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February 2011

February 05, 2011

Notes from Week 3 Readings

Both Malone papers provide excellent basic theories of Games Based Learning. Although written some thirty years ago, the principles remain the same for digital games today. This post is a summary of the mainpoints.

What Makes Things Fun to Learn? Heuristics for Designing Instructional Computer Games

Thomas Malone (1980)

  • In order for a computer game to be challenging it must provide a goal whose attainment is uncertain
  • In a sense, the very notion of “game” implies that there is an “object of the game”
  • Uncertain outcome- A game is usually boring if the player is either certain to win or certain to loose.

Four ways to make the game uncertain:

1. Variable difficulty level

2. Multiple level goals (score keeping and speeded responses)

3. Hidden information

4. Randomness

  • Extrinsic fantasies depend on whether or not the skill is used correctly (see diagram below)
  • Intrinsic fantasies- not only does that fantasy depend on the skill, but the skill also depends on the fantasy(see diagram below)
What Makes Things Fun To Learn? Malone (1980)

 

Heuristics for Designing Enjoyable User Interfaces: Lessons from Computer Games

Thomas Malone (1981) 

This paper largely focusses on what makes computer games fun (intrinsic motivation) and the sysems behind the game.

  • Game- Darts: diesigned to teach elementary students about fractions
  • 8 differnet versions of the game to find out which features made the game enjoyable.

 

Enjoyable User Interfaces - Malone (1981) Enjoyable User Interfaces - Malone (1981)

  • Boys liked the fantasy of arrows popping ballons and girls appeared to dislike this fantasy
  • Fantasies can be important in creating intrinsically motivating enviroments
  • Implications for designing enjoyable user interface- the appeal of computer systems based on three categories: challenge, fantasy and curiosity (see below)

 

Enjoyable User Interfaces - Malone (1981)

Keywords: IDGBL11

Posted by Tess Watson | 0 comment(s)

February 11, 2011

I have been talking about this game for quite a while both online and off line. It was the first game that I bought for my iPad some six month ago. It is a traditional 'Physics' type game with a really user friendly interface. The aim of the game is to get the marble or other object to hit the red button using the simple laws of gravity. Here is an example  (level 5):

Gravity HD for the iPad

 As you can see, the red button is located at a height. When the marble is released, it fals from the port hole (top left) and drops down to the ground level where it pops off the ramp. Though it gains a little bit of height it is no where near the height of the red button. Therefore, the player must use some objects. The objects available in each level vary and can be seen at the top left of the screen. In this case, there are three long blocks. The player must arrange these blocks so that when the marble falls, it hits the objects which in turn hit the red button. Have a look at the next screen shot below:

Gravity HD for the iPad

 Here you can see the blocks arranged. When the marble drops hopefully it will hit the blocks and as they collapse, they in turn will hit the red button. See next screen shot:

Gravity HD for the iPad

As you can see, the marble has hit the blocks and causing them to tumble and hit the red button meaning:

Gravity HD for the iPad

Each level varies in the number of objects, number of marbles and number of obsticles that must be passed in trying to hit the red button. It requires thought, skill and precision. I found this game particularly addictive but wasn't sure why. This brings me back to thinking about last weeks reading. As Malone (1980) mentions edit in his paper-

What Makes Things Fun to Learn? Heuristics for Designing Instructional Computer Games

  • "In order for a computer game to be challenging it must provide a goal whose attainment is uncertain
  • In a sense, the very notion of “game” implies that there is an “object of the game”
  • Uncertain outcome- A game is usually boring if the player is either certain to win or certain to loose.

Four ways to make the game uncertain:

1. Variable difficulty level

2. Multiple level goals (score keeping and speeded responses)

3. Hidden information

4. Randomness"

Thomas Malone (1980)

- All of which are prominant features of Gravity HD.

When I was teaching, my subject was Biology and Science. If I think about the Science curriculum (specifically Physics) I think that Gravity HD could be used to illustrate/enhnance  learning in a number of ways. If we look at Scotland's Curriculum for Excellence: Science Experiences and Outcomes, we can see how a digital game such as Gravity HD may be used:

Science CfE Experiences and Outcomes Forces

  • "Through everyday experiences and play with a variety of toys and other objects I can recognise simple types of forces and describe their desired effect.
  • By investigating forces on toys and other objects I can predict the effect on shape or motion of those objects"

As part of the Digital Games Based Learning course we have been asked to write a review of a game. I am considering using Gravity HD. I was  thinking about producing a small video clip of the game rather than use endless screenshots. Though I am still in the very early stages of my planning, I would welcome any thoughts from any teachers out there

:-)

 

Keywords: IDGBL

Posted by Tess Watson | 0 comment(s)