Design Paradox: Instructional Game Design Katrin Becker, PhD © 2008 K.Becker CNIE Design Paradox 1 Overview • Introduction • “Edutainment” then and now • Educational Game Debates – Paradox 1: The Importance of Being Ernest – Paradox 2: GD vs. ID – Literacies • ID for ED • What’s Next A selection of problems & questions – few – answers… © 2006 K.Becker Design Paradox 2 Backstory • What attracted me to CS – What I could do w/ it • What got me into ID – What I could make w/ it My end goal: Teach Ed game design… ? Understand Ed game design à Understand game design à Understand software design / understand entertainment design…. © 2006 K.Becker Design Paradox 3 “Edutainment” not-so-great then and now The good, the bad, & the … Problems: • I Disappear (bury them when they’re gone…) • Someone is bound to say, “Hey! I like that game.” • Try and find someone who will go one record saying something bad about a specific educational game… None-the-less here I go… © 2006 K.Becker Design Paradox 4 “Edutainment” not-so-great then and now Jerusalem Mario is Missing © 2006 K.Becker Design Paradox 5 “Edutainment” pretty good then and now NMC Campus, SL EcoQuest Food Force Virtual Leader Oregon Trail © 2006 K.Becker Design Paradox 6 Game Debates In Game Studies: Ludology vs. Narratology In Games for Learning: Learning vs. Fun Instructional Design vs. Game Design Game as receptacle vs. Game as method © 2006 K.Becker Design Paradox 7 Educational Game Debates To make progress in games for learning & educational game design: Step 1: Admit we have a problem. (actually, we have several) … © 2006 K.Becker Design Paradox 8 Educational Game Debates Instructional designers suck all the fun out of games. © 2006 K.Becker Game designers drive all the learning out of games. Design Paradox 9 Educational Game Debates Instructional Design is all we need. Games Design is all we need. Grim Fandango © 2006 K.Becker Real Lives Design Paradox 10 Educational Game Debates All Instructional Games must have the learning fully integrated into the game story. © 2006 K.Becker We can wrap a game around any instruction and make it more interesting to learners. Design Paradox 11 “Edutainment” then and now • Did not live up to expectations So… • Game designers shied away from ED games • Educators became suspicious of games © 2006 K.Becker Design Paradox 12 “Edutainment” then and now Edutainment à Serious Games Solitary gaming à multiplayer / social gaming Disciplinary à interdisciplinary More Gamers Older Gamers Internet is useful Machines are powerful Google, YouTube, DeviantArt,… © 2006 K.Becker Design Paradox 13 Paradox 1: The importance of being Ernest Forced to playè no longer game (Roger Caillois, 1961) Play <-> seriousness are opposites (Johan Huizinga, 1950) “I send my child to school to LEARN, not to have fun.” (unidentified teacher) FUN is a bad word. (FUN = frivolous = wasted time) Engagement isn’t. © 2006 K.Becker Design Paradox 14 Paradox 2: GD vs. ID Instructional Design Game Design Content (what) Receptacle for content Vantage Point: Formal Education Player Experience (how) Teaching Method Vantage Point: Entertainment (SENG?) Industry Credentials Ed. Credentials © 2006 K.Becker Design Paradox 15 Literacies Traditional Literacy = read AND write Games literacy = play AND make What about literacy w.r.t. education generally and Instructional Design in particular? © 2006 K.Becker Design Paradox 16 Game Literacy Game Literacy w.r.t. Education means • Knowing about games (beyond what we’ve heard from headlines & Jack Thompson) means – Game experience (playing) – Game Reflection (thinking about / contextualizing) Game Literacy w.r.t. Instructional Design Means • All of the above PLUS – Overview of games studies (genres, context, sociological implications) – Knowledge of Game construction (the industry, commercial vs. serious, the technology…) © 2006 K.Becker Design Paradox 17 Steps to GAME Design Literacy 1. Learning (How To) *PLAYING* Writing / Copying (pre-designed) Programming Designing / Creating © 2006 K.Becker Design Paradox Computer Games 18 Education Software Steps to Educational (Serious) Games Design Literacy © 2006 K.Becker Computer Games Instructional Design Educational Games. Design Paradox 19 ID for ED How to design good Ed games w/o knowing how to design good games?? How to design good Ed games (or even use COTS) w/o having played good games?? The need for credibility in formal education means ID must play a role. © 2006 K.Becker Design Paradox 20 Summary & What’s Next Understand more about game design. Find common language for designers. Including fun. Bring literacy to Ed biz. Find ways to combine GD & ID. © 2006 K.Becker Design Paradox 21 Image Sources: Mario (New Super Marion Bros.) http://mario.nintendo.com/ Blaster (Math Blaster) photo taken of game CD sleeve Carmen San Diego http://en.wikipedia.org/wiki/Carmen_Sandiego Fowl Words: http://www.mousebreaker.com/games/fowlwords2/play.php & http://www.miniclip.com/games/fowl-words/en/ Castle Explorer www.educate-me.net Brain Age http://www.brainage.com/launch/what.jsp AI Wars, Castle of Dr. Brain, Food Force, My Sim Aquarium, Jungle Quest, RealLives : http://www.mobygames.com Math Blaster: http://www.consoleclassix.com/gameinfo_mathblaster_gen.html & http://www.mathblaster.com Second Life NMC Campus: http://www.nmc.org/sl/about/ Echo: Secrets of the Lost Cavern http://www.gamespot.com/pc/adventure/echosecretsofthelostcavern/s creenindex.html © 2006 K.Becker Design Paradox Thanks! 22