The Future of Game-based Learning
Transcription
The Future of Game-based Learning
The Future of Game-based Learning The Challenge Games development is a highly skilled specialism in its own right; an eLearning company cannot just decide to produce learning games of the quality and level of engagement people expect from a digital game today, using existing resources. And if they could, can they do so while ensuring the desired learning outcomes are enhanced not compromised? You know when Forbes is writing about something it’s a big deal. In early October 2015 the revered business bible published an article entitled ‘Using Gamification To Unlock Your Employees’ Innovation Potential’, reinforcing the notion once again that ‘white noise’ around games in learning is building to a crescendo. But what is the signal behind the noise? Is this another fashionable hot topic for the training cognoscenti to gossip about, soon to go the way of Google Glass or ‘the LMS is dead’? Or is there a real, underlying trend that is going to impact on us all and perhaps transform eLearning for ‘Generation Y’? Throughout the history of eLearning, and before that, computer-based training (CBT), companies have used terms like ‘engaging’, ‘interactive’, ‘bring to life’, ‘fun’ and ‘immersive’ as a means to describe their content. The expanding versatility and flexibility of learning technologies within LMSs and online academies also increasingly enables seamless integration for games, whether with a company’s current LMS or through a game provider’s own LMS. So could LMSs potentially end up as educational games consoles in the future or is this beginning to happen already? Primary purpose of game learning and behavioural outcomes (Connolly et al 2012)* Knowledge acquisition But if demand for games-based learning is there, what about supply? Behaviour change t. +44 (0) 800 055 6586 Our aim was to report on the competitive landscape in, predominantly, the UK serious games market and conduct a review of the academic literature on the subject to assess the perceived benefits and results of learning through serious games. This White Paper looks at this research in the context of the prospects that gaming and gamification present within the learning world. It is not intended to provide definitive answers or a magic formula for companies wanting to branch into games, rather deliver an insight into the real-life, on-the-ground challenges and opportunities the eLearning industry faces in combining fun with learning substance. 8% Primary Learning Outcomes % And while in many cases they may have been playing fast and loose with the Trade Descriptions Act wouldn’t we all like our learning to live up to those descriptions? - by their very nature these are all basic principles of successful games too. The Future of Game-based learning In early 2015 Unicorn secured a strategic investment in the award-winning games studio, Amuzo. This year, with their support, Unicorn commissioned the Bournemouth University Faculty of Media and Communication to conduct a ‘Serious Games Market Assessment’. *based on sample size of 61 learning/serious game instances. Perceptual and cognitive skills e. enquiries@unicorntraining.com 10% 11% 48% Affective and motivational outcomes Motor skills 11% 12% Social/soft skills 2 P2 The Research w. unicorntraining.com app. iOS | Android Summary Of The Benefits Of Game-based Learning Difference in Terms (Adapted from Trybus, 2014). Classroom Learning Traditional eLearning Hands-on Learning Game-based Learning Highly engaging Game Thinking Game Elements Game Play Just for Fun Gameful Design Gamification Sociable experience Serious Game/ Simulation Application to real world environment Immediate feedback in response to mistakes Game Low physical risk Seamless integration with LMS Types of Game Thinking and Primary Design Goals Standardised measurements allowing comparisons Spot the difference Purpose There is a lot of debate and some confusion about terminology in the industry among gurus and commentators. So before we look at the ‘whys’ we should probably nail down the ‘whats’. Gamification One influential blog author produced these useful definitions. Serious Games • Gameful Design - the use of game thinking in user experience. It is a game-like approach to aesthetics and usability, rather than the addition of game elements. Some may also call it playful design and it is arguably what has been applied to eLearning most predominantly in the past. • Gamification - the application of gaming metaphors/principles in non-game contexts to influence behaviour, improve motivation and enhance engagement. No Gameplay Gameplay Games Gameful Design • Serious Games/Simulations - a game with purpose, not created to be solely entertainment. It has all the elements of a real game, will look and feel like a real game, but has a defined purpose, outcome or message. • Games - all of the above, but played just for entertainment. t. +44 (0) 800 055 6586 Fun Source: Marczewski, M. 2013. “What’s the difference between Gamification and Serious Games?” (Gamasutra.com) e. enquiries@unicorntraining.com w. unicorntraining.com app. iOS | Android The Future of Game-based learning P3 State of the Industry A Markets and Markets report Demand In estimated 2005 Synopsis Of The Bournemouth University ‘Serious Games Market Assessment’ An important aspect of the BU report was reviewing literature on the effectiveness of games for learning. The report concluded there are considerable benefits of learning through games when compared to other forms of learning and training, and there is a large, fast-growing market for serious games for business applications. Education and the corporate sectors account for around a third of the market and are two of the largest, fastest-growing sectors. would reach around of 16% 18% with projected • sales training between 2015 and 2020 More recently US-based Ambient Insight made these five-year projections Demand will be driven by: • high return on investment • increased need for user engagement across enterprises 16.8% 21.9% • growing use of mobile platforms for educational games. Growth may be limited by: • specific skill training • improper game design • compliance training. Most content is now being delivered over mobile platforms. The Future of Game-based learning by 2020 compound annual growth rates (CAGR) • recruitment and new hire applications 4 P4 $5.5 billion Businesses are using learning games for: • organisation efficiency improvement serious games market value t. +44 (0) 800 055 6586 Game-based learning Simulation-based learning 2014 – 2019 CAGR e. enquiries@unicorntraining.com w. unicorntraining.com app. iOS | Android • lack of serious games awareness • assessment tools shortage (Markets and Markets, 2015). Click here to watch Learning by Design video Sectors For many years serious games were mainly used in military, healthcare and construction sectors, typically as simulations to provide ‘hands-on’ training. But when Connolly et al (2012) carried out a systematic literature review of empirical evidence on computer games and serious games, they identified many more sectors. Summary of subject/discipline areas addressed (Some papers may address more than one subject discipline) .. ... Entertaining Health Social issues Science Business Engineering Language Mathematics General knowledge Geography Military/War Other History Computing What benefits do serious games bring? Designing Serious Games Prof. James Paul Gee has written widely on the subject and how the principles used even in pure entertainment games have important implications for learning design. Gee suggests consumers should be seen as co-producers, where their actions help craft the game they play. Therefore each game will be specific to the individual, and the more they put in, the more they will get out. Games should allow users to take risks and explore new things, and be customisable to suit the individual needs and skills of the player, and adapt in real time as the player learns. Only in the last 10-15 years have scholars discussed and looked into how video games can be used positively in education. Shaffer et al (2005) claimed serious games would transform the education landscape for the better, while Tuzun et al (2008) found students made significant gains and were more motivated when they participated in game-based learning. It is important for games to be fun, polished, and content needs to be learned deep in the game not bolted on. Isbister et al, 2010 t. +44 (0) 800 055 6586 e. enquiries@unicorntraining.com Serious games are more relevant to businesses than ever as many employees entering work are part of ‘Generation Y’ who have grown up around technology and are fluent in communication technologies (Prensky). We will look at the benefits in more detail over the page. w. unicorntraining.com app. iOS | Android The Future of Game-based learning P5 Engagement Sharing Games can make learning fun (Westera, 2015). Games typically allow users to share their score with others and see it displayed on leaderboards, making it competitive, which is a natural driver of human behaviour (Squire and Jenkins, (2003). This can support groups of learners, even when geographically distributed, and develop team-based skills, leadership, coordination and communications skills (de Freitas, 2006). Learning by doing Play/rewards Release endorphins Games provide a learning environment where players discover new rules by interacting and exploring the game, rather than memorizing them, leading to knowledge acquisition (Squire, 2011), and self-motivation (Kiili, 2005), becoming more active in their own learning (Michael and Chen, 2006). Have fun Monitoring progress 1 Players focused on accomplishment/ earning rewards Learning becomes second thought Retain more information ’Real’ learning stored in long-term memory With active engagement, serious games lead to discovery, observation, trial and error and problem solving, important aspects of learning (Dickey, 2005). Flow Video games promote ‘flow’, when there is a perceived balance between the challenge and skills required - the player knows what to do (has goals) and how successful they are (immediate feedback) (Csikszentmihalyi, 1991). 6 P6 The Future of Game-based learning t. +44 (0) 800 055 6586 e. enquiries@unicorntraining.com w. unicorntraining.com app. iOS | Android The effects of corporate training applications must be measurable; the distinction must be made between ‘performance’ and ‘learning outcomes’. Game play often focuses on performance, measuring skills that have already been mastered while discouraging trial and error, but may not measure depth of knowledge gained. Assessment can be quantitative and qualitative and should allow learners to get feedback on the consequences of their actions. Risk free Simulation allows learners to experience something too costly, risky, or ethically unacceptable in real-life (Corti, 2006). But this approach assumes players can see the similarities/context and may need support transferring the knowledge (Crookall, 2010). Many papers have emphasised how games should be used to enhance training, not replace it (Science Daily, 2010). University of Colorado Denver Business School study (Science Daily, 2010): In contrast to individuals in comparison groups, those trained via video games had… De Freitas, S., 2006. Learning in Immersive worlds: A review of gamebased learning. London: JISC. Available from: http://videogamelc.bgsu. wikispaces.net/file/view/de%20Freitas%202007.pdf Dickey, M.D., 2005. Engaging by design: How engagement strategies in popular computer and video games can inform instructional design. Educational Technology, Research and Development, 53 (2), 67-83 Gee, J. P., 2003. What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave/McMillan Gee, J. P., 2005. Good video games and good learning. Available from: http://norcalwp.org/pdf/Gee--Learning_Principles_Articles.pdf Isbister, K., Flanagan, M., & Hash, C. (2010). Designing games for learning: insights from conversations with designers. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 2041-2044). ACM. 11% higher factual knowledge level 14% higher skill-based knowledge 9% higher retention The study also found when employees can access games whenever they like they can engage with the games at their leisure to master the skills and obtain better learning outcomes as a result. References Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T. and Boyle, J. M., 2012. A systematic literature review of empirical evidence on computer games and serious games. Computers and Education, 59 (2), 661-686 Corti, K., 2006. Games based Learning; A serious business application. PIXELearning. Available from: https://www.cs.auckland.ac.nz/courses/ compsci777s2c/lectures/Ian/serious% 20games%20business%20 applications.pdf Csikszentmihalyi, M. (1991). Flow: The psychology of optimal experience. New York: Harper Perennial Crookall, D., 2010. Serious Games, Debriefing, and Simulation/Gaming as a Discipline. Simulation & Gaming, 41 (6) 898 –920 Westera, A., 2015. Games are motivating, aren’t they? Disputing the arguments for digital game-based learning. Serious Games Society, 2 (2), 3- 17. Further data sources ELearning Industry http://elearningindustry.com/ Serious Games Market http://seriousgamesmarket.blogspot.co.uk International Journal of Game-Based Learning (IJGBL) http://www.igiglobal.com/journal/international-journal-game-based- learning/41019 International Journal of Learning Games http://journal. seriousgamessociety.org/index.php?journal=IJSG Kiili, K., 2005. Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education, 8, 13–24. White papers Markets and Markets, 2015. Serious Games Market. Available from: http://www.marketsandmarkets.com/Market-Reports/serious-gamemarket- 67640395.html Ambient Insight “The 2014-2019 Global Market for Game-based Learning” http://www.ambientinsight.com/Resources/Documents/ AmbientInsight_2014-2019_Game-basedLearning-Market.pdf Michael, D. & Chen, S., 2006. Serious games: Games that educate, train, and inform. Boston, MA.: Thomson Course Technology. Pappas, C., 2014. The Science And The Benefits of Gamification In eLearning.eLearning Industry. Available from: http://elearningindustry. com/science-benefits-gamification-elearning Axonify - Axonify and Gamification: The simple way to make learning fun, everyday http://www.axonify.com/resources/#whitepapers Gamasutra http://www.gamasutra.com Prensky, M., 2001. Digital natives, digital immigrants. On the Horizon, 9 (5), 1–6 Games Learning Society http://www.gameslearningsociety.org/ Science Daily, 2010. Video games can be highly effective training tools, study shows: Employees learn more, forget less, master more skills. Science Daily. Available from: http://www.sciencedaily.com/ releases/2010/10/101019171854.htm Gamified UK http://www.gamified.uk/ Game On! Learning http://www.gameonlearning.com/reports/ Shaffer, D. W., Halverson, R., Squire, K. R., and Gee, J. P., 2005. Video Games and the Future of Learning. WCER Working Paper No. 2005-4. Available from: http://files.eric.ed.gov/fulltext/ED497016.pdf [Accessed 09 August 2015] Trybus, R., 2014. Game-Based Learning: What it is, Why it Works, and Where it’s Going. New Media. Available from: http://www.newmedia. org/game-based- learning--what-it-is-why-it-works-and-where-its-going. html Tüzün, H., Yılmaz-Soylu, M., Karakuş, T., İnal, Y., and Kızılkaya, G., 2009. The effects of computer games on primary school students’ achievement and motivation in geography learning. Computers & Education, 52 (1), 68-77. t. +44 (0) 800 055 6586 e. enquiries@unicorntraining.com Future Lab http://media.futurelab.org.uk/resources/documents/ lit_reviews/Serious-Games_Review.pdf Totem Learning: http://www.totemlearning.com/publications/ TIS (Tata Interactive Systems) – Gamification in Learning http://www. tatainteractive.com/pdf/Article_GamificationInLearning.pdf TIS (Tata Interactive Systems) - Business Transformation - the value added by a Serious Game http://www.tatainteractive.com/pdf/Businesstransformation-the-value-added-by-a-serious-game.pdf Serious Games International provide a selection of white papers http:// www.seriousgamesinternational.com/company/white-papers.html w. unicorntraining.com app. iOS | Android The Future of Game-based learning P7 22% 19% 14% 15% 8% Why Gen Y? There is an evident element of ‘fear of the unknown’ surrounding the subject of learning through games and gamification. However, there are over 12 million reasons why mobile serious games are the solution to building upon and enhancing the effectiveness, productivity and confidence of your workforce. Those reasons are collectively known as ‘Generation Y’. By 2018, over half the UK working population will be part of Generation Y - the collective, also known as ‘Millennials’, who are categorised as being born between 1980 and the early 1990s. A recent PWC study revealed, above all, Millennials value training and development as a career benefit, even over cash bonuses, greater holiday allowance and higher wages. 8 P8 The Future of Game-based learning t. +44 (0) 800 055 6586 3% Company car Financial assistance with housing Greater holiday allowance Pension scheme or other rerement funding Cash bonuses Flexible working hours 4% 2% 2% 2% 1% I’d prefer no benefits and higher wages 3% Time off to do community/charity work 4% Access to low interest loans/borrowing opons 5% Free child care 6% 0% Training and development Since partnering with Unicorn, Amuzo have developed a game-based solution for delivering sales and product training, compliance training, recruitment and on-boarding, plus other tailored, bespoke projects for the corporate sector. MD Mike Hawkyard examines how games harness the power of play to engage, educate and inspire. 6% 5% Subsidised travel costs 10% Maternity/Paternity benefits 20% Assistance in clearing debts incurred while studying 25% Free private healthcare The Generation Game However, although this demographic will soon account for the largest percentage of the working population, the majority of existing workplace training is not specifically designed to target them. Millennials are the very first generation to have been brought up immersed in a world of digital; they are tech-savvy, constantly connected and accustomed to instant information being at their fingertips. How do we engage Gen Y? A 2015 Comscore study revealed some stunning data on Gen Y mobile use: Current training materials often present a mundane task that requires little to no thought to complete and offer a lack of motivation to tackle apart from the fact it is required. • • • Understanding the expectations of Gen Y will help to deliver effective methods of motivation; encouraging enthusiasm, igniting productivity and naturally inspiring staff to perform beyond the bare minimum of what is asked. e. enquiries@unicorntraining.com w. unicorntraining.com app. iOS | Android Over 91% of Millennials own a smartphone 82% of time on smart devices is spent using apps 96% have at least one social network account This is a generation empowered by technology. Presenting Millennials with uninspired training methods will unarguably leave them feeling the same way. Generation Y aren’t simply the recruits and employees of today, but also of the future, so creating a connection with this core audience through mobile and social engagement is key. Maximising engagement The ability of games to provide an immersive and engaging environment is key to their effectiveness in delivering learning and development content. This analysis shows how games compare to other types of digital media in their ability to immerse and engage. Our approach is based on Kearsley and Shneiderman’s Engagement Theory (1999), which provides a structure for technology-based teaching and learning. Through the use of technology, Gen Y have become an independent and self-reliant generation. This theory is one that champions experiential learning and self-direction. 1. Point of Engagement Rewards offered at random - the opportunity to ‘be lucky’ during a user’s next experience is most likely to encourage them to return as opposed to sequential rewards • A social challenge, to compete with others To effectively deliver working games, have a strong, simple message e.g. ‘Workplace Learning for Generation Y’, and be able to offer bespoke work, but have a platform. This doesn’t mean being dependent on an LMS but focussing on the smart device. 4. Calls to action Don’t be a ‘normal’ eLearning company that does games, be a games company! • After each game the player is prompted to act The more they play, the more obvious the action becomes • The next step in their education is immediately accessible in just one click • • Summing up The most important thing we recommend about serious games for Gen Y is not what to put in them, but how to deliver them on a smart device. Upon entering the game, the content must: • offer a challenge with measurable success • have aesthetic and sensory appeal • be a subject or activity of interest (includes novelty) • allow the user to try again. 2. Period of Engagement During gameplay the user will: • gain new or enhanced skills and knowledge • receive regular feedback (praise) on progression • interact and have direct control over their learning. IMMERSION Playing Games Watching TV/Films Browsing Internet 3. Encouraging re-engagement By revisiting the game, the player will improve their knowledge retention. Mechanics to encourage repeat visits include: • A guaranteed reward for returning • The potential completion of additional sub goals Listen to Music Using Social Media MULTI TASKING ENGAGEMENT I don’t think about anything else when I’m... I will oen be doing something else whilst I’m... I find it difficult to do anything else whilst I’m... 30% 16% 41% 28% 48% 25% 18% 34% 22% 10% 67% 5% 8% 32% 11% t. +44 (0) 800 055 6586 e. enquiries@unicorntraining.com w. unicorntraining.com app. iOS | Android The Future of Game-based learning P9 P9 Designing A Serious Game The initial brief typically answers these, indicating target audience, key message and KPIs. We then research the content and take reference from similar games and gameplay mechanics that would complement the goals. We suggest alternative directions if we feel confident a different solution would work better to get results. Amuzo Lead Designer, Dan Mascall, worked on Unicorn’s ‘Abbreviation Game’ (downloadable from the Apple and Android app stores) which was developed as an internal prototype to understand some of the challenges we would encounter when creating learning games. Here, he reveals all. 2. How do you make a learning game effective? Through repetition and the desire to progress, players learn and experiment with new information to overcome increasing difficulties. Social mechanics and achievement milestones drive players to learn more and complete goals. Players must have fun first before challenged to think deeper or follow a call to action. The Abbreviation Game is designed to help people memorise sets of abbreviations. It’s a fast-paced racing app game with a quiz-based challenge at the end of each session to bridge the gap between an abbreviation and its meaning. 3. How long does it take and what’s the process? 1. Where do you start? The key questions we ask are: • Who do you want to tell? • How do you want to tell them? • What do you want them to do? 10 P10 The Future of Game-based learning t. +44 (0) 800 055 6586 A significant factor is how many people are involved with signing off designs. New IP takes longer to lock down character designs, style guides and story content. We all have great ideas and everyone can contribute and comment during the ideas generation process. After the initial concept phase, ideas are developed within the design team, presented to the lead artists and coders, then written as a first draft. e. enquiries@unicorntraining.com w. unicorntraining.com app. iOS | Android The game takes shape as the Game Design Document (GDD) is produced - this is constantly referred back to and updated as a ‘live’ document. Decisions around ongoing improvements or new features are considered in relation to the Minimum Viable Product (MVP), to ensure the project is completed on time and in budget. All ideas that don’t make the cut are stored so should the project end ahead of time, get extra budget or have scope for future updates, we can use them. HISCOX – Hiscox Racer Designed to improve the effectiveness of Hiscox’s internal training methods, with a particular focus on Generation Y, and to actively encourage staff to revisit content, this racing game, with an integrated CMS system, provides a rewarding, competitive, easy to access and high-quality mobile app that engages learners, enabling Hiscox to increase overall knowledge retention of training materials amongst their staff. CII – Discover Risk Conclusion This leaves eLearning companies with three options: Aimed at increasing recruitment in, and understanding of, the insurance sector amongst 16-22 year olds, the CII’s Discover Risk board game, which puts players in an insurer’s shoes to make decisions in a range of scenarios, has been transformed into an entertaining, interactive, digital mobile app highlighting the variety, mental challenge, opportunity and remuneration that working in insurance offers. Facebook integration extends the audience of prospective employees further through sharing. The Bournemouth University report highlighted how most content is now being delivered over mobile platforms. There is no disputing that the extraordinary rise of the smartphones, tablets and apps have added an exciting dimension to learning. 1. Further explore gamification – primarily platform functionality. Applying gamification principles, combined with high instructional design standards and taking advantage of evolving platform technologies to enhance user engagement all present opportunities in the games field. Portable technologies have taken games out of the bedrooms of teenagers and into all our hands. Billions of us now regularly experience how immersive and engaging well-designed games can be. 2. Recruit in-house game developers to produce serious games alongside instructional and graphic design teams. The tools that enable serious games to be built are far easier to use and much more economically viable, as is the availability of the platforms to run them. 3. Invest in existing games companies who already have the experience, expertise and access to markets that eLearning companies would take years, if ever, to attain. It creates far more effective results to focus learning on the practical application of knowledge and skills that can be achieved through games rather than on dry facts in ‘click next’ linear courses. This applies to health and safety, money laundering and insurance underwriting as much as it does to plumbing or electrical engineering. In the fast-paced, high-stress corporate environment, it is inevitable that fun takes a back seat. Corporate learning is not primarily about entertainment, so it is a fine balance to introduce a spirit of fun without it becoming distracting rather than an asset. The increasing demand for ‘snackable’ chunks of learning that can be digested little and often, for a more pervasive learning experience that supports the goal of continuous learning, marries perfectly with playing a game on an app on the train. However, the skill set required to create games for digital devices is very different from that of traditional eLearning, and so often is the cost. Most video games are developed with budgets we in eLearning can only dream of, yet it is these games that set the precedent and expectation of a minimum quality anyone, even an inexperienced gamer, would tolerate when playing. t. +44 (0) 800 055 6586 e. enquiries@unicorntraining.com Serious games work as a powerful teaching tool because they encourage the persistence required for effective learning. Games have the rare ability to translate failure into a positive - you will fail in a game, yet this is considered a reason to try again. Many games features such as point systems, rewards and leaderboards can be replicated in an educational context to account for different people’s motivations. They don’t have to be fully immersive 3D environments with the production standards and budgets of Call of Duty. There is a fertile middle ground, where the best principles of engagement from the world of gaming can be applied in a way that complements and enhances the learning experience without breaking budgets. w. unicorntraining.com app. iOS | Android The Future of Game-based learning P11 t 0800 055 6586 e enquiries@unicorntraining.com w www.unicorntraining.com 12 P12 The Future of Game-based learning Bournemouth office London office 99 Holdenhurst Road Bournemouth BH8 8DY 80 Coleman Street London EC2R 5BJ t. +44 (0) 800 055 6586 in Keep ! h c u to © Unicorn Training Group Ltd e. enquiries@unicorntraining.com w. unicorntraining.com app. iOS | Android