Blog Entry

eLearning Games and the Learning "Wrap"

11 comments

The features that make a game a strong one often enhances that game's efficacy as an elearning tool. An effective game needs to be engaging, playable and challenging; it shouldn't be confusing or unexciting. In the same way, a training game needs to be engaging in order to foster learning and skills acquisition and mastery. Training games are used in corporate and military environments to address new learning and to head off skills degradation.

(I would argue that a game's meaning comes from the other players at the table as well as a small degree of challenge. This has to be calibrated in a way that makes sense to the players.) The process of instructional design may be mirrored by that of game development, from the assessment of the learning situation (market analysis) to the target audience (end user), the development of the learning situation and objectives (storyline), and then the employment of the technologies for draft curriculum development (game prototyping). There's the trial testing of the curriculum (beta testing of the game). Ultimately, there's the "going gold" with the elearning game. Presenters at the SALT Washington Interactive Technologies conference (Aug. 22 - 25, 2006) suggest that part of the development of an elearning game must consider the context.

Rarely "Soup to Nuts"

Elearning games are seldom stand-alone learning units; rather, they're most effective if a learning wrap has been created around the game to enhance the learning. This wrap may include having debriefing instructors who will enhance the learning. It may include directions in the game play; after all, elearning game developers may not assume that learners will necessarily immerse comfortable into the microverse of the game. Also, the game interface should be highly usable.

A plethora of different types of digital games exist. They're labeled by different names: small team tactics games, command / strategy ones, multi-user role-playing games, live simulations, persistent world games (like Second Life), first-person games, fantasy adventures, sports and racing games, and fighting games (many of which are known to test "twitch speed" alone).

For training purposes, because of the important of various types of training, elearning designers need to avoid inadvertently teaching learners behaviors and attitudes that are counterproductive. Some learning may have negative correlations. (This is why the design has to be thorough and the end product well tested.)

Avoiding "Seductive" Details for their own Sake

For all the glitzy graphics of some elearning games, the research doesn't seem to suggest that eye candy helps the learning. The "ooh-ah" factor diminishes quickly. (A version of this truth is Tom Held's "Held's Law of Diminishing Astonishment".)In addition, serious cost-benefit considerations have to go into what features to include. The realism of a game may affect the game's "credibility." Information in a game cannot be extraneous to the game's progression, or it will not likely be learned. The information must also be relevant to the learning objectives. Some common elearning game objectives may include those of team cohesion, mutual communications, and decision-making. (A number of elearning games I've seen involve facing disaster scenarios as "first responders".) The types of information in elearning games may be procedural, episodic, or factual. Learning outcomes may manifest as recall...or as transferability to a live context.

Information needs to be complementary. It cannot be repetitive. And there should not be extensive printed text. The presentation modalities must effectively connect learners with the learning, the play, if you will. Gamers today expect plug-and-play, even in a learning context.

Comments

eric matthews 1 year, 4 months ago

Incredible I could not agree with you more. There is a blog post on http://maycha.com in there blog section that talks about the exact same technique.

peter williams 1 year, 2 months ago

A regularly updated weblog and online resource that focuses especially on video game research and its implications for <a href=”http://science-query.com” rel="nofollow">education</a>. Articles, resources, game reviews, and more information can be found here. It's a valuable reference/resource page

Eruditio Loginquitas 1 year, 2 months ago

Hi, Peter: I checked out the blog, and there's a lot about adjusting to university life and planning, but I couldn't find what you were referring to about educational games.

http://science-query.com

MuZui 1 year, 2 months ago

Hi, I think this is great post. I was wondering if you would mind checking out my site <a href="http://muzui.com" alt="Muzui.com mobile gaming community">www.muzui.com</a> as I would love to hear your take on it. How do you see mobile edu-gaming in the future?

Best regards Benjamin

MuZui 1 year, 2 months ago

Hi, I think this is great post. I was wondering if you would mind checking out my site www.muzui.com" as I would love to hear your take on it. How do you see mobile edu-gaming in the future?

Best regards Benjamin

Eruditio Loginquitas 1 year, 2 months ago

Hi, Benjamin: I know little about mobile games except that there are some played in-city or in parks, with (small) treasures that people stash.

Howard Rheingold's "Smart Mobs" has some cool descriptors of real-time games abroad.

Let us know what you think. I'm very curious to learn more.

Chhansen 6 months ago

I think that games that allow to player to learn are not very effective. They can potentially develop a habit for the user, and the long term effects of learning through edu-games have not exactly been proven to be so effective.

The reasons that some educational games are effective is because those games have a purpose. The military trains soldiers by putting them in shooting game simulations. Engineers use games to simulate real world construction. Using a game to teach academics is a whole other realm.

Other than that, I won't be playing a cartoon game to learn PHP or a Foreign Language anytime soon.....

Eruditio Loginquitas 6 months ago

:)

fioricet online 4 months, 3 weeks ago

Well, actually every games can enhance the brain it is also basically helpful.

Games 4 months, 2 weeks ago

I think that casual games enhance fingers :)

Wood Stove Inserts 1 month, 3 weeks ago

Some of the best games - whether for teaching or just entertainment - are the ones without all of the glitz. They key is to challenge and entertain the mind rather than the senses.

Post a comment

What is 1+1?