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Creating Game-like
Engagement for Learning
(without a Game Designer’s Budget)




Learning Solutions 2010
Julie Dirksen – March 24, 2010
                                     Image via CC license http://www.flickr.com/photos/amagill/3367543094/
Video
                                                                         Game
                                                                         Stare




is available under the Creative Commons Attribution-ShareAlike License
What’s your budget?




                                                                      - From www.gdmag.com/freeyear

Available under the Creative Commons Attribution-ShareAlike License
Halo 3 Sold 8 million copies




                               Take from http://www.bungie.net/images/Games/Halo3/Screenshots/Halo3_Valhalla-3rdperson-01.jpg
is available under the Creative Commons Attribution-ShareAlike License
What games do you play?
        •      Adventure / Strategy
        •      Role-playing (RPG)
        •      Multiplayer Online Games (MOG/MMOG)
        •      Sports / Racing Arcade
        •      First Person Shooter (FPS)
        •      Casual Games (Puzzle Games, Tetris, etc.)
        •      Simulations




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What games do you play?
        • Platforms
                 – Console games (Xbox, Playstation,
                   Nintendo, Wii)
                 – Online single player games
                 – Online multiplayer games
                 – Other PC or Mac games




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How many of
          you are using
             games for
         learning now?




is available under the Creative Commons Attribution-ShareAlike License
Is this “educational gaming?”




                        $100                          $100               $100   $100   $100

                        $200                          $200               $200   $200   $200

                        $300                          $300               $300   $300   $300

                        $400                          $400               $400   $400   $400

                        $500                          $500               $500   $500   $500


is available under the Creative Commons Attribution-ShareAlike License
So what do we do about it?
    “It may sound trite, but for us educational
    games are first and foremost games. Whether
    a bona-fide contest with logical rules and a
    winning condition, or a Sim City-style sandbox
    playtoy, a game experience needs to have
    certain basic elements to be a meaningful
    experience for players.”

                                                                         - Eric Zimmerman


      So, what are those elements?
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1                                               2             3         4
           Feedback                                        Structure     Attention   Tools




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1
                                             Feedback



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Feedback in e-learning:




                                Good Job! You correctly identified
                              Option A as the correct answer. That is
                                              correct!


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Let’s play a game




is available under the Creative Commons Attribution-ShareAlike License
What types of Feedback did you
                           see?



is available under the Creative Commons Attribution-ShareAlike License
How games do feedback:


                                                                         Points




is available under the Creative Commons Attribution-ShareAlike License
How games do feedback:


                       Collecting




is available under the Creative Commons Attribution-ShareAlike License
How games do feedback:


                           Time




is available under the Creative Commons Attribution-ShareAlike License
How games do feedback:

                                                                    Sound




is available under the Creative Commons Attribution-ShareAlike License
How games do feedback:

                                                       Events /
                                                       Reactions




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Feedback Frequency


             How often do users get feedback in e-
                           Learning?




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Better than a Skinner Box

        •      Positive Feedback
        •      Negative Feedback
        •      Reward
        •      Punishment




is available under the Creative Commons Attribution-ShareAlike License
•      Points can provide
           greater degree of
           ambiguity & determine
           outcomes

    •      Multifaceted feedback
           (facial expressions,
           coaching, line graph,
           thoughts)




is available under the Creative Commons Attribution-ShareAlike License
• Different types of elements
        to be collected

      • Motivational element

      • Tracking progress

      • Completion

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Special Collecting: The Power-up

            Power-ups: Improves the abilities of the
                           player




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What I really find interesting:
        • Gameify!




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2
                                                     Structure



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The boss prize of e-learning
        •      Familiarization
        •      Comprehension
        •      Conscious Effort
        •      Conscious Action
        •      Proficiency
        •      Unconscious Competence


         - From Electronic Performance Support Systems by Gloria Gery




is available under the Creative Commons Attribution-ShareAlike License
Cycles of Expertise
        • Principle: Expertise is formed in any area by
          repeated cycles of learners practicing skills
          until they are nearly automatic, then having
          those skills fail in ways that cause the
          learners to have to think again and learn
          anew...

        • Games: Good games create and support
          the cycle of expertise...This is, in fact, part of
          what constitutes good pacing in a game.

                                                                         - James Paul Gee



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How games do feedback:

                                                                    Leveling




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Leveling
      • If you are not
        proficient enough,
        you don’t move
        on until you are
        proficient.

      • Completion =
        proficiency



is available under the Creative Commons Attribution-ShareAlike License
So, can we just put more levels into
e-Learning?


 Module 1 Module 2 Module 3 Module 4 Module 5 Module 6
                          TEST



                                                        TEST



                                                                         TEST



                                                                                TEST



                                                                                       TEST
                 What does this get us?



is available under the Creative Commons Attribution-ShareAlike License
What’s happening in the
brain?




is available under the Creative Commons Attribution-ShareAlike License
What is going on when you are
learning something new?




      Well, areas like
      your frontal cortex
      gets busy. It
      starts burning a
      lot of fuel, and fills
      up pretty quickly.



is available under the Creative Commons Attribution-ShareAlike License
What is going on when you using a
regular pattern you already know?




                                                                         That leverages
                                                                         parts of the brain
                                                                         that can run
                                                                         without a lot of
                                                                         conscious
                                                                         attention.




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Glucose Metabolic Rate after several weeks of Tetris Practice


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How is most e-Learning
structured?

 Module 1 Module 2 Module 3 Module 4 Module 5 Module 6
          Intro                   New Info                     More new    Even      Yet again   Summary
                                                                                                       Whew
                                                                 Info     more new    with the             !

                                                                            Info     new info




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How are most games
structured?

    Level 1                       Level 2                        Level 3    Level 4    Level 5   Level 6
    Some                         Stuff you                         Stuff      Stuff      Stuff    Boss
  new stuff,                     know                              you         you        you     Fight
    pretty                       plus a bit                       know,      know       know,
    easy                         more                            maybe a     plus a     kicked
   though                                                          little   bit more     up a
                                                                  faster                notch




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It’s a lot like flow:
                      Ability




                                                               Challenge
- Flow: The Psychology of Optimal Experience
by Mihaly Csikszentmihalyi
is available under the Creative Commons Attribution-ShareAlike License
It also allows you to pay
attention to what’s different.                                           Whew
                                                                          !




    In this model, everything is new and
    everything is important (so nothing is).




is available under the Creative Commons Attribution-ShareAlike License
It also allows you to pay
attention to what’s different.                                                                           Whew
                                                                                                          !




                                                                         In this model, the new material is
                                                                         mixed in with existing stuff, so the
                                                                         new material stands out.


is available under the Creative Commons Attribution-ShareAlike License
We all need a rest
sometimes:
                                                                                                                    Whew
                                                                                                                        !




    If you don’t give people a break,
    they will take it anyway.
                                                                                                Wait, this is Brain
                                                                                                important     dead,
                                                                                                              leaking
                                                                                      Tuned out               out the
                                                                                                              ears
                                                                         Kind of
                                         Uh huh.                         distracted
      Okay, I
                                         Uh huh...
      get it




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Goals, Goals and Goals

        • Immediate, Short-term and Long-term
          goals




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Goals in Diner Dash

        • Immediate Goal – Task / Level
        • Short-term Goal – Stage
        • Long-term Goal – Game Completion




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Long-term Goal: The boss
fight


                                                                         When you put all the
                                                                         skills you’ve learned
                                                                         together to beat the
                                                                         BOSS.




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The boss fight

                                                                         “On the boss fight, you are
                                                                         ready to fail 5-6 times until
                                                                         you get it.

                                                                         If I get a boss on the 1st try,
                                                                         I think it’s too easy.”

                                                                         - MS Hunter




is available under the Creative Commons Attribution-ShareAlike License
• Examples: Dialog Coach




http://www.dialogcoach.com
is available under the Creative Commons Attribution-ShareAlike License
Leveling




                                                                         • Intermittent goals and
                                                                           overall goal

                                                                         • Variable mastery of levels

                                                                         • Gradual improvement of
                                                                           skills

http://www.dialogcoach.com
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Evaluation is hard:




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What if completion was
enough?




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3
                                                Attention



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Why are brains like elephants?

        • Why is our brain like a child riding an
          elephant?




        Jonathan Haidt – The Happiness Hypothesis
is available under the Creative Commons Attribution-ShareAlike License
Child = conscious mind / executive
function (prefrontal cortex)




is available under the Creative Commons Attribution-ShareAlike License
Elephant = everything else




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Sometimes the elephant is
willing




is available under the Creative Commons Attribution-ShareAlike License
Other times...




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So, how do you train the
elephant?




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What are you using here?

        • How many people have had to take
          the written drivers test lately?
               Right of Way and Yielding
               Right-of-way and yielding laws help traffic flow smoothly and safely.
               They are based on courtesy and common sense. Violation of these
               laws is a leading cause of traffic crashes.

               When two vehicles reach an intersection at the same time, and there
               is no traffic light or signal, the driver of the vehicle on the left must
               yield to the vehicle on the right.

               -Minnesota Driver’s Manual



        • Think about how that feels.

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Now, how
about this?




is available under the Creative Commons Attribution-ShareAlike License
If there’s no urgency...



           Most of the
           burden is on the
           executive function
           (e.g. frontal
           cortex).




is available under the Creative Commons Attribution-ShareAlike License
Learning without urgency:


            Relying solely on the executive function
            is like:


                                                                         Gasp!




is available under the Creative Commons Attribution-ShareAlike License
What happens when there is
urgency?


                                                                         Mid-brain areas (e.g.
                                                                         limbic system / amygdala
                                                                         are saying:

                                                                         “PAY ATTENTION! This
                                                                         could be important.”




is available under the Creative Commons Attribution-ShareAlike License
Learning with urgency:


            Learning that engages the whole brain
            requires much less conscious effort:




is available under the Creative Commons Attribution-ShareAlike License
What makes it work?

        • Balanced gameplay
                 – Expectation
                 – Surprise
                 – Reward




is available under the Creative Commons Attribution-ShareAlike License
Good surprises are good

        • Pleasant surprises cause a dopamine
          spike
                                                                               “PAY
                                                                          ATTENTION!
                                                                         If this is good,
                                                                         then you want
                                                                               more.




is available under the Creative Commons Attribution-ShareAlike License
Even bad surprises are good

        • Unpleasant surprises cause a
          dopamine drop.

                                                                              “PAY
                                                                          ATTENTION!
                                                                           This is bad.
                                                                         Avoid in future.”




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No surprises are bad

                                                                         Hmm. I wonder
                                                                          what I should
                                                                         have for dinner...




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Games do this well




        Gold                   Gold                   Gold               Gold
        Coin                   Coin                   Coin               Coin

                                                                                Super Platinum Hammer of Death™
                                                                                 that lets you SQUASH evildoers!!!




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What else?




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Narrative & Character
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Visual &
Sound
Effects




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Customization /Personalization




is available under the Creative Commons Attribution-ShareAlike License
Competition




               Leader Boards

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Now you try!

        • It’s your turn to try this out…
                 – Points
                 – Leveling
                 – Collecting
                 – Time
                 – Surprise
                 – Reward
                 – Urgency


is available under the Creative Commons Attribution-ShareAlike License
So what’s the catch?

        • So this is all great, but what’s the
          catch?




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What’s the catch?

        • Games are good at teaching you how
          to play games (not necessarily how to
          actually do things)




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What’s the catch?


                           Low                                           Fast
                          Budget                                         Easy




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What’s the catch?


                           Low                                           Fast
                          Budget                                         Easy




is available under the Creative Commons Attribution-ShareAlike License
What’s the catch?

                        Gamers are a self-
                       selecting audience




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Playtesting
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4
                                                                         Tools



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Tool: Rapid e-Learning Tools




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Tool: Quandary




is available under the Creative Commons Attribution-ShareAlike License
Tool: Game Shows




                                                                         http://c3softworks.com/products/lms/
is available under the Creative Commons Attribution-ShareAlike License
Tool: GameSalad (Mac Only)




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Tool: Thinking Worlds




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Questions?

    You can also reach me with questions at:
    • Speakers’ Clinic at 4 PM

    • Presentation Site: http://www.usablelearning.com/LS2010.html

    • Blog: http://usablelearning.wordpress.com

    • Twitter: http://twitter.com/usablelearning

    • Email: julie@usablelearning.com




    Thanks to:
is available under the Creative Commons Attribution-ShareAlike License
References
        •      Books

                 – Electronic Performance Support System by Gloria Gery

                 – Flow: The Psychology of Optimal Experience by Mihaly
                   Csikszentmihalyi (A reasonable Wikipedia explanation can be found at
                       http://en.wikipedia.org/wiki/Flow_(psychology) )


                 – What Video Games Have to Teach Us About Learning and
                   Literacy by James Paul Gee

                 – The Happiness Hypothesis by Jonathan Haidt




is available under the Creative Commons Attribution-ShareAlike License
References
        •      Game Articles:

                 – Learning to Play to Learn - Lessons in Educational Game Design by Nick
                   Fortugno & Eric Zimmerman
                   http://www.ericzimmerman.com/texts/learningtoplay.htm - originally
                   published in Gamasutra
                   http://www.gamasutra.com/features/20050405/zimmerman_01.shtml
                   (Other publications by Eric Zimmerman
                   http://www.ericzimmerman.com/writings.html)

                 – Behavioral Game Design by John Hopson
                   http://www.gamasutra.com/features/20010427/hopson_01.htm

                 – Proof of Learning: Assessment in Serious Games by Sande Chen
                   http://www.gamasutra.com/features/20051019/chen_01.shtml

                 – Learning by Design: Games as Learning Machines by James Paul Gee
                   http://www.gamasutra.com/gdc2004/features/20040324/gee_01.shtml

                 – Your Brain on Video Games by Steven Johnson
                   http://discovermagazine.com/2005/jul/brain-on-video-
                   games/article_print



is available under the Creative Commons Attribution-ShareAlike License
References
        •      General Articles

                 – The Neuroscience of Leadership by David Rock and Jeffrey
                   Schwartz http://www.strategy-
                   business.com/press/freearticle/06207

                 – The New Science of Change by Christopher Koch
                   http://www.cio.com/archive/091506/change.html

                 – Hijacking the Brain Circuits With a Nickel Slot Machine by Sandra
                   Blakeslee
                   http://select.nytimes.com/search/restricted/article?res=F70A14F7
                   355B0C7A8DDDAB0894DA404482 (paid access)

                 – Getting past the brain's crap filter Posted by Kathy Sierra on
                   December 22, 2004 on Creating Passionate Users Blog
                   http://headrush.typepad.com/creating_passionate_users/2004/w
                   eek52/index.html




is available under the Creative Commons Attribution-ShareAlike License
References
        •      Egghead stuff
                 –     Predictability Modulates Human Brain Response to Reward by Gregory S. Berns, Samuel M.
                       McClure, Giuseppe Pagnoni, and P. Read Montague
                       http://www.ccnl.emory.edu/greg/Koolaid_JN_Print.pdf (Other recent publications by
                       Gregory Berns http://www.ccnl.emory.edu/greg/)

                 –     When Things Are Better or Worse than Expected: The Medial Frontal Cortex and the
                       Allocation of Processing Resources
                       http://www.hnl.bcm.tmc.edu/articles/JNeuroScience2006PottsMontague.pdf Geoffrey F.
                       Potts, Laura E. Martin, Philip Burton, and P. Read Montague (Other recent publications by
                       Read Montague http://www.hnl.bcm.tmc.edu/faculty.html)

                 –     Reward signaling by dopamine neurons by Wolfram Schultz
                       http://www.biopsychiatry.com/dopaminerev.htm

                 –     Recent publications by Jonathan Cohen http://www.csbmb.princeton.edu/ncc/jdc.html

                 –     Regional glucose metabolic changes after learning a complex visuospatial/motor task: a
                       positron emission tomographic study by Richard J. Haier, Benjamin V. Siegel Jr., Andrew
                       MacLachlan, Eric Soderling, Stephen Lottenberg and Monte S. Buchsbaum
                       http://www.ncbi.nlm.nih.gov/pubmed/1617405




is available under the Creative Commons Attribution-ShareAlike License
References
        •      Games
                 – Diner Dash:
                   http://www.shockwave.com/gamelanding/dinerdash.jsp

                 – Driver's Ed Game:
                   http://www.mofunzone.com/online_games/driversed.shtml#

                 – Super Collapse 3:
                   http://www.shockwave.com/gamelanding/collapse3.jsp

                 – Luck Charm Deluxe:
                   http://www.shockwave.com/gamelanding/luckcharm.jsp

                 – Insaniquarium http://www.shockwave.com

                 – Luxor http://www.shockwave.com

                 – Project ALERT: http://www.projectalert.com


is available under the Creative Commons Attribution-ShareAlike License

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Creating Game-like Engagement for Learning

  • 1. Creating Game-like Engagement for Learning (without a Game Designer’s Budget) Learning Solutions 2010 Julie Dirksen – March 24, 2010 Image via CC license http://www.flickr.com/photos/amagill/3367543094/
  • 2. Video Game Stare is available under the Creative Commons Attribution-ShareAlike License
  • 3. What’s your budget? - From www.gdmag.com/freeyear Available under the Creative Commons Attribution-ShareAlike License
  • 4. Halo 3 Sold 8 million copies Take from http://www.bungie.net/images/Games/Halo3/Screenshots/Halo3_Valhalla-3rdperson-01.jpg is available under the Creative Commons Attribution-ShareAlike License
  • 5. What games do you play? • Adventure / Strategy • Role-playing (RPG) • Multiplayer Online Games (MOG/MMOG) • Sports / Racing Arcade • First Person Shooter (FPS) • Casual Games (Puzzle Games, Tetris, etc.) • Simulations is available under the Creative Commons Attribution-ShareAlike License
  • 6. What games do you play? • Platforms – Console games (Xbox, Playstation, Nintendo, Wii) – Online single player games – Online multiplayer games – Other PC or Mac games is available under the Creative Commons Attribution-ShareAlike License
  • 7. How many of you are using games for learning now? is available under the Creative Commons Attribution-ShareAlike License
  • 8. Is this “educational gaming?” $100 $100 $100 $100 $100 $200 $200 $200 $200 $200 $300 $300 $300 $300 $300 $400 $400 $400 $400 $400 $500 $500 $500 $500 $500 is available under the Creative Commons Attribution-ShareAlike License
  • 9. So what do we do about it? “It may sound trite, but for us educational games are first and foremost games. Whether a bona-fide contest with logical rules and a winning condition, or a Sim City-style sandbox playtoy, a game experience needs to have certain basic elements to be a meaningful experience for players.” - Eric Zimmerman So, what are those elements? is available under the Creative Commons Attribution-ShareAlike License
  • 10. 1 2 3 4 Feedback Structure Attention Tools is available under the Creative Commons Attribution-ShareAlike License
  • 11. 1 Feedback is available under the Creative Commons Attribution-ShareAlike License
  • 12. Feedback in e-learning: Good Job! You correctly identified Option A as the correct answer. That is correct! is available under the Creative Commons Attribution-ShareAlike License
  • 13. Let’s play a game is available under the Creative Commons Attribution-ShareAlike License
  • 14. What types of Feedback did you see? is available under the Creative Commons Attribution-ShareAlike License
  • 15. How games do feedback: Points is available under the Creative Commons Attribution-ShareAlike License
  • 16. How games do feedback: Collecting is available under the Creative Commons Attribution-ShareAlike License
  • 17. How games do feedback: Time is available under the Creative Commons Attribution-ShareAlike License
  • 18. How games do feedback: Sound is available under the Creative Commons Attribution-ShareAlike License
  • 19. How games do feedback: Events / Reactions is available under the Creative Commons Attribution-ShareAlike License
  • 20. Feedback Frequency How often do users get feedback in e- Learning? is available under the Creative Commons Attribution-ShareAlike License
  • 21. Better than a Skinner Box • Positive Feedback • Negative Feedback • Reward • Punishment is available under the Creative Commons Attribution-ShareAlike License
  • 22. Points can provide greater degree of ambiguity & determine outcomes • Multifaceted feedback (facial expressions, coaching, line graph, thoughts) is available under the Creative Commons Attribution-ShareAlike License
  • 23. • Different types of elements to be collected • Motivational element • Tracking progress • Completion is available under the Creative Commons Attribution-ShareAlike License
  • 24. Special Collecting: The Power-up Power-ups: Improves the abilities of the player is available under the Creative Commons Attribution-ShareAlike License
  • 25. What I really find interesting: • Gameify! is available under the Creative Commons Attribution-ShareAlike License
  • 26. 2 Structure is available under the Creative Commons Attribution-ShareAlike License
  • 27. The boss prize of e-learning • Familiarization • Comprehension • Conscious Effort • Conscious Action • Proficiency • Unconscious Competence - From Electronic Performance Support Systems by Gloria Gery is available under the Creative Commons Attribution-ShareAlike License
  • 28. Cycles of Expertise • Principle: Expertise is formed in any area by repeated cycles of learners practicing skills until they are nearly automatic, then having those skills fail in ways that cause the learners to have to think again and learn anew... • Games: Good games create and support the cycle of expertise...This is, in fact, part of what constitutes good pacing in a game. - James Paul Gee is available under the Creative Commons Attribution-ShareAlike License
  • 29. How games do feedback: Leveling is available under the Creative Commons Attribution-ShareAlike License
  • 30. Leveling • If you are not proficient enough, you don’t move on until you are proficient. • Completion = proficiency is available under the Creative Commons Attribution-ShareAlike License
  • 31. So, can we just put more levels into e-Learning? Module 1 Module 2 Module 3 Module 4 Module 5 Module 6 TEST TEST TEST TEST TEST What does this get us? is available under the Creative Commons Attribution-ShareAlike License
  • 32. What’s happening in the brain? is available under the Creative Commons Attribution-ShareAlike License
  • 33. What is going on when you are learning something new? Well, areas like your frontal cortex gets busy. It starts burning a lot of fuel, and fills up pretty quickly. is available under the Creative Commons Attribution-ShareAlike License
  • 34. What is going on when you using a regular pattern you already know? That leverages parts of the brain that can run without a lot of conscious attention. is available under the Creative Commons Attribution-ShareAlike License
  • 35. Glucose Metabolic Rate after several weeks of Tetris Practice is available under the Creative Commons Attribution-ShareAlike License
  • 36. How is most e-Learning structured? Module 1 Module 2 Module 3 Module 4 Module 5 Module 6 Intro New Info More new Even Yet again Summary Whew Info more new with the ! Info new info is available under the Creative Commons Attribution-ShareAlike License
  • 37. How are most games structured? Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Some Stuff you Stuff Stuff Stuff Boss new stuff, know you you you Fight pretty plus a bit know, know know, easy more maybe a plus a kicked though little bit more up a faster notch is available under the Creative Commons Attribution-ShareAlike License
  • 38. It’s a lot like flow: Ability Challenge - Flow: The Psychology of Optimal Experience by Mihaly Csikszentmihalyi is available under the Creative Commons Attribution-ShareAlike License
  • 39. It also allows you to pay attention to what’s different. Whew ! In this model, everything is new and everything is important (so nothing is). is available under the Creative Commons Attribution-ShareAlike License
  • 40. It also allows you to pay attention to what’s different. Whew ! In this model, the new material is mixed in with existing stuff, so the new material stands out. is available under the Creative Commons Attribution-ShareAlike License
  • 41. We all need a rest sometimes: Whew ! If you don’t give people a break, they will take it anyway. Wait, this is Brain important dead, leaking Tuned out out the ears Kind of Uh huh. distracted Okay, I Uh huh... get it is available under the Creative Commons Attribution-ShareAlike License
  • 42. Goals, Goals and Goals • Immediate, Short-term and Long-term goals is available under the Creative Commons Attribution-ShareAlike License
  • 43. Goals in Diner Dash • Immediate Goal – Task / Level • Short-term Goal – Stage • Long-term Goal – Game Completion is available under the Creative Commons Attribution-ShareAlike License
  • 44. is available under the Creative Commons Attribution-ShareAlike License
  • 45. is available under the Creative Commons Attribution-ShareAlike License
  • 46. Long-term Goal: The boss fight When you put all the skills you’ve learned together to beat the BOSS. is available under the Creative Commons Attribution-ShareAlike License
  • 47. The boss fight “On the boss fight, you are ready to fail 5-6 times until you get it. If I get a boss on the 1st try, I think it’s too easy.” - MS Hunter is available under the Creative Commons Attribution-ShareAlike License
  • 48. • Examples: Dialog Coach http://www.dialogcoach.com is available under the Creative Commons Attribution-ShareAlike License
  • 49. Leveling • Intermittent goals and overall goal • Variable mastery of levels • Gradual improvement of skills http://www.dialogcoach.com is available under the Creative Commons Attribution-ShareAlike License
  • 50. Evaluation is hard: is available under the Creative Commons Attribution-ShareAlike License
  • 51. What if completion was enough? is available under the Creative Commons Attribution-ShareAlike License
  • 52. 3 Attention is available under the Creative Commons Attribution-ShareAlike License
  • 53. Why are brains like elephants? • Why is our brain like a child riding an elephant? Jonathan Haidt – The Happiness Hypothesis is available under the Creative Commons Attribution-ShareAlike License
  • 54. Child = conscious mind / executive function (prefrontal cortex) is available under the Creative Commons Attribution-ShareAlike License
  • 55. Elephant = everything else is available under the Creative Commons Attribution-ShareAlike License
  • 56. Sometimes the elephant is willing is available under the Creative Commons Attribution-ShareAlike License
  • 57. Other times... is available under the Creative Commons Attribution-ShareAlike License
  • 58. So, how do you train the elephant? is available under the Creative Commons Attribution-ShareAlike License
  • 59. What are you using here? • How many people have had to take the written drivers test lately? Right of Way and Yielding Right-of-way and yielding laws help traffic flow smoothly and safely. They are based on courtesy and common sense. Violation of these laws is a leading cause of traffic crashes. When two vehicles reach an intersection at the same time, and there is no traffic light or signal, the driver of the vehicle on the left must yield to the vehicle on the right. -Minnesota Driver’s Manual • Think about how that feels. is available under the Creative Commons Attribution-ShareAlike License
  • 60. Now, how about this? is available under the Creative Commons Attribution-ShareAlike License
  • 61. If there’s no urgency... Most of the burden is on the executive function (e.g. frontal cortex). is available under the Creative Commons Attribution-ShareAlike License
  • 62. Learning without urgency: Relying solely on the executive function is like: Gasp! is available under the Creative Commons Attribution-ShareAlike License
  • 63. What happens when there is urgency? Mid-brain areas (e.g. limbic system / amygdala are saying: “PAY ATTENTION! This could be important.” is available under the Creative Commons Attribution-ShareAlike License
  • 64. Learning with urgency: Learning that engages the whole brain requires much less conscious effort: is available under the Creative Commons Attribution-ShareAlike License
  • 65. What makes it work? • Balanced gameplay – Expectation – Surprise – Reward is available under the Creative Commons Attribution-ShareAlike License
  • 66. Good surprises are good • Pleasant surprises cause a dopamine spike “PAY ATTENTION! If this is good, then you want more. is available under the Creative Commons Attribution-ShareAlike License
  • 67. Even bad surprises are good • Unpleasant surprises cause a dopamine drop. “PAY ATTENTION! This is bad. Avoid in future.” is available under the Creative Commons Attribution-ShareAlike License
  • 68. No surprises are bad Hmm. I wonder what I should have for dinner... is available under the Creative Commons Attribution-ShareAlike License
  • 69. Games do this well Gold Gold Gold Gold Coin Coin Coin Coin Super Platinum Hammer of Death™ that lets you SQUASH evildoers!!! is available under the Creative Commons Attribution-ShareAlike License
  • 70. What else? is available under the Creative Commons Attribution-ShareAlike License
  • 71. Narrative & Character is available under the Creative Commons Attribution-ShareAlike License
  • 72. is available under the Creative Commons Attribution-ShareAlike License
  • 73. Visual & Sound Effects is available under the Creative Commons Attribution-ShareAlike License
  • 74. Customization /Personalization is available under the Creative Commons Attribution-ShareAlike License
  • 75. Competition Leader Boards is available under the Creative Commons Attribution-ShareAlike License
  • 76. Now you try! • It’s your turn to try this out… – Points – Leveling – Collecting – Time – Surprise – Reward – Urgency is available under the Creative Commons Attribution-ShareAlike License
  • 77. So what’s the catch? • So this is all great, but what’s the catch? is available under the Creative Commons Attribution-ShareAlike License
  • 78. What’s the catch? • Games are good at teaching you how to play games (not necessarily how to actually do things) is available under the Creative Commons Attribution-ShareAlike License
  • 79. What’s the catch? Low Fast Budget Easy is available under the Creative Commons Attribution-ShareAlike License
  • 80. What’s the catch? Low Fast Budget Easy is available under the Creative Commons Attribution-ShareAlike License
  • 81. What’s the catch? Gamers are a self- selecting audience is available under the Creative Commons Attribution-ShareAlike License
  • 82. Playtesting is available under the Creative Commons Attribution-ShareAlike License
  • 83. 4 Tools is available under the Creative Commons Attribution-ShareAlike License
  • 84. Tool: Rapid e-Learning Tools is available under the Creative Commons Attribution-ShareAlike License
  • 85. Tool: Quandary is available under the Creative Commons Attribution-ShareAlike License
  • 86. Tool: Game Shows http://c3softworks.com/products/lms/ is available under the Creative Commons Attribution-ShareAlike License
  • 87. Tool: GameSalad (Mac Only) is available under the Creative Commons Attribution-ShareAlike License
  • 88. Tool: Thinking Worlds is available under the Creative Commons Attribution-ShareAlike License
  • 89. Questions? You can also reach me with questions at: • Speakers’ Clinic at 4 PM • Presentation Site: http://www.usablelearning.com/LS2010.html • Blog: http://usablelearning.wordpress.com • Twitter: http://twitter.com/usablelearning • Email: julie@usablelearning.com Thanks to: is available under the Creative Commons Attribution-ShareAlike License
  • 90. References • Books – Electronic Performance Support System by Gloria Gery – Flow: The Psychology of Optimal Experience by Mihaly Csikszentmihalyi (A reasonable Wikipedia explanation can be found at http://en.wikipedia.org/wiki/Flow_(psychology) ) – What Video Games Have to Teach Us About Learning and Literacy by James Paul Gee – The Happiness Hypothesis by Jonathan Haidt is available under the Creative Commons Attribution-ShareAlike License
  • 91. References • Game Articles: – Learning to Play to Learn - Lessons in Educational Game Design by Nick Fortugno & Eric Zimmerman http://www.ericzimmerman.com/texts/learningtoplay.htm - originally published in Gamasutra http://www.gamasutra.com/features/20050405/zimmerman_01.shtml (Other publications by Eric Zimmerman http://www.ericzimmerman.com/writings.html) – Behavioral Game Design by John Hopson http://www.gamasutra.com/features/20010427/hopson_01.htm – Proof of Learning: Assessment in Serious Games by Sande Chen http://www.gamasutra.com/features/20051019/chen_01.shtml – Learning by Design: Games as Learning Machines by James Paul Gee http://www.gamasutra.com/gdc2004/features/20040324/gee_01.shtml – Your Brain on Video Games by Steven Johnson http://discovermagazine.com/2005/jul/brain-on-video- games/article_print is available under the Creative Commons Attribution-ShareAlike License
  • 92. References • General Articles – The Neuroscience of Leadership by David Rock and Jeffrey Schwartz http://www.strategy- business.com/press/freearticle/06207 – The New Science of Change by Christopher Koch http://www.cio.com/archive/091506/change.html – Hijacking the Brain Circuits With a Nickel Slot Machine by Sandra Blakeslee http://select.nytimes.com/search/restricted/article?res=F70A14F7 355B0C7A8DDDAB0894DA404482 (paid access) – Getting past the brain's crap filter Posted by Kathy Sierra on December 22, 2004 on Creating Passionate Users Blog http://headrush.typepad.com/creating_passionate_users/2004/w eek52/index.html is available under the Creative Commons Attribution-ShareAlike License
  • 93. References • Egghead stuff – Predictability Modulates Human Brain Response to Reward by Gregory S. Berns, Samuel M. McClure, Giuseppe Pagnoni, and P. Read Montague http://www.ccnl.emory.edu/greg/Koolaid_JN_Print.pdf (Other recent publications by Gregory Berns http://www.ccnl.emory.edu/greg/) – When Things Are Better or Worse than Expected: The Medial Frontal Cortex and the Allocation of Processing Resources http://www.hnl.bcm.tmc.edu/articles/JNeuroScience2006PottsMontague.pdf Geoffrey F. Potts, Laura E. Martin, Philip Burton, and P. Read Montague (Other recent publications by Read Montague http://www.hnl.bcm.tmc.edu/faculty.html) – Reward signaling by dopamine neurons by Wolfram Schultz http://www.biopsychiatry.com/dopaminerev.htm – Recent publications by Jonathan Cohen http://www.csbmb.princeton.edu/ncc/jdc.html – Regional glucose metabolic changes after learning a complex visuospatial/motor task: a positron emission tomographic study by Richard J. Haier, Benjamin V. Siegel Jr., Andrew MacLachlan, Eric Soderling, Stephen Lottenberg and Monte S. Buchsbaum http://www.ncbi.nlm.nih.gov/pubmed/1617405 is available under the Creative Commons Attribution-ShareAlike License
  • 94. References • Games – Diner Dash: http://www.shockwave.com/gamelanding/dinerdash.jsp – Driver's Ed Game: http://www.mofunzone.com/online_games/driversed.shtml# – Super Collapse 3: http://www.shockwave.com/gamelanding/collapse3.jsp – Luck Charm Deluxe: http://www.shockwave.com/gamelanding/luckcharm.jsp – Insaniquarium http://www.shockwave.com – Luxor http://www.shockwave.com – Project ALERT: http://www.projectalert.com is available under the Creative Commons Attribution-ShareAlike License