Module 2 - Section 4

Learning From Game Designers

there’s a lot for us to learn from game designers as they’ve found ways to build user engagement, make learning compelling, provide timely feedback and turn failures into a learning experience

“Several reviews of the literature on gaming over the last forty years, ... have consistently found that games promote learning and/or reduce instructional time across multiple disciplines”

Why should educators pay any attention to games design? What could game design possibly teach us about creating good learning designs? Actually, there’s a lot for us to learn from game designers as they’ve found ways to build user engagement, make learning compelling, provide timely feedback and turn failures into a learning experiences etc. in ways that we learning and development professionals haven’t!

Before we go any further, let’s have a look at what Jane McGonigal has to say on the power of games:



As you can see, she is very enthusiastic about the potential of the application of game design to address a range of topics.

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Activity 5

Blog


We’d like you to read the Introduction and chapter’s 1, 4, and 13 of McGonigal’s book, “Reality is Broken Why Games Make Us Better and How They Can Change the World” to find out more about the potential of games and game design as McGonigal sees it. In a reflective account, we’d like you to identify what you think the key points are for us as learning and development professionals and discuss how they might relate to designing learning experiences. You should share your reflective account on your blog.

So, thinking about what you’ve heard and read regarding the potential of games (beyond the obvious entertainment value) and what we covered previously regarding authentic learning; situated learning and their potential as an effective foundation for learning design,

“the promise of games is not so much that they allow us to structure rewards or provide detailed practice and feedback ... rather, it is that they create situated experiences in which learners are immersed in situations in which they think with tools and resources in the service of complex problem solving.”

(Squire, 2005, p.20)

Gamification of learning (see https://en.wikipedia.org/wiki/ Gamification and https://www.learndash.com/gamification-or-game-based-learning/ ) has become quite fashionable in recent times and it’s tempting to dismiss it as just another passing phase. We’re not suggesting that you try to turn every learning opportunity into what we think is a ‘game’ but, as Van Eck points out,

“Several reviews of the literature on gaming over the last forty years, including some studies that use rigorous statistical procedures to analyze findings from multiple studies (meta- analyses), have consistently found that games promote learning and/or reduce instructional time across multiple disciplines”

The key issue here, is not that we focus purely on creating games to help people learn more effectively, but that we look at game design theory and try to unpick what game designers do to maximise engagement and make game experiences so compelling and look at how we can adapt their approaches to learning. So, which aspects of the game design process are worth considering when designing learning opportunities? We’d suggest the following five areas are a good starting point:

  1. Emotional investment
  2. Incentivising learning
  3. Failure as a learning tool
  4. Immediacy of application
  5. Feedback

Let’s have a look at each of these in a little more detail.

Emotional Investment

There is a long tradition of using case studies as a learning tool education, but the traditional, written case study is, by and large, an intellectual activity. The learner is presented with a scenario and asked to describe a suitable approach to dealing with that scenario (supported by theoretical backup for their proposed actions drawn from the discipline they are studying). They are never confronted with the consequences of their proposed actions and feedback is often several weeks following the submission of their written work.

The missing element in such case studies is, emotional investment. Well-designed games ask the player to invest emotionally in the game experience and environment, to see it as more than an intellectual exercise. In other words, what happens in the game matters to the player - it’s an integral part of the design.

“playing a game, the learner is expected to elicit desirable behaviours based on emotional or cognitive reactions which result from interaction with and feedback from game play.”

This is supported by the work of German psychologist Ulrich Schiefele whose research looked at factors contributing to learners’ achievement,

“interest and an intrinsic motivational orientation are strengthened when ... when the learning process itself was enjoyable and stimulating, and when they attributed personal significance to the learning content.”

In other words, learners will engage more actively and be more motivated to learn and succeed at a learning task when they feel it has significance to them.

Incentivising Learning

Game designers are really, really good at motivating players to continue to improve. A lot of the literature focuses on how games reward players for improving their gameplay – e.g. leaderboards; virtual trophies; progressing to higher/further levels of gameplay etc. There are clearly ways in which such reward systems could be adapted to learning activities but, perhaps more importantly for us as learning designers, it’s important to consider how good game designs set objectives and skill development targets.

Game designers often take a more granular approach to setting objectives or encouraging skill development than most learning designers. Games often provide stretch objectives and activities which are just in advance of where the players’ skills lie to encourage them to make small adjustments and/or build on previous in-game learning and improvements in their “practice” which accumulate in effect as they progress.

Failure As A Learning Tool

As learners, we are at our most receptive to try something new when we have failed at a task. At the point of failure, it becomes clear to us that success doesn't lie in repeating our previous actions. Therefore, we need to change our approach and try something new in order to succeed. In formal, certificated learning, failure has negative connotations and is seen as something to be avoided rather than embraced. But, in game environments, failure is used to encourage the player to try a something new - and to keep trying until they learn/ develop the strategy they need to adopt for success. Furthermore, even though most of us wouldn’t fear failure in the game environment, we are most likely the very people who would fear failure in a learning environment. The lesson for us here is to make failure an accepted and valued part of the learning process, just as it is in game play.

"In game based learning making a mistake - or trial and error - is a primary way to learn and is considered the motivation for players to keep on trying.”

“a key part of games is that you get to fail. Games should give you contexts to practice failure and recovery safely ... this willingness to take risks and learn through failure is a characteristic trait of the gamer generation”

(Squire, 2005, p.31)

So, it’s not a matter of whether we should engineer situations where learners might fail, but rather how can we create situations where learners can fail ... and benefit from the experience? Given the learning context, it’s important that it’s clear that we separate the learning process from the assessment process and make it clear to learners that failure is an expected and potentially valuable part of the learning process.

Immediacy of Application

One of the key features of learning how to succeed in a game environment is that you apply what you learn immediately, and the results of that application are immediately apparent (i.e. you move on to the next challenge or level up or ...). This application of learning acts as a reinforcer and is actually something we in learning and development have researched extensively (see ‘Situated Learning’ section above re. the importance of context in learning).

“e-Learning ... has focused on content, getting out the content, but they leave out the context.”

(Tom King in Squire, 2005, p.21)

“games are much more powerful; they provide situated experiences in which players are immersed in complex, problem solving tasks.”

(Squire, 2005, p4)

This immersion in complex scenarios and environments ultimately removes the time delay between knowledge acquisition and potential for application, thus game players are provided with opportunities to reinforce their learning in the game environment much more effectively than is the case in most learning designs. Game design in effect, takes account of and incorporates the key messages from research in situated learning/situated cognition (see above) and creates environments to exploit this to allow players to develop and progress. Clearly this has relevance to us in our consideration of developing effective learning designs.

Feedback

In most formal learning environments, there is usually a delay between learner action (e.g. submitting an assessment) and feedback on that action (e.g. grades and comments on work submitted). This can run anywhere from a few days to a few weeks and crucially it may be beyond the point where the learner can apply it to their next assessment. In this scenario, the feedback becomes a ‘historical’ record rather than being something which can influence future learner activity. In the corporate learning world there is frequently no feedback on individuals’ application of learning in practice at all. Staff go on training courses, learn something new and return to the workplace where it is hoped they will apply their learning – with no further contact with the course facilitator and therefore, no access to expert feedback on their performance. Both these scenarios make it difficult for the learners to gauge the quality of their work and modify their approach to attain improved performance.

By contrast, in game environments, feedback is most often instant and requires the player's immediate action to address that feedback or loops the player back through the experience they’ve just completed to try alternative approaches to completing the task at hand. The challenge for us in learning and development is, how can we move closer to the game design scenario where we can offer timely, useful, applicable feedback to learners at scale and what are the benefits of doing so?

Finally, it’s important to point out that games are effective not because they are games, but because the learning takes place within a meaningful context: i.e. what you learn is directly related to the environment in which you learn and demonstrate it; in other words, the learning is not only relevant to, but applied and practiced within a meaningful context – it directly supports situated cognition (which we’ve discussed previously) and therefore the acquisition and application of theory to practice (Van Eck, 2006, p.4). As Pivec et al point out,

“A number of studies were carried out that focused on retention of learning. Eight out of eleven studies showed that retention is better when using game-based learning”

This doesn’t mean that all of our learning designs have to be games, but it does support the view that we can increase the effectiveness of our learning designs by learning from the game designers and build some of the approaches they have developed into our practice in digital learning design.

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Activity 6

Blog


We’d like you to: (a) identify an aspect of practice relevant to staff in your organization and consider how performance of this could be improved (b) identify how you might apply game mechanics as described above to structure an activity to improve staff performance in the aspect of practice you’ve identified. You should write an account of (a) and (b) and share share it on your blog.

We also have some further reading for you to consider.