
  • But people like it. Of course they do
  • Students often have to do very little for course
    credit, never have to leave home (but are they
    actually learning anything? Getting any added
    benefit for the money they are paying? Why not
    just hand out degrees as soon as their checks
    clear?)
  • Schools profit, hand over fistwhich is fine,
    but again, what are they actually GIVING the
    student in terms of enhanced learning?
  • I cant imagine why the US ranked 17th in the ACM
    International Collegiate Programming Contest

43
So?
  • So, have realistic expectations. DONT try and
    replace the classroomyou cant, ever. But
    student cant always be in the classroom these
    days. Dont tell me that the best 2nd place
    option is to have them read flat Word documents,
    especially in cases where hands-on learning is
    preferred.

44
And?
  • The ah-ha factor.
  • Once it was enough to be able to flynow we want
    to be able to make phone calls and have our
    landing time predicted within 5 minutes
  • Once, just being on the Internet was coolbut
    eventually we wanted it to do something, and
    e-commerce was born.
  • Once it was enough to be able to say that you
    could take a course in your PJsbut then

45
But why is gaming any better?
  • Example Auto Mechanic Student
  • Ideal learning environment in the classroom,
    physically working on an engine.
  • 2nd best option (conventional e-learning)
    reading a manual on how to repair an engine
  • OR
  • 2nd best option (simulation-based e-learning) a
    digitized pic of an engine block and a
    drag-and-drop interface that the student can use
    to connect the right components to the right
    areas. A tighter association with the physcial,
    tactile aspect of their work.
  • Also holds true in non-physical disciplines the
    majority learn best by DOING, not reading.
  • Reading fewer classic forms (newspapers, books,
    etc) doesnt mean you are less intelligent anymore

46
But why is gaming any better?
  • Simulation is a POWERFUL learning tool (military,
    medicine, flight, etc, etc).
  • The Internet offers technologies that allow for
    simulation and interaction FAR beyond that of
    clicking to open a Word documentand we arent
    using them in education

47
But why is gaming any better?
  • Need to embrace the medium
  • Focused on the limitations (no immediate
    feedback, less interaction, etc) instead of its
    benefits
  • Metaphor converting books into movies.
  • Original Hamlet vs. play at Guthrie vs
    Branaghs movie version. All play to the
    strengths of their medium
  • The question to ask is what can you do in a game
    that you cant do in a classroom? Work to those
    strengths and work away from the weaknesses.

48
And the strengths are?
  • Complete control of game world
  • Change laws of physics, etc.
  • Can fly into center of sun
  • Lack of real-space consequences
  • Can practice surgery, etc.
  • Can track information about world/players more
    completely
  • Leads to

49
Real-Time Testing
  • Conventional Testing lecture, read, test.
  • Real-world EVERYTHING is a test.
  • Driving to work
  • Interacting with co-workers
  • Doing your job well
  • etc, etc, etc
  • Testing is always-on in the real world.
  • Physical space cannot do this effectively
  • Game Space able to track every move,
    interaction, behavior of avatar and use for more
    complete evaluation.

50
RTT (cont.)
  • From did she get the answer right
  • To what steps were involved in getting to that
    answer?.
  • Like show your work on Trig tests, but vastly
    more complete.

51
Goals
  • Funding from a wide range of sources
  • Depth Appealing to an increasingly broad range
    of academics
  • Rigor - Let academics test games by the same
    standards as other instructional methods are
    tested.
  • Dont wait for EA to start an educational gaming
    branch
  • Sell games like textbooks
  • Overthrow conventional e-learning. No more
    PDFs of book pages as a lesson plan. No more
    calling a chat window an advanced feature Use
    the digital medium to its fullest. Simulations
    more effective learning in MANY situations.
  • Be business-like. Be professional. Compensate
    people for their time and effort. We have to
    take it seriously before everyone else will.
  • Midwest has ability to become an educational
    gaming powerhouse.
  • Game Research from Madison strong educational
    tradition of Minnesota 2-year gaming degrees
    from Minnesota schools (with no real market for
    those skills) no real competition from
    coastal developers opportunity

52
Project BTM The Story(he FINALLY got to the
game)
  • You are a new journalist who is starting their
    first job in the city of Harperville.
  • This morning, a train derailed in the SE quadrant
    of town.
  • 2 people were killed.
  • The train was transporting anhydrous ammonia. It
    spilled and the area had to be evacuated.
  • Modeled after an actual incident.

53
Project BTM The Mission
  • Two seasoned reporters are handling the main
    story. Your job is to select an angle piece
    (from 4 possible) and come up with 5 core
    questions (from 10 possible).
  • Gather and evaluate information from different
    sources (books, Internet, people).
  • Make relevant notes.
  • File your report by 5 pm game-time (the filing
    deadline)

54
Project BTM The Evaluation
  • Players will file their report, which will
    dump the appropriate information into a text file
    or Word document outside of the game.
  • The student will then use that file as a
    collection of notes to write up their final
    project (outside of the game).
  • Game is meant to supplement the class, not
    replace it.
  • The final project is the same with or without the
    game. Professor will evaluate themselves.
  • Game serves as supplement, not replacement

55
BTM Project Status
  • 140 hours development time
  • 100 customized scripts
  • 10 interactive buildings in the city of
    Harperville
  • 27 interactive characters (several benched)
  • Information sources (interactive texts, books,
    phone booth, web-browser, overheard
    conversations, etc.)
  • 4 different story angles / pathsdifferent
    gameplay for different users
  • Save and Load games and Journal data (game can
    run all quarter)
  • Externalization of data for instructor evaluation
  • NEW Modernization of clothing, buildings, etc
    (thank you d20 project, wherever you are)

56
Dialog is the key
  • Complexity of information is crucial to a
    simulation like this (shooting for 150)
  • Aurora has a dialog (conversation) system that
    works great for this purpose.
  • Tree structure (screenshot)
  • Conversations with inanimate objects to create
    the sense of interaction.
  • Conditional conversations new information and
    actions leads to new possible dialog options
  • Its good to talk to inanimate objects

57
Aurora Toolset Conversation Editor
58
Conversation with a phone booth?Why not
59
classic Harperville
60
(mostly) modern Harperville
61
The Newsroom Library (NOT The Morgue)
62
Some of NPCs (in stylish new outfits)
63
The Cast
64
Curtain Call
65
Interesting Challenges
  • You are given tools that are great, but are also
    constrained by the nature of those tools.
  • 2 seconds of game time 1 minute? (conversion)
  • Exporting data, managing through external PHP
    script(s)
  • Game was designed to kill monsters, get gold, get
    better weapons to kill more monsters, etc.
  • The tear-down making a game about adventuring,
    killing monsters, and getting gold, be about none
    of these things.
  • Initial violent tendencies of townspeople (why is
    everyone trying to kill me?)
  • Removing character classes, weapons, magic,
    items, etc. (forcing PC to dress up for their
    new job

66
SHOW IT ALREADY!zzzz.
  • Quick Demo Toolset and Game and Data Export

67
Etc
  • Twin Cities Game Developers Association Chapter
  • Google group twin cities igda
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