Title: Behind the Message: A CaseStudy of an Educational Mod
1Behind 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
2The 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
3Project 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
4Disclaimer
- 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.
5The 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
6The 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
7Simplifying 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)
8The 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)
9A 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?)
10The 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.
11Educational 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
121974 Pong
- Advantage Hand-Eye Coordination
132004 GTAVC
Advantage Hand-Eye Coordination http//www.ama-as
sn.org/amednews/2004/05/03/prsc0503.htm We can do
better
14Modern Gaming entertainment
15Modern Gaming education
16The 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.
17Why 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.
18McDonalds in the Sims (also Intel)
19THERE Try and Buy Levis and Nike products
20Why 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?
21Why 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 ?
22Shifting 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.
23Cognitive 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
24Cognitive 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).
25Cognitive 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?
26Why 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
27Why 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.
28Bottom 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.)
29Why 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.
30Game 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.
31The 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
32No 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.
33Chicken 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
34Parallel 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.
35Why 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.
36Enter 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)
37What 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
38What 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.
39Academic 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?
40Broader 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?)
41Broader 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.
42Hes 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
43So?
- 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.
44And?
- 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
45But 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
46But 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
47But 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.
48And 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
49Real-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.
50RTT (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.
51Goals
- 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
52Project 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.
53Project 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)
54Project 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
55BTM 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)
56Dialog 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
57Aurora Toolset Conversation Editor
58Conversation with a phone booth?Why not
59classic Harperville
60(mostly) modern Harperville
61The Newsroom Library (NOT The Morgue)
62Some of NPCs (in stylish new outfits)
63The Cast
64Curtain Call
65Interesting 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
66SHOW IT ALREADY!zzzz.
- Quick Demo Toolset and Game and Data Export
67Etc
- Twin Cities Game Developers Association Chapter
- Google group twin cities igda