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February 2012

February 02, 2012

This came up in discussion this week, I can save you a read if you like, the answer is no. There's more to it than that though. It's about where we draw the line, what the line actually is, and who has the chalk in their hand.

Breaking down cheating

In my usual spirit of oversimplification, I see there as being a few different levels of cheating:

Level Description Example
1 Direct breach of the rules Rosie Ruiz- Boston Marathon, Thierry Henry - France vs. Ireland
2 Interpretation of the rules to gain an advantage Red Bull- blown diffusers, MIT blackjack team- Card counting
3 Getting outside help or support Tour de France- team radio ban, Sponsorship in F1 (not the best link, sorry..)
4 Working entirely independently  

 

Which gives us some kind of scale of things. Ignoring the extremes of this scale the middle ground certainly leaves some room for discussion. Certainly educators we would position themselves as encouraging the behaviour at level 2 and 3 in the classroom. Both Bloom and Dreyfus have things to say about adapting, modifying, and the influence of mentors that we've all encountered many times before. It would be bold to suggest that these things should be allowed in sport, but certainly it brings into question what we would consider cheating.

Applying this kind of logic to the walk-through game guide we have to argue that it fits in at level 3. It's no different to having an experienced tennis coach showing you what to do, or getting to practice a Grand Prix circuit in the simulator before you get to the track.

Who are we cheating?

The second question this brings up is about who exactly we are cheating. Ignoring the high profile national sporting examples, we can say this is a question of motivation.

Everybody has different personal goals, and that impacts on our definition of cheating. If my aim is to get to Level X in Warcraft figuring out every stage without reading a manual or asking for help clearly the walk-through is. If my goal is to get to Level Y in the same game faster than anybody else I started playing with at the same time perhaps it isn't.

Again we can look to education parallels for this. In order to pass my science exam I am advised to buy the correct book from the exam board. If I remember that stuff I'll more than likely pass. This is the expected behaviour, not a way to cheat to the GCSE. I might feel personally that I have memorised the content rather than actually learnt it, but in terms of the actual rules of the science game I'm all good.

Potentially more of a comment on the assessment system, but it highlights how our perception of the activity colours our judgement.

The impact of rewards

his is a wider topic to come back to in a later post in more general form. Are the rewards available having positive impacts on motivation, and my desire to cheat?  

n the sporting world we have plenty of examples where the desire for the reward was enough to push people into the wrong side of our chalk line. In the gaming world does the status of being a Level Z player motivate us to use methods that we might not consider to be entirely solo efforts? In the education sector we all have our own opinions on when influence becomes copying becomes cheating. How much are the systems we use to reward contributing to this?

Other aspects

To follow in extension posts- what is the value of writing a walk-through? What can we learn from the social networks growing up alongside games to act as guides and walk-throughs?

Image source- Hand of God courtesy of Paolo Camera

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February 06, 2012

Although they are going to sound pretty similar this is two questions really. Firstly, how do I know if I'm good at a game? And, the extension of that is what makes me feel I am good at a game?

See, they kind of overlap.

Scores would be the obvious answer. The higher my score gets at any particular game, the better I am at it. Simple. My previous post about Pac-man shows my score nicely improving, I'm getting better at it. But, while I may be improving am I actually any good?

Game Center on iOS is a good example of how we can answer this. I can put my own score into context, see how good I am compared to the rest of the world. There are examples of this in most games now, league tables give us a way to rank ourselves against others.

In absolutely every game I have on my iPhone I am not even close to being near the top of these tables, so I'm suggesting I'm not good. But, there is more to it than that because I don't feel particularly bad at them.

We develop our own internal rules and assumptions to deal with it. If I'm in the top 40% of the world I might be happy, others pick a different number. Maybe if I'm higher than 50% does it count as a pass?

To take it one stage further than that I want to return to Pac-man again. When I started playing Pac-man I began noting down my scores. I also asked each of my team to play one attempt at the game and let me know what score they got. I can now score 5 times their best score, so I consider myself good at it.

But here's the restriction- they were only given one attempt. I haven't asked again if any of them are still playing, if they'd got any better. My measure of good against them isn't a fair measure. I know it isn't, it doesn't bother me.

On Assessment

Can we use these ideas to make some sweeping generalisations about the assessment system?

I can easily compare my assessed work to classmates, benchmark myself against the league table that it creates. Probably why it's better to be the top of the middle set rather than bottom of the top set. There's definitely something about motivation in there that I'll need to come back to. Are we encouraging students to find themselves little bubbles where they feel they are doing well? Is that safer than really challenging myself?

There is also a thought here about predicted grades too. Can you think of an example of a game that tells you how well it thinks you'll do before you try it? 'Based on your ham-fisted (thumbed?) attempts at Osmos you should clearly start Skyrim on easy mode'...

Image source- Winner's Circle by reallyboring

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February 07, 2012

A couple of posts ago I wrote about game walk-throughs after a conversation with a fellow MSc-er suggested that they thought they constituted cheating. I'm quite a fan of them and it got me thinking about the true value of these documents in a learning context.

So, Bloom. He and his committee mates wrote themselves a taxonomy. This is the revised 2001 version which most of us are familiar with, it is worth going back and looking at the original too. As always wikipedia a good start point.

And, this is the WOWwiki. It's a community created guide to the game spanning over 90,000 pages, after Wikipedia it's the 2nd largest community authored document on the Internet. There are loads of examples of game walkthroughs out there, but the really interesting ones are those that involve this level of collaboration. 

Here are some ideas about how each of the skill levels in the diagram are demonstrated by the wiki users:

Knowledge: Do I need to explain this one? I've been to the wiki and read up on a particular quest, remembered what I needed to do, job done.

Understand: At a basic level of ability in the game I can read the wiki to fill in any blanks, and have successfully broken down complex tasks into simple individual stages I can share with others.

Apply: I can take something I read in one quest, and see where a particular skill would work in another. This is also where the benefits of writing the walkthrough rather than just reading it start to come in. I take something I discovered in the game, write it down to share for others.

Analyse: Writing the walkthrough forces this. Look back at how you got through a particular stage, was it similar to something else you have done? Are there other possible outcomes? As an individual player you may do some of this in passing naturally, but the act of authorship brings it to the foreground.

Evaluate: This is the real high order part of the walkthrough. If you look in any detail at a quest page in the WOWWiki it's really obvious. This page is discussing a single task in a huge game, but it looks at the best method to complete with each particular race, strategies for approaching it in a group, and places it in context with other things Warcraft related both past and present.

Create: Beyond the obvious here, how the users structure and link throughout the wiki is an interesting aspect of the creation process.

So, what is interesting here is that while we can apply these skills to gameplay itself (I probably should have written a post on that too..), what the walkthrough achieves is to extend these. The cognitive abilities involved in this process are certainly something that justify it more attention from educators than simply labeling it as cheating.

Image source- Signpost by JMC Photos

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February 17, 2012

This is about motivation, but I want to look specifically here at the over justification hypothesis. Lots of work around this, but a nice short read on it here.

The link is a short explanation of work by Lepper and Greene from 1975. What it tells us is that for children who already enjoy a specific activity an expected reward is actually a negative on their motivation. Further than that, it also shows that there is no statistically significant difference between a surprise reward and none at all.

One of the little projects I'm working on at the moment is related to how we could use Warcraft to teach particular skills. The hypothesis above causes some concerns here, and an idea that can be more generally applied to using other games in education.

In our early years we learn through play, and it is only once we arrive at school that learning appears to turn into work. Something we have to do in order to achieve a specific goal rather than purely for the sake of learning itself.

In a general sense we see this in secondary with the games branded up as 'educational'. To make a sweeping generalisation about those we usually see that they aren't hugely popular with students, just another task set in the classroom. Yes, they are often more popular than achieving the same outcome using pen and paper but I wouldn't be going too far out on a limb to suggest this is more about the novelty of the activity rather than the specific game mechanics at play.

The challenge for me with Warcraft, and to educators using other games for an educational purpose is to avoid this over justification. I have a group of students who already enjoy MMORPGs, they spend hours of their own time already doing it. If it becomes a school task with associated reward for completing certain things is it too much?

Like the students who enjoyed drawing in the example- once it becomes a task they must complete in order to achieve X certificate we are in danger of damaging the intrinsic motivation (and any learning that was going along with it) they had to participate in the activity to start with. Image sources- MMOsymposium.com, perspicuity.com

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Earlier in the year I touched on Pac-man scores and the motivating factors around being the highest. Is it possible for the rewards linked to these scores to be high enough that I'm encouraged to cheat? And, how many of these answers related to GBL also apply to grading in school?
 
Why I might cheat
 
Quite simply, so I can be the best. Games commonly reward you as you progress, the better you do, the better the reward.
 
This is never really a problem all the time the reward is a sideline to my reason for playing. In my time in WOW achieving a higher level was not a direct goal for me. It's nice when it happens, but my motivation is not to just get to the next level. In a teaching and learning sense- I do well in history lessons because I am interested in the subject and motivated to learn more about it, not because I need a C to get to college.
 
Introducing competition moves the bar. The in-game league table is a nice way to see how you're doing against everybody else, but as soon as you're placed in an environment where you are competing against others it's easier to justify trying things to make your score higher. For all the Words with Friends users out there- have you ever been tempted to let Google help you find a higher scoring word so you can beat your opponent? In the classroom our grading systems can create these types of league tables pitching students against each other, grading on a curve pretty much the worst example of this.
 
Stopping the cheats
A game designer may do everything they can to remove ways for players to cheat, in the same way that plagiarism software gets better and better at catching me copying my essay or the web filter in your school more intelligently blocks content. But, you'll never close off all the options, it becomes a losing battle. For example, 4 hours after COD Modern Warfare 3 was released the first cheats were available.
 
In some games users are encouraged to report others they find cheating so they can be banned. I like the community driven aspect of this, but it's still not a 100% successful method. Would I just be encouraged to find co-conspirators to my actions? Is it a bit like bribing the examiner marking my paper?
 
Encouraging cheating
Again, a topic I've touched on before. When does an original new way to achieve a goal become a cheat?
 
In some cases game designers seem to not worry about it. The 98 season of Championship Manager included a data editor that allowed players to directly alter stats in the game. Yes there are positive reasons to do this, but in opening up this option Sports Interactive must have been very aware that it also gives me the choice to artificially elevate my team beyond what is fair.
 
In others the designers actively build in cheat codes for players to find. This suggests that for the designer completion/highest score isn't a hugely significant factor.
 
Intrinsic motivation again
 
The reason cheating happens is because playing for enjoyment is not always enough. As a game designer you may not mind too much about this- once the game has been purchased is it too important how the player completes the objectives as long as they enjoy the experience? Maybe.. But it's not so simple when you consider that many games use different business models now.
 
We need to think very carefully about this whole topic if we're using games for learning. Potentially this is because cheating my way to the final level of a game teaching me the content of GCSE History is in conflict with our need for the student to actually learn what is in each level. Completing is not the target, experiencing the content is.
 
All feels a little bit like the conflict in the assessment system to me. Is getting my 5 A*-C's my goal, or is it a sideline of the actual goal to learn as much as I can about the subjects while at school?

 

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