Creating Games-That-Teach
Fifty to 60% of the project inquiries we’ve received over the past year have included questions about Games-That-Teach. There exists both a curiosity about what’s possible and angst over their perceived complexity and application.
What are Games-That-Teach? Part of what creates angst is the broad definition of what a GTT is. Also known as Game-Based Learning, the simple definition, “a learning-based activity that challenges a participant to a contest or task with an outcome that is both measurable and comparable,” is broad enough to encompass many content delivery formats. These games are often used to help audiences better understand information, improve performance, manage situations, think critically, problem solve and make decisions.
GTTs generally fall into one of three categories – Edutainment, Training Simulators, and Serious Games. They may be as sophisticated as a virtual reality environment like World of Warcraft (over 11.5 million unique players worldwide) and the popular FarmVille (over 82.4 million unique players worldwide), or as basic as Tic-Tac-Toe or Scrabble. It is the element of challenge that differentiates games from other content delivery tools.
Do Games Work? Here’s where you can relax a bit. Despite being around since 1962, there’s little empirical evidence that digital games as a whole are better at teaching than other, more conventional content delivery formats. Again, the variety and complexity of game types combined with the huge differences in the goals and objectives they seek to achieve and a limited ability to collect meaningful performance metrics conspires to keep the value of game’s contributions to learning enveloped in a haze. We think we see a form but the edges are fuzzy. The reason we think games are effective in the learning environment is that they clearly support three dominant learning theories:
- Activity Theory: GTTs engage learners in non-threatening virtual environments, allowing them to participate in and experiment with the content.
- Situated Learning: GTTs can safely immerse learners in a variety of virtual environments
- Experiential Learning: during gameplay, learners gain knowledge, experience or practice through direct experience.
The quick answer to the question “Do Games Work?” is, on an epistemic level (games that help players learn to solve problems that don’t have standardized answers) an emphatic… probably, but on a training level the answer is, almost certainly. In fact, Europe is well ahead of North America in the productive use of digital game-based learning in the corporate training environment.
Our most successful game-based learning programs have been those that incorporate game components as part of the pedagogy, using them to reinforce concepts and create deeper learning.
Creating the Right Game for The Situation – now is an appropriate time to get into the game pool by starting at the shallow end. Here are 10 heuristics that will help keep you afloat while you learn to swim:
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Toothpaste is a relatively low-involvement decision and you probably made your choice years ago based on criteria like brand recognition, price, taste, efficacy, the fact that your significant other likes the smell of your breath in the morning… it’s a growing reality of the marketplace however, that as products become increasingly similar to one another in features, quality and price (commoditization), the more important it becomes for marketers to differentiate through education. The speed, impact and efficiency with which product knowledge can be delivered to a target audience will increasingly identify leaders and followers.
We’re well beyond the debate as to whether games-that-teach enhance the delivery of learning content (they do), so why aren’t we seeing more of them? The two biggest challenges we encounter are:
Purdue University continually explores the future of interactive learning in an effort to find effective and engaging content delivery methods for it’s faculty and students. On August 28th Purdue’s Vet School invited Illumen Group along with Dr. James “Butch” Rosser of The Stealth Learning Company to present the topic of Experiential Learning and how it’s shaping both academic and corporate learning environments. Over three sessions, the trio provided insight on Experiential Learning’s past, present, and future. Audience members consisted of faculty from Purdue’s Vet Sciences, Nursing, Engineering and Agriculture Departments.
The solution? Become a really good stool maker, not just a really good stool leg maker. We added some of the sharpest strategic minds in learning, to help develop sound, successful learning strategies; and, some of the most analytic minds in Web analytics to help measure program and participant performance.