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Games for Learning Design Principles for Student Engagement in Blended Learning Models Max Holecheck Ayu Othman UX Designer Art Director Dr. Tim Hudson Senior Director of Curriculum Design

Games for Learning – Design Principles for Student Engagement in Blended Learning Models

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Educational games and apps are a useful tool for Blended Learning, making it important to choose games in different content areas that not only align with standards and support learning goals, but engage students as well. In this session, Max Holechek, UX Designer, Ayu Othman, Art Director and Dr. Tim Hudson, explored games from a developers eyes. They discussed how game design principles can be used effectively to increase student engagement and achievement, both in the classroom and in digital environments. They shared examples of games that employ these principles in different content areas and in games that are solely developed for entertainment. They also explained how to classify and select educational games according to their purposes and needs.

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Page 1: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Games for LearningDesign Principles for Student

Engagementin Blended Learning ModelsMax Holecheck Ayu Othman

UX Designer Art Director

Dr. Tim HudsonSenior Director of Curriculum Design

Page 2: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Which blended model is better?FLIPPED-CLASSROOM ENRICHED-VIRTUAL

Blending is a means to what ends?

What is happening during class?What is happening on the

computers?H. Staker, M. Horn, Classifying K-12 Blended Learning, © 2012

Page 3: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

The Quality of Digital Learning

Experiences is just as important as the Quality of

Classroom Learning

Experiences

Page 4: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Principles of Game Design can be

used to Improve Student

Engagement in Learning

Page 5: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Max Holechek

Creative DirectorNancy Drew PC game series• Changed conventional misconceptions about

female gamer habits• Pioneering “casual” game design years before

the term was coined.

Producer & Design Consultant• THQ• Nick Jr.• Cranium• Codemasteres• Oberon Media• PopCap Games• PlayFirst• Her Interactive

Lead Game Designer• Turbo Subs• Turbo Fiesta• Go-Go- Gourmet,• Go-Go- Gourmet: Chef of the Year

Ayu Othman

2D & Texture ArtistNancy Drew PC game series• Created 2D maps, hotspot graphics, and

puzzles integrated 3D environments.• Game series won several awards, including

Parent’s Choice Gold.

Art Director, Nancy Drew Dossier Series & Cody Capers• Oversaw visual direction for casual

games at Her Interactive• Dossier series was runner up to Plants v.

Zombies for best casual game 2009

Art DirectorPassionFruit Games• Tiger Eye: Curse of the Riddle Box

Page 6: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Games for Learning – Design Principles

How can I make learning seem more like a game?

(Not the right question, unless

you understand what you’re asking.)

Page 7: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

FUN!

Page 8: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

“When the fun goes out of play, most often so does the learning.”

- Joanne E. Oppenheim (Kids and Play, ch. 1, 1984)

Page 9: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

What is “Fun?”

Page 10: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

FLOWAn idea of heightened focus and

immersion in an activity.

Page 11: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Gratuitous example of myself in ‘flow’--Ecstasy, clarity, receiving immediate feedback, forgetting myself, doing it for its own sake.

FLOW: An idea of heightened focus and immersion in an activity.

Page 12: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

FLOW is that sweet spot we experience during an activity, in which the challenge level being presented is properly balanced with our skill level.

During ‘flow’ we experience being ‘in the zone’ and lose all track of time during that activity.

Graph source: http://www.gamasutra.com/view/feature/166972/cognitive_flow_the_psychology_of_.php

Not too easy (snore)

Not too hard (eep!)

Just right!

Page 13: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Mihály Csíkszentmihályi, professor and former chairman of the Dept. of Psychology at the University of Chicago created Flow theory as part of his life work towards understanding what is it that makes humans truly happy, satisfied and fulfilled.

Sources: http://www.jenovachen.com/flowingames/researches.htmhttp://en.wikipedia.org/wiki/File:Mihaly_Csikszentmihalyi.jpg

aka the genius behind Flow theory

Mihály Csíkszentmihályi

Page 14: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Elements of Flow• A challenge activity that requires skills• The merging of action and awareness• Clear goals• Direct feedback• Concentration on the task at hand• The sense of control• The loss of self-consciousness• The transformation of time

Source: http://www.jenovachen.com/flowingames/foundation.htm

Great teachers and coaches already utilize elements of Flow theory in engaging their

students.

Page 15: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

What is a game?A system in which players engage in an artificial conflict, defined by rules, that

results in a quantifiable outcome.

Source: •Salen, K. and E. Zimmerman. Rules of Play : Game Design Fundamentals. The MIT Press. (2003)

Page 16: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

What is a good game?

A carefully designed system that invokes flow in players as they engage in an

artificial conflict, defined by rules, that results in a quantifiable outcome.

Source: •Salen, K. and E. Zimmerman. Rules of Play : Game Design Fundamentals. The MIT Press. (2003)

..and Ayu & Max

Page 17: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Relevance to the player and game’s goals

Understanding upon a glance

Get out of the player’s way

Learning through safe exploration

Use rewards for perseverance and replay-ability

Good Casual Game Design Principles

Page 18: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Relevance to the player and game’s goals• Contextualize your game

Good Casual Game Design Principles

Page 19: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Who’s ready to play?

Fist Flat Two?

Page 20: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Match-3 Game Mechanic

© ShapeMatcher

Page 21: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

© PopCap, © iWin, © kibagames

Page 22: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Relevance to the player and game’s goals• Contextualize your game

• Don’t Assume your Assumptions are Valid

• The player only gets 3 lives, right?

• Being penalized & vanquished is just part of learning/playing a game!

Good Casual Game Design Principles

Page 23: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Pac-Man

© NAMCO

Page 24: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Relevance to the player and game’s goals• Contextualize your game

• Don’t Assume your Assumptions are Valid

• The player only gets 3 lives, right?

• Being penalized & vanquished is just part of learning/playing a game!

• Classroom application: Plan Backward from Learning Goals

Good Casual Game Design Principles

Page 25: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Plan Curriculum Backwards

1. Identify desired results

2. Determine acceptable evidence

3. Plan learning experiences and instruction

Understanding by Design, Wiggins & McTighe, ©2005

Page 26: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Key Questions1. What do you want

students to accomplish?

2. How will you know they’ve achieved it?

3. What games can help students meet these

goals?

Page 27: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Learning Goal: Perspective, Strategic Thinking

MECC, © Broderbund

Page 28: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Learning Goal: Recognize Shapes, Presidents

© Dan Russell-Pinson

Stack the States

Presidents v. Aliens

Page 29: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Learning Goal: Geography, Culture, Inquiry

www.mobygames.com ©Broderbund

Page 30: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Learning Goal: Practice

Minnesota Educational Computing Consortium

Page 31: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Wolfram|Alpha

Page 32: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Wolfram|Alpha

Page 33: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Better Goals for StudentsDavid Bressoud, Mathematical Association of America (www.maa.org/columns)

• “The existence of Wolfram|Alpha [and calculators] does push instructors to be more honest about their use of standard problems executed by memorizing algorithmic procedures.

• “If a student feels that she or he has learned nothing that cannot be pulled directly from Wolfram|Alpha, then the course really has been a waste of time.”

Page 34: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Calculator-Proof Games

Page 35: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Classifying Learning GamesNo Prior Instruction Needed• Learning Experiences• Usually Conceptual• Simulation, Situation• Critical Thinking Focus• Mostly Self-Directed• Realization Focus• Content Specific• Learning Context &

Content first, THEN game is added afterward

Prior Instruction Required

• Practice• Often Rote• “Flash Card” Design• Often Memory Focus• Mostly Teacher-Directed• Recall Focus• Possibly

Interchangeable Content

• Game Design comes first, THEN content is added afterward

Page 36: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Good Casual Game Design PrinciplesUnderstanding Upon a Glance

• Players can learn to play the game within 15 seconds• Layout, simplicity of elements, and highlight use instruct visually.• If your game looks like an XL spreadsheet, start over.• Simple, minimal, elegant rule sets. If the game incorporates more

or more complex rules, stagger them in slowly and in later levels. (Flow!)

Page 37: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

No tutorial needed.

© Rovio

Page 38: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Run! I’ll explain later!

© iMangi Studios

Page 39: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Good Casual Game Design PrinciplesUnderstanding Upon a Glance

• Minimal, transparent, very intuitive player input• PC: Avoid/limit keyboard or right button input• Touch screen: Limit number of gestures• Never change already introduced UI behavior

• Gradually introduce new features and rules• Build upon existing learning and create combination behaviors

Page 40: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Plants vs Zombies – Level 1

© PopCap

Page 41: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Plants vs Zombies – Later Level

© PopCap

Page 42: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Good Casual Game Design PrinciplesGet out of the player’s way

• Keep reading to minimum• Use simple, elegant visuals/animations to convey instructions, if

you can.• If text must be used, then keep it concise and in simple

language.

Page 43: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Pudding Monsters – Levels 1 & 2

© ZeptoLabs

Page 44: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Good Casual Game Design PrinciplesGet out of the player’s way

• Keep reading to minimum• Use simple, elegant visuals/animations to convey instructions, if

you can.• If text must be used, then keep it concise and in simple

language.

• No lengthy story exposition - Nobody cares about your writing skill

• No long, front-loaded tutorials• Classroom application: Front-Loading Explanation is

Disengaging

Page 45: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Tim’s Elephant Habitat Lesson

http://www.syracusenewtimes.com/newyork/article-5474-stomp-the-yard.html

Page 46: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

In the Classroom: Quick Task Entry

• If your classroom learning tasks require more than 1 minute of directions, there is probably too high of a barrier to engagement.

• Try redesigning the task to create a simpler entry point.

• It may require more class time to complete the task, but it results in more engagement, better thinking, and better learning.

Page 47: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Common Experience

From a 5th grade teacher in NY:“I had a lot of good people teaching me math when I was a student – earnest and funny and caring. But the math they taught me wasn’t

good math. Every class was the same for eight years:

‘Get out your homework, go over the homework, here’s the new set

of exercises, here’s how to do them. Now get started. I’ll be around.’”

p. 55, Teaching What Matters Most, Strong, Silver, & Perini, ©2001

Page 48: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Let Me Show You How To

DoX

Now You Go Do

X

Can You Independentl

y DoX?

Maybe You Need

to Be Shown X

Again

You KnowX

Schooling as Content Delivery

Page 49: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Let Me Show You How To

DoX

Now You Go Do

X

Can You Independentl

y DoX?

Maybe You Need

to Be Shown X

Again

You KnowX

Content Delivery cannot ‘give understandings’

Page 50: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Learning Principles

• “An understanding is a learner realization about the power of an idea.”

• “Understandings cannot be given; they have to be engineered so that learners see for themselves the power of an idea for making sense of things.”

p. 113, Schooling by Design, Wiggins & McTighe, ©2007

Page 51: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Pros & Cons

Benefit of Blended Learning

Becoming MORE thoughtful and strategic about the use of precious class time

Danger of Blended Learning

Becoming LESS thoughtful and strategic about how students learn and make sense of things

Page 52: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Engaging Learning

Student Engages within

a Context

Student Transfer

s & Predicts

Student Receives Feedback

Adapt & Differentiat

e

Student Independently Transfers

Page 53: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Engineered for Realizations

Student Engages within

a Context

Student Transfer

s & Predicts

Student Receives Feedback

Adapt & Differentiat

e

Student Independently Transfers

Page 54: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Casual Game Design Principles

3. Learning through safe exploration• Player should feel safe exploring, always. • The player always makes informed decisions, because

everything to be known can be seen• Nothing is going on off-screen or behind the scene that can

hinder the player’s progress.

Page 55: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Coconut Queen

© iWin

Page 56: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Casual Game Design Principles

3. Learning through safe exploration• Use trial and error/failure as a tool to lead to “aha” moment

for the player.• If the player loses or performs below their expectations, make

it absolutely clear why that happened and how they can do better.

Page 57: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Cut the Rope

© ZeptoLabs

Page 58: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Casual Game Design Principles

3. Learning through safe exploration• Use trial and error/failure as a tool to lead to “aha” moment

for the player.• If the player loses or performs below their expectations, make

it absolutely clear why that happened and how they can do better.

• Classroom application: Engage in Exploration First

Page 59: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Learning Myth

“Presentation of an explanation, no matter how brilliantly worded, will not connect ideas unless students have had ample

opportunities to wrestle with examples.”

From Best Practices, 3rd Ed., by Zemelman, Daniels, and Hyde, ©2005 From Understanding by Design, Wiggins & McTighe,

©2005

“If I cover it clearly, they will ‘get it.’”

Page 60: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Don’t Start by Telling

“Providing students with opportunities to first grapple with specific information relevant to a topic has been shown to create a

‘time for telling’ that enables them to learn much more from an

organizing lecture.”

• How People Learn, p. 58

Page 61: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Learning Goal: Systems Thinking

© Electronic Arts

Page 62: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Learning Goal: Exploration, Creative Thinking

© Logo Programming

Logo

Page 63: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

63

For Additional Game Ideas

Common Sense Media• commonsensemedia.org• 2013 ON for Learning Award Winners• 50 Apps, games, and websites that received

highest ratings for learning potential

Page 64: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Casual Game Design Principles

4. Use Rewards for Engagement and Replay Motivation • Early and frequent in-game rewards• Maximize replay value

• Level pass, versus 1-3 stars• Dangle the carrot to “try again”

Page 65: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Cut the Rope – Level summary

© ZeptoLabs

Page 66: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Casual Game Design Principles

4. Use Rewards for Engagement and Replay Motivation • Early and frequent in-game rewards• Maximize replay value

• Level pass, versus 1-3 stars• Dangle the carrot to “try again”

• Classroom application: Re-Think Assessment & Grading Practices

Page 67: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Learning is Not Linear

© Rovio

Page 68: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Puzzle & Strategy, Not Exploration

© Rovio

Page 69: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Exploration, Short-Term Reward

Page 70: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Problems with Grading Practices

• Assessing Behavior Rather than Learning• Score of “Zero” indicates only that a

student didn’t complete an assignment• Percentages distill learning into a

meaningless number• Students engage in “point grubbing”• Students can often earn enough points to

“pass,” but might not have learned much

Page 71: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Casual Game Design Principles

4. Use Rewards for Engagement and Replay Motivation • Early and frequent in-game rewards• Maximize replay value

• Level pass, versus 1-3 stars• Dangle the carrot to “try again”

• Classroom application: Re-Think Assessment & Grading Practices

• Use meta game rewards• Use point, commerce or completion system to earn upgrades and

features• Badges/Trophies/Achievements• Power-ups/Enhanced or Odds-reduced gameplay• Earn rare items for game or décor

Page 72: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Chuzzle

rewards and trophies

© PopCap

Page 73: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Plants vs Zombies store

© PopCap

Page 74: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

• The game itself is intrinsically rewarding. o Extrinsic motivators are certainly nice but good

game design and content still rules!

Testing for flow in game design:

Gamification certainly has its merits but can also be over-used to mask

poorly-designed games or interactive content.

Page 75: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

• The player is up to play the game.o This seems like a no-brainer but as per the

often overused proverb about that reluctant horse.

Testing for flow in game design:

Page 76: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

• The game offers the right amount of challenges that match with the player’s ability and allows her/him to delve deeply into the experience.

Testing for flow in game design:

Page 77: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

• The player feels a sense of personal control over the game activity.

Testing for flow in game design:

Page 78: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

Q & [email protected]@dreambox.com

[email protected]@DocHudsonMath

www.dreambox.com

Page 79: Games for Learning – Design Principles for Student Engagement in Blended Learning Models

DreamBox Combines Three Essential Elements to Accelerate Student Learning