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    Design Paradox: Instructional Game Design

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    Current approaches to the design of games for learning can be roughly divided into two main camps: one claiming that commercial games already employ many strategies that are valuable in the design of instructional games and that formal instructional design methodologies are not needed, while the other argues that the design of instructional games must apply traditional practices in formal ways and that games designers must yield to the better-informed professional instructional designer. The main focus of this paper is to explore the tension between these two viewpoints. A comparison of game design and instructional design uncovers several paradoxes which must be reconciled before they can be properly combined to be of use in the development of instructional games

    On the Evolution of Games

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    Reflecting, connecting, and redirecting.

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    ISSOTL Conference, Edmonton, ABPresented at ISSOTL Conference

    Video Game Pedagogy: Good Games = Good Pedagogy

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    We have always appropriated whatever technologies are available to us for use as technologies for instruction. This practice may well date back as far as human communication itself. The practice of “studying the masters” is also an old and respected one, and using this perspective we can take advantage of the opportunities afforded us in studying outstanding examples of commercial digital games as “educational” objects, even if they weren’t produced by professional educators. By examining successful games through this lens we can progress towards an understanding of the essential elements of ‘good’ games and begin to discuss the implications this holds for the deliberate design of educational games. There is, however, a caveat: knowing why a game is good is not the same as knowing how to make a game good. It is nonetheless an essential step in that process. This chapter examines some ways in which a few “good” games implement some well-known learning and instructional theories. “Good” games in this context are defined as those that have experienced both substantial commercial success and broad critical acclaim: the deliberate implementation of one or another learning or instructional design theory is not a prerequisite. In fact most will not have been consciously influenced by formal educational theory at all. The implications of this study include the notion that learning and instructional design are compatible with good game design and vice versa. Finally, this chapter will present some key distinctions between digital games and other learning technologies and what this might mean for the development of design models and methodologies

    The Invention of Good Games: Understanding Learning Design in Commercial Videogames

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    This work sought to help inform the design of educational digital games by the studying the design of successful commercial videogames. The main thesis question was: How does a commercially and critically successful modern video game support the learning that players must accomplish in order to succeed in the game (i.e. get to the end or win)? This work takes a two-pronged approach to supporting the main argument, which is that the reason we can learn about designing educational games by studying commercial games is that people already learn from games and the best ones are already quite effective at teaching players what they need to learn in order to succeed in the game. The first part of the research establishes a foundation for the argument, namely that accepted pedagogy can be found in existing commercial games. The second part of the work proposes new methods for analysing games that can uncover mechanisms used to support learning in games which can be employed even if those games were not originally designed as educational objects. In order to support the claim that ‘good’ commercial videogames already embody elements of sound pedagogy an explicit connection is made between game design and formally accepted theory and models in teaching and learning. During this phase of the work a significant concern was raised regarding the classification of games as ‘good’, so a new methodology using Borda Counts was devised and tested that combines various disjoint subjective reviews and rankings from disparate sources in non-trivial manner that accounts for relative standings. Complementary to that was a meta-analysis of the criteria used to select games chosen as subjects of study as reported by researchers. Then, several games were chosen using this new ranking method and analysed using another new methodology that was designed for this work, called Instructional Ethology. This is a new methodology for game design deconstruction and analysis that would allows the extraction of information about mechanisms used to support learning. This methodology combines behavioural and structural analysis to examine how commercial games support learning by examining the game itself from the perspective of what the game does. Further, this methodology can be applied to the analysis of any software system and offers a new approach to studying any interactive software. The results of the present study offered new insights into how several highly successful commercial games support players while they learn what they must learn in order to succeed in those games. A new design model was proposed, known as the 'Magic Bullet' that allows designers to visualize the relative proportions of potential learning in a game to assess the potential of a design

    On Choosing Games And What Counts as a “Good” Game

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    Before researchers can perform studies using commercial games, they must choose which game or games to study. The manner in which that choice is made and justified is the focus of this paper

    Evidence Summary: High School Students Struggle to Find School-Related Information on the Web

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    A Review of: Shenton, Andrew K. “The Information-Seeking Problems of English High Schoolers Responding to Academic Information Need.” Library Review 57.4 (2008): 276-88. Objective – To investigate the information-seeking behaviour of high school students looking to meet school-related information needs. Design – Online questionnaire. Setting – A comprehensive, publically-funded high school in north-east England. Subjects – Seventy-seven high school students between the ages of 13 and 18 who responded to an online questionnaire that was distributed to the 900-1000 students enrolled at the institution. Methods – An invitation to participate in an online questionnaire was sent to all students at the high school in October, 2006, via e-mail. The total number of invitations sent was not indicated, although it is noted that current enrolment at the school is approximately 900-1000 students across years 9 to 13. In the e-mail, students were provided with a link to a questionnaire posted on the school’s intranet. The questionnaire consisted of six multiple-choice and three open-ended questions. Qualitative data gathered through an open-ended question about problems encountered when seeking information for school was manually coded, and forms the focus of this article. Main Results – Seventy-seven online questionnaires were completed by students between 31 October and 27 November 2006, when analysis of the data began. Of the 77 respondents, only 35 provided data on problems encountered when seeking information for their assignments. Most of the respondents in this group were in years nine, ten and eleven (ages 13-16), with only two in year 12 (16-17) and four in year 13 (17-18). Over half (19/35) of respondents were female. Forty remaining respondents either stated that they experienced no problems in finding the information they needed for school or did not answer the relevant question on the questionnaire. Two participants indicated that they did not have the information they needed to complete their schoolwork because they did not look for it. Over 20 distinct information-seeking problems were identified through inductive analysis of the qualitative data provided by 35 participants. Difficulties encountered in the search for information largely fell into four major categories: problems determining an appropriate search strategy; barriers posed by limited school resources or Internet filtering software; “process frustrations” (280) stemming from the perceived inadequacies of search engines, poorly designed Web sites, and missing or broken Web links; and, “shortcomings in the retrieved information” (281) in terms of relevance and accuracy. In addition, a small number of students either indicated that they had difficulty applying the information they found to the problem that prompted the search, or were concerned about copyright restrictions on how they could use the information. All but two of the problems reported by students related to information-seeking on the Web. The Web was the most popular source of information for students, with 71 out of 77 respondents listing it as one of the sources or the only source they consulted for school. Conclusion – The results suggest a need for information literacy instruction among high school students, with a particular focus on effective use of the Web. The author suggests that some of the students’ frustrations may have been due to an “over-reliance” on Web resources, and could have been avoided if they were educated in the use of additional types of tools (286). This reliance on Web search engines proved problematic when Web filters impeded the students’ academic research. Some of the problems reported by students in 2006 in the search for academic information were similar to those recounted by students in 1999-2000 for the author’s earlier fieldwork in the same geographic area, including concerns about the accuracy or lack of detail of some Web sources, difficulties identifying effective search terms, and barriers posed by Internet filters. Additional research is needed to determine whether students experience the same difficulties when searching for information to meet personal needs and interests as they do when they are searching for information at the behest of a teacher

    The invention of good games: understanding learning design in commercial video games

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    This work sought to help inform the design of educational digital games by the studying the design of successful commercial videogames. The main thesis question was: How does a commercially and critically successful modern video game support the learning that players must accomplish in order to succeed in the game (i.e. get to the end or win)? This work takes a two-pronged approach to supporting the main argument, which is that the reason we can learn about designing educational games by studying commercial games is that people already learn from games and the best ones are already quite effective at teaching players what they need to learn in order to succeed in the game. The first part of the research establishes a foundation for the argument, namely that accepted pedagogy can be found in existing commercial games. The second part of the work proposes new methods for analysing games that can uncover mechanisms used to support learning in games which can be employed even if those games were not originally designed as educational objects. In order to support the claim that ‘good’ commercial videogames already embody elements of sound pedagogy an explicit connection is made between game design and formally accepted theory and models in teaching and learning. During this phase of the work a significant concern was raised regarding the classification of games as ‘good’, so a new methodology using Borda Counts was devised and tested that combines various disjoint subjective reviews and rankings from disparate sources in non-trivial manner that accounts for relative standings. Complementary to that was a meta-analysis of the criteria used to select games chosen as subjects of study as reported by researchers. Then, several games were chosen using this new ranking method and analysed using another new methodology that was designed for this work, called Instructional Ethology. This is a new methodology for game design deconstruction and analysis that would allows the extraction of information about mechanisms used to support learning. This methodology combines behavioural and structural analysis to examine how commercial games support learning by examining the game itself from the perspective of what the game does. Further, this methodology can be applied to the analysis of any software system and offers a new approach to studying any interactive software. The results of the present study offered new insights into how several highly successful commercial games support players while they learn what they must learn in order to succeed in those games. A new design model was proposed, known as the 'Magic Bullet' that allows designers to visualize the relative proportions of potential learning in a game to assess the potential of a design

    The Impact of Game Development in the Undergraduate Curriculum

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    In the past 3-4 years there has been a significant interest in computer games in University and college curricula, as a way to teach early computer science, to attract more students into the program, and to teach advanced concepts and lend vocational weight to a curriculum. In this article we discuss many ways that games can contribute to an undergraduate CS program, and illustrates specific ways that the use of games has influenced the students, the faculty, and the institution. Our claims are supported by numbers based on actual observation and study. We also show how the inclusion of games can add to research aspects and the reputation of a computer science department

    An afternoon of play : introduction to video game literacy

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    Not sure if games are good or bad for us? Not sure how much of what you hear is hype and how much is real? Want to know what it is that has your students so pre-occupied? For many of today’s generation, digital games are replacing television as leisure activity and hype about games for learning in school settings is once again increasing. Digital games have become at least as much a part of our culture as television was to previous generations and so, it behoves us to become familiar with the medium, but where can a novice go to get some experience? Games are no longer trivial so how are we to know where to start

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