Presenter: Clark Quinn
It's not about learning!
- We don't learn for intellectual self-gratification.
- We learn to do stuff we can't do now.
Knowledge doesn't lead to much without application.
- Inert knowledge. Take the course, pass the test, can't activate the knowledge.
- Big on applying what we know.
How do we design games properly?
- Design for how people REALLY think.
- Design for how people REALLY learn.
+ Focus on achieving organizational outcomes.
It's really about the outcomes.
What is learning?
- How did we learn before school snuffs out love of learning.
Goals for learning
- Retention over time - when learn to when apply
- Transfer to ALL appropriate situations, and identify inappropriate ones.
THIS IS NOT AN EVENT
Mickey Chi + Army - Found the event model is the WORST thing you can do for retention.
Events make sense if actively engaged in process. Then THINK about what doing.
- Not best way for developing ability to do.
Elements that lead to long-term retention and transfer.
We choose what we are interested in
We commit because it is what we have chosen
We create - apply knowledge, try things
Occasionally - we crash. That's OK. Failure is a necessity.
You can't learn without failing.
Failing first leads to better outcomes.
We copy - we don't do it alone
- Models, role models
We converse - we put the knowledge out there for response.
- negotiate understanding
We collaborate - work TOGETHER to create
- refine understanding and ability to apply.
What is gaming?
- play, recreation, experimentation, competition, discovery, rules
- Have to explore and discover
- Have a goal
- We have feedback
- Strategic, tactical or just silly
A game is a series of interesting decisions - Sid Meier
What is game learning?
- Use the repetitive nature of games to build skills
- Experimenting with wrong solutions / explore and fail
- Picking up objects / active experimentation
- Change natural behaviors and attitudes to succeed
- It is safe learning
- Learning in context / contextualized performance
- Non-linear / probabilistic
Simulation vs. Game
- Simulations are just a model of an environment.
+ Powerful - if self-directed and self-motivated
- Most of the time, we can't guarantee that learners are that self-capable.
- They cannot get to goal state without understanding the relationships (scenario).
+ Tune this into the game
- You can't decide it is a game - your PLAYERS will tell you.
+ Tuning is 9/10 of the work
Environment where the decisions are directly mapped to what needs to happen afterwards.
Games are not about tarted up quiz shows!!!!
- That's rote knowledge.
- Or ...you need to know this...that...etc. But never used
We over-resort to knowledge.
The real value is in meaningful decisions and enough practice so they can make those decisions when they count.
- The decision is the center
Decisions travel in packs. Good decision, goes well. Bad decision - need consequence. (Don't make dumb bad decisions)
Good educational practices - same as engaging experience
- balanced challenge
Learning should be 'hard fun'
Games are not full learning.
- Don't try to make the game the whole thing.
- Reflection - outside until they figure out a better way to do it. Not everything has to be in game.
What is common between all of these mobile devices (PDAs etc)?
- Connect to world
- Increasingly, sense the world.
- By next year - smart phones overtake regular phones.
We are tool-using animals.
- Mobile is a different augmentation - to the brain.
- We are really good pattern matchers. We are really bad at repetitive tasks.
- If we augment with devices good at rote stuff - we become much more powerful problem solver.
Advanced chess - Deep blue won by ability to compute.
- Now a form of chess - person with computer.
- Best teams - with the player who understood how to use the computer as augmentation.
4cs of mobile
- Capture (photos, video, etc)
Typical Mobile Learning
- Performance support.
- Augment the brain....
- cognitive augmentation
What is Mobile Learning?
- How do we augment the learning process?
+ Multiple representations = better chance to apply and models to help
+ Concept in multiple context.
+ Apply knowledge to new problems
60 seconds civics podcasts
- Multiple contexts for Civics information
Mobile learning is about learning augmentation
- Can put course on cell phone. It works. But can use other media.
- Best at supporting performance and augmenting learning process.
Mobile learning games?
- Can be about spaced practice
+ Short drills and practice scenarios.
- Don't need full sentences to communicate ;)
- Can use different paths. See what happens.
Gaming is about cognitive engagement - not about twitch.
- Twitch is for automating the process
- Can the person do x
- Most mobile learning is convenience. "I have a moment"
- Podcasts are convenience
- Where are we now?
- Mobile affordances - remember, our cell phones now have sensors. We can see where you are.
- Can give specific advice based on where you are.
- Can give advice based on When - calendar, in meeting. Can create support based on the calendar event (meeting)
- Real opportunity - afterwards! Mentors, self-evaluation, etc. Not enough taking advantage of that.
In formal learning - we create artificial experiences.
Mobile devices, allow us to make reality a learning experience.
Can we do org specific learning?
Ideal: Contextualized augmentation.
Mobile games (ideal) - contextualized, challenging, meaningful and augmented application.
- Augmented reality game (on treo)
+ took camera and randomly generated aliens.
+ Click fire.
- Distributed games
+ Send text message to start. Hunt around and figure out what to text back.
+ San Francisco Art Hunt.
+ Leads you around the exhibit
- Principles of augmented and virtual reality the same.
- Why classroom in virtual world?
- Let's use storyline and take advantage!
- Use context. Give them meaningful decisions!
Alternate Reality Games
- example - The Game
- The game came into his life! Didn't go anywhere else or have a special event.
- Did a sales training game in email - some participants
+ have to be persistent to pursue.
+ You can use the same tools as your job!
Social goals - we know there is power in social learning
- Competition can be valuable
I Love Bees - Jane McGonigle
ARG (Alternate Reality Game) Design
- You don't quite clue in that it is a game. Real life is the medium.
- Collaborative storytelling
What do we do with this?
- How do we do this with a learning goal?
- Can do this for team-building.
- How do we wrap decisions in here?
+ When we put ideas out there - taking a risk, but also committing
+ through expressing yourself (putting something down in any way) - forces your thinking to get a little tighter
+ Can rebuild based on what happens during renegotiation.
Learning ARG design (CQ - still open for negotiation)
- Decisions lead
- Story setting - real context
- Require negotiation
- Seduce misconceptions - lure them to the wrong place
- Leverage context
- Be unpredictable
- Killer backstory
- Unfold strategicaly
The dream - transformational learning
- What matters is the outlook you bring to it (Alan Kay)
- How can we get people to adopt the attitudes (not just skills) that will make them successful
Games are the next best thing to mentored real life practice
- mentoring does not necessarily scale
- Safe place to practice and replay
Consider mobile to help re-activate the knowledge on the go.
- Contextualized mobile if you can.
Consider mobile games
Consider social, augmented reality, learning beyond the event!
Develop people slowly over time.