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Designing Games for Learning




Ann DeMarle                                                Artwork: Champlain alumni Dan Peavey
Associate Professor, Champlain College
Email: demarle@champlain.edu
Web: http://www.champlain.edu/Emergent-Media-Center.html
BREAKAWAY: http://www.breakawaygame.com
Experience:
•  Founder, current director Emergent Media Center
•  Founder, current director MFA in Emergent Media
•  Founder of Game Development degrees
•  Founder, director Governor’s Institute of VT in Info Tech
1.  Build games for learning
Emergent Media Center @
      Champlain College   2.  Students learn collaboratively
                              creating games
Motivation, Attention, Working Memory & Learning




Why Games?
Designed for
Engagement.

Key Concepts:
1.  Magic Circle
2.  Flow

                                        Image: http://en.wikipedia.org/wiki/Dopamine
The Magic Circle
Johan Huizinga (1872–1945).
"Homo Ludens: A Study of the Play-
Element in Culture




  Boundaries
The Magic Circle
Johan Huizinga (1872–1945).
"Homo Ludens: A Study of the Play-
Element in Culture

                          Individual Choice

                                     Rules

Empowerment Multiple Pathways

                         Feedback Systems
Flow
Proposed by Mihály Csíkszentmihályi
The mental state of operation in
which a person in an activity is fully
immersed in a feeling of energized
focus, full involvement, and success
in the process of the activity.
Magic Circle, Flow, & Learning
                 Choice
                 • Exploratory & experiential
                 • Try on differing roles
                 • Creative expression
                 • Borderless community
                 Rules
                 • Well ordered problems
                 • Cause & effect
 Mastery         Pathways
                 • Cycle of expertise/mastery
                 • No failure
                 • Player has a story to tell
                 Feedback
                 • On demand & in-time learning
                 • Cause & effect
                 • Virtual presence
Skill-based—Cystic Fibrosis games: Ludicross & Creep Frontier
Behavior change—Game to address violence against women: BREAKAWAY
Cystic Fibrosis games

•  Collaboration with Dr. Peter
   Bingham on Robert Wood
   Johnson Foundation grant

•  Ten students working in two
   teams

•  1 1/2 years. Initial research with
   young patients

•  Questions:

   •  Can games improve patient
      compliance?

   •  Can games improve lung
      capacity?
Poster Nicole Lazzaro: http://www.xeodesign.com/about.html


Nicole Lazzaro’s theory of the
Four Keys of motivation.
•  Easy Fun—curiosity, creativity, exploration
•  Hard Fun—challenge, goals, mastery                        Top: Creep Frontier—ex. Easy Fun
                                                             http://www.youtube.com/watch?v=AV1j5gprhH4&feature=related
                                                             Bottom: Ludicross—ex. Hard Fun
                                                             http://www.youtube.com/watch?v=s99Iwe_p3nc
Cystic Fibrosis Games
Results

•  Subjects spent more minutes
   using Game than Control.

•  When effect of game period
   was adjusted for by covariates,
   there was a trend relating the
   game period to improved
   pulmonary function.

•  Game period had a significant
   effect on vital capacity, stronger
   still after adjustment for
   covariates.

 http://www.abstracts2view.com/pas/view.php?
 nu=PAS11L1_3660
BREAKAWAY
http://www.breakawaygame.com


•  Sponsored by the United
   Nations Population Fund

•  Collaboration with Population
   Media Center

•  Three years—ongoing. Over
   120 students

•  Initial research in South Africa

•  Testing in South Africa,
   Caribbean, Vermont, & online
Project Goal:
Social Change

1.  Awareness of Problem

2.  Acknowledgement of Personal
    Accountability

3.  Attitude & Behavior Change

4.  Advocacy for Change
Games for Social Change
Experiential Learning

•  Identification with characters

•  Role playing real life situations:
   Player becomes the Transitional
   Character

•  Critical thinking: Interactivity
   leads to decision-making

•  Player experiences cause &
   effect

•  Reflection & storytelling
Sabido Methodology

•  Entertainment Education

•  Social Change

•  Role Modeling:

      •  Positive

      •  Negative

      •  Transitional

•  Narrative 70/30 rule
Designing games for learning at the EMC
Challenges: Storytelling, Player
Choice & Asset Management


•  Technology—delivery system

•  Universal story—theme

•  Setting—could this be every boy’s home turf?

•  Language & localization

   •  Ethnicity — stereotypes

   •  Clothing — religion—cool factor

   •  Romantic or sexual implications

•  Portrayal of girls: victim, subjugation or strong
   women

•  Portrayal of violent actions

•  PR
Designing games for learning at the EMC
Designing games for learning at the EMC
Results
2000 CDs distributed.

750+ CDs to youth groups
participating at the 2010 World
Cup:

• Grassroots Soccer

• Ikamva Youth

• ManUp Campaign

• Streetfootballworld

• Restless Development

• Fundacion Privada Samuel Eto’o
Results
Web site:
• 178 countries
• 11,710 unique visitors

Online Game:
• 143 countries
• 2070 registered users
• 52% under 18
• 65% are boys ages 10-16
• Play through& repeatedly (6 hrs/chapter)
• 89% saved with positive decisions
Next Steps

•  UN: distribution of CDs worldwide

•  UN Marketing—getting the word out & the online game into the hands of
   more youth

•  Facilitators guide: for teachers, youth groups, soccer clubs, etc.

•  Impact Assessment

•  Mobile game
Designing Games for Learning




Ann DeMarle                                                Artwork: Champlain alumni Dan Peavey
Associate Professor, Champlain College
Email: demarle@champlain.edu
Web: http://www.champlain.edu/Emergent-Media-Center.html
BREAKAWAY: http://www.breakawaygame.com

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Designing games for learning at the EMC

  • 1. Designing Games for Learning Ann DeMarle Artwork: Champlain alumni Dan Peavey Associate Professor, Champlain College Email: demarle@champlain.edu Web: http://www.champlain.edu/Emergent-Media-Center.html BREAKAWAY: http://www.breakawaygame.com
  • 2. Experience: •  Founder, current director Emergent Media Center •  Founder, current director MFA in Emergent Media •  Founder of Game Development degrees •  Founder, director Governor’s Institute of VT in Info Tech
  • 3. 1.  Build games for learning Emergent Media Center @ Champlain College 2.  Students learn collaboratively creating games
  • 4. Motivation, Attention, Working Memory & Learning Why Games? Designed for Engagement. Key Concepts: 1.  Magic Circle 2.  Flow Image: http://en.wikipedia.org/wiki/Dopamine
  • 5. The Magic Circle Johan Huizinga (1872–1945). "Homo Ludens: A Study of the Play- Element in Culture Boundaries
  • 6. The Magic Circle Johan Huizinga (1872–1945). "Homo Ludens: A Study of the Play- Element in Culture Individual Choice Rules Empowerment Multiple Pathways Feedback Systems
  • 7. Flow Proposed by Mihály Csíkszentmihályi The mental state of operation in which a person in an activity is fully immersed in a feeling of energized focus, full involvement, and success in the process of the activity.
  • 8. Magic Circle, Flow, & Learning Choice • Exploratory & experiential • Try on differing roles • Creative expression • Borderless community Rules • Well ordered problems • Cause & effect Mastery Pathways • Cycle of expertise/mastery • No failure • Player has a story to tell Feedback • On demand & in-time learning • Cause & effect • Virtual presence
  • 9. Skill-based—Cystic Fibrosis games: Ludicross & Creep Frontier Behavior change—Game to address violence against women: BREAKAWAY
  • 10. Cystic Fibrosis games •  Collaboration with Dr. Peter Bingham on Robert Wood Johnson Foundation grant •  Ten students working in two teams •  1 1/2 years. Initial research with young patients •  Questions: •  Can games improve patient compliance? •  Can games improve lung capacity?
  • 11. Poster Nicole Lazzaro: http://www.xeodesign.com/about.html Nicole Lazzaro’s theory of the Four Keys of motivation. •  Easy Fun—curiosity, creativity, exploration •  Hard Fun—challenge, goals, mastery Top: Creep Frontier—ex. Easy Fun http://www.youtube.com/watch?v=AV1j5gprhH4&feature=related Bottom: Ludicross—ex. Hard Fun http://www.youtube.com/watch?v=s99Iwe_p3nc
  • 12. Cystic Fibrosis Games Results •  Subjects spent more minutes using Game than Control. •  When effect of game period was adjusted for by covariates, there was a trend relating the game period to improved pulmonary function. •  Game period had a significant effect on vital capacity, stronger still after adjustment for covariates. http://www.abstracts2view.com/pas/view.php? nu=PAS11L1_3660
  • 13. BREAKAWAY http://www.breakawaygame.com •  Sponsored by the United Nations Population Fund •  Collaboration with Population Media Center •  Three years—ongoing. Over 120 students •  Initial research in South Africa •  Testing in South Africa, Caribbean, Vermont, & online
  • 14. Project Goal: Social Change 1.  Awareness of Problem 2.  Acknowledgement of Personal Accountability 3.  Attitude & Behavior Change 4.  Advocacy for Change
  • 15. Games for Social Change Experiential Learning •  Identification with characters •  Role playing real life situations: Player becomes the Transitional Character •  Critical thinking: Interactivity leads to decision-making •  Player experiences cause & effect •  Reflection & storytelling
  • 16. Sabido Methodology •  Entertainment Education •  Social Change •  Role Modeling: •  Positive •  Negative •  Transitional •  Narrative 70/30 rule
  • 18. Challenges: Storytelling, Player Choice & Asset Management •  Technology—delivery system •  Universal story—theme •  Setting—could this be every boy’s home turf? •  Language & localization •  Ethnicity — stereotypes •  Clothing — religion—cool factor •  Romantic or sexual implications •  Portrayal of girls: victim, subjugation or strong women •  Portrayal of violent actions •  PR
  • 21. Results 2000 CDs distributed. 750+ CDs to youth groups participating at the 2010 World Cup: • Grassroots Soccer • Ikamva Youth • ManUp Campaign • Streetfootballworld • Restless Development • Fundacion Privada Samuel Eto’o
  • 22. Results Web site: • 178 countries • 11,710 unique visitors Online Game: • 143 countries • 2070 registered users • 52% under 18 • 65% are boys ages 10-16 • Play through& repeatedly (6 hrs/chapter) • 89% saved with positive decisions
  • 23. Next Steps •  UN: distribution of CDs worldwide •  UN Marketing—getting the word out & the online game into the hands of more youth •  Facilitators guide: for teachers, youth groups, soccer clubs, etc. •  Impact Assessment •  Mobile game
  • 24. Designing Games for Learning Ann DeMarle Artwork: Champlain alumni Dan Peavey Associate Professor, Champlain College Email: demarle@champlain.edu Web: http://www.champlain.edu/Emergent-Media-Center.html BREAKAWAY: http://www.breakawaygame.com

Editor's Notes

  • #6: Inclusion, safety
  • #10: Skill-based Behavior change
  • #15: Most programs focus on victims. Yet the UN has identified VAW as a key driver of worldwide poverty. So we took a different tack - our goal is to change the attitudes & behavior of men and boys. Its designed to educate during critical social development years from 9-14 years old.
  • #16: Experiential learning
  • #17: The solution is also depending on a behavioral methodology proven to be effective when used in a linear format of radio & video
  • #18: The project brought forward some HUGE challenges to concept & development: How do you create a first person game that is meant to appeal to EVERY boy in the world?
  • #19: Specifically our challenges mostly centered on storytelling, player choice, distribution, & asset management
  • #20: The team’s solution is web delivered soccer game — most popular sport worldwide and with national teams in more countries than the UN is in. In our game, BREAKAWAY, the issue of violence against women is never explicitly conveyed & it does not demand the boys to take on adult violence. In fact to the boys, our players, the theme is soccer. Created for global distribution release the first chapter of BREAKAWAY launched with the World Cup in 2010. International soccer star, Samuel Eto’o is the game’s spokesperson and a walk-on character in the game!
  • #21: BREAKAWAY is based on the age old dilemma of peer pressure - who do you side with & who will hang out with you? The game system is based on an interactive narrative and a series of skill-building mini-games (shooting, defending, tackling). Choices in these determine you and your teams’ chances at winning the longer play soccer matches. As the player, you make choices on how to treat the girls in the narrative. These decisions determine which team mates you practice with and therefore what soccer skills you learn from various team mates. Literally you can not win if you do not become a champion for the girls in the narrative.
  • #23: Our target market enjoys the game!