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CSCI 5530: Serious Games Development (Simulations and Serious Games)
1
Winter 2012
Bill Kapralos
CSCI 5530, Winter 2012 Bill Kapralos
Winter 2012
Instructional Design – Part IIFriday, March 16 2012
Bill Kapralos
Overview (1):Before We Begin
Administrative details
Determining Project Goals Through Analysis
Summary
Instructional Design
Gamified simulation design
Overview
Bloom’s Taxonomy
Systemic design of instruction
Overview (1):Combining Instructional Design with
Game/Simulation Design
Overview
Beware of the decorative media trap
Synergy → serious game design
Serious games design guidelines
CSCI 5530: Serious Games Development (Simulations and Serious Games)
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Administrative Details (1):
Required Course Presentations
Two presentations for each one officially enrolled in the
course
Papers were assigned last week and also available via
the course website for those not giving presentations
First presentations will take place next week (March 23,
2012) during the regularly scheduled lecture
Administrative Details (2):
Final Course Projects
Build upon your mid-term assignment
Determining Project Goals Through Analysis (cont.)
CSCI 5530: Serious Games Development (Simulations and Serious Games)
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Task Analysis (1):Summary
Essentially what instructional designers are doing is
formulating a list of the steps that must be taken to
perform the job correctly under all circumstances
described in the objectives
Task analysis not only clarifies the steps to be taught,
it also describes actions of game in great detail
Describes situations to be simulated, variables that
will effect gameplay, and the relative degree of that
effect
Task Analysis (2):Summary (cont.)
Solid research into the content of a serious game can be
broken down into two types of analyses
Needs analysis
Task analysis
Both of the above can be broken down further →
won’t be discussed further here…
Task Analysis (3):Summary (cont.)
To conduct a needs analysis
Identify subject matter experts, master performers,
and experienced practitioners → experts in doing the
job and people doing the job right now
Formulate a hypothesis as to what performance
problem the game is trying to solve
Conduct interviews, collect data to verify hypothesis
or adjust it as needed
Determine the demographic of target learners
Report findings and obtain approval to continue
analysis
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Task Analysis (4):Summary (cont.)
To conduct a task analysis
Continue interviews with master performers and
experienced practitioners
Determine detailed steps in each task of the desired
behavior
Determine criteria for correct performance
Provide case studies
Document findings in a task list that will guide the
writers and game designers
Instructional Design
Gamified Simulation Design (1):Process Overview
Needs analysis → choose objective or message/premise
Research and preparation
Describe the original system
Identify the observable elements
Gather data
Design phase
Interface design
Gameplay and game mechanics
Program structure
Evaluation of the design
CSCI 5530: Serious Games Development (Simulations and Serious Games)
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Gamified Simulation Design (2):Process Overview (cont.)
Design documents (pre-programming) → production of
the conceptual model
Programming phase → production of the operational
model
Final testing
Play testing phase
Post-mortem
Gamified Simulation Design (3):
Process Overview (cont.)
Overview (1):Serious Games Design Must Begin with Game
Design
The process of designing a serious game requires
literacy in simulation/game design, and
education/instructional design but it must begin with
game design → forms the backbone
In this course we are concerned with instructional
design → game design won’t be covered here
But isn’t this contradictory to what I mentioned last
week → depends on who you speak to!
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Overview (2):What is Instructional Design (ID) ?
The process of creating instruction through the analysis
of learning needs and the systemic development of
learning materials
Both formal and informal approaches
Here we will examine several major ID models and
this will be followed by a discussion of how these
models can be applied to serious games
The Clark-Kozma (long-standing) debate
Considers the impact of the medium on learning →
one side claims that the medium is merely a vehicle
for delivery of instruction and the other claims it isn’t
Overview (3):What is Instructional Design (ID) ? (cont.)
The Clark-Kozma (long-standing) debate (cont.)
In other words → one side claims that it makes no
difference to the learning whether you use a lecture,
textbook, or the simulation while the other side says it
does make a difference
This “medium affecting the message” debate is quite
old → Socrates complained that learning to write
would diminish the memory capacity of his students
Overview (4):What is Instructional Design (ID) ? (cont.)
The Clark-Kozma (long-standing) debate (cont.)
Clark still claims that the medium still makes no
difference despite the huge changes in technology
that have occurred
One of the consequences of this view of the medium
being little more than the vehicle by which learning
can be delivered → most ID models, particularly
those developed in the last century, fail to include the
medium as an integral part of the design and the
choice of medium and its development happens near
the end of the exercise in commonly used models
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Overview (5):What is Instructional Design (ID) ? (cont.)
The Clark-Kozma (long-standing) debate (cont.)
In some cases, development of instructional
materials, which is the place where the medium
comes in, appears almost as an afterthought → this
gives the impression that it has a similar importance
e.g., like the choice of color scheme on a website
Such an approach can’t lead to designs that take full
advantage of what the medium has to offer
We will look at some common ID models and then see
how they can be integrated into the design model that
takes the medium into account
Bloom’s Taxonomy (1):Classification Model
Concentrates on the instruction from the learner’s
perspective rather than the instruction itself as other
examples/models do
Categorizes learning into six main areas that follow an
approximate progression of complexity and higher
thinking involvement → simple memorization to critical
evaluation
Key aspects of this model
Inclusion of example keywords that can be used to
describe various activities and requirements of
learning and instruction in each of the categories
Bloom’s Taxonomy (2):Classification Model (cont.)
CSCI 5530: Serious Games Development (Simulations and Serious Games)
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Systemic Design of Instruction (1):Prescriptive Approaches
Particularly popular in corporate training and human
resource development given that the learning needs to
be specific
Often the case that it is easier to track development
using a highly structured model
Can lead to a greater accountability both in terms of
development and evaluation of effectiveness
As a result, considerable effort has gone into creating
models that can be used to create instruction that
structured and systemic → most fall under the
general heading of Instructional System Design (ISD)
Systemic Design of Instruction (2):The ADDIE Model
Taking the systemic approach to instructional design
was strongly influenced by development of systemic
approaches to software design in the 1970s
Gained popularity with the US Army’s “Interactive
Procedures for Instructional Systems Development”
→ advocated “the application of modern technology
to the fullest degree possible” although this seems to
have been “lost in translation” for many ID models
that have adopted only the parts of the have “high
level overview”
High level model came to be known as ADDIE
Systemic Design of Instruction (3):The ADDIE Model (cont.)
ADDIE → analysis, design, development,
implementation, and evaluation
Over-simplified model but still remains popular in
professional training
Five parts to the ADDIE model
Analysis → analyze the performance environment in
order to understand it and then describe the goals
needed in order to correct any performance
deficiencies (identify training requirements)
Design a process to achieve your goals, or in other
words → correct the performance deficiencies
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Systemic Design of Instruction (4):The ADDIE Model (cont.)
Five parts to the ADDIE model (cont.)
Development → develop your initial discoveries and
process into a product that will assist the learners into
becoming performers (in training, this product is often
called courseware)
Implementation → implement by delivering the
courseware to the learners.
Evaluation → evaluate the performers, courseware,
and audit-trail throughout the four phases and in the
working environment to ensure it is achieving the
desired results
Systemic Design of Instruction (5):The ADDIE Model (cont.)
Problem with a “strict” application of this model
Implies a linear progression of the process that does
not encourage adequate ongoing reflection of the
design as it is being developed since evaluation part
is at the end of the process• Variant was developed to
address this → indicates importance of ongoing evaluation much more clearly but model still remains too generic for direct application
Systemic Design of Instruction (6):The ADDIE Model (cont.)
Revised version
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Systemic Design of Instruction (7):Dick and Carey Systems Approach Model
Popular model that could be an effective aid in the
design of instruction → especially if design team
includes novice designers or diverse team members
Linear model and follows a set of similar steps as ADDIE
But it includes revision throughout the process → but
still places media near end of the process
Systemic Design of Instruction (8):
Dick and Carey
Systems Approach
Model
Systemic Design of Instruction (9):Morrison, Ross, and Kemp Model
Shifts focus from a linear development process to one
that is more systemic
Part of the idea is that the planning and revision
“phases” should permeate through the design
process → important shift!
But model still implies certain linearity in the design
that places the actual design of the medium near end
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Systemic Design of Instruction (9):Morrison, Ross, and Kemp Model (cont.)
Systemic Design of Instruction (9):Morrison, Ross, and Kemp Model (cont.)
Challenge of designing learning using modern media
The medium must really be an integral part of the
design process right from the beginning
Explicit demands of the medium must be an explicit
part of the process in any design model used → not
doing so is like designing a house without
consideration for its location or materials used
Systemic Design of Instruction (10):Commonalities Amongst Models
Most ID models include many of the same fairly specific
elements and basically all include the five basic
elements of the ADDIE model
Most times, the differences are related to the way the
sub-parts are categorized and the placement of the
“bubbles” and connectors in the visual representation
Although these differences may appear to be major,
the actual difference is related to organization rather
than content
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Systemic Design of Instruction (11):Commonalities Amongst Models (cont.)
Most contain the following five elements
Requirements → identifying what is needed from a
solution
Specification → description of what the solution must
do to meet the requirements
Design → describes how the solution will do what it
must do
Implementation → elaborates on the design and
translates it into a usable form
Testing → validation to demonstrate how well it does
what it is supposed to do
Systemic Design of Instruction (12):Commonalities Amongst Models (cont.)
Although all the models we looked at are complete and
usable, when put to practice, the application of the
model is rarely “clean”
Each phase is subject to influence from other phases
When the team includes experienced designers and
developers, they rarely follow a straightforward linear
progression
Systemic Design of Instruction (12):Agile Instructional Design
Basic idea is that it is emergent, adaptive, iterative, and
model-based → in the sense of creating prototypes
rather than in the sense of following prescriptive models
Agile (rapid) design → iterative and incremental
development where functional, even if incomplete
version of the solution should be created as soon as
possible
Prototype is the focus of the design process
Began in the early 1990s as a response to the
inefficiencies of the then standard approaches
CSCI 5530: Serious Games Development (Simulations and Serious Games)
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Systemic Design of Instruction (13):Agile Instructional Design (cont.)
Looks like a variation of the standard “waterfall” model
where each step follows sequentially from the last
But here, it is assumed that the last three “steps”
actually form a type of iterative loop that will go form
construction through use and testing, and installation
and maintenance repeatedly as product matures
Systemic Design of Instruction (14):Agile Instructional Design (cont.)
Also happens to be one of the most common models in
game design (and software development)
Some form of limited prototype is expected early in
the design/development phase → development
typically proceeds with feedback from testing the
prototype which continually evolves
Combining Instructional Design with Simulation
and Game Design
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Overview (1):Commercial Game Design
Often built up from a single core idea
Some activity or premise that the designer finds
amusing or entertaining → since purely for
entertainment, no further justification is necessary
Unlike entertainment games, simulations are built up to
answer a question or to provide an experience
Built up from identified performance gaps
No only are different design processes built up from
different initial motivations but the traditional or
accepted design and development models are also
different
Overview (2):Commercial Game Design (cont.)
Games → focus on providing an entertaining player
experience
Game designers approach their task from the
perspective of the content that needs to be delivered
Instruction → largely focused on content
Simulations → typically concerned with accuracy
Simulation designers are in between game design
and instruction design → their motivation is to answer
a question or provide an experience
Designer of serious games requires an appropriate
blend of game design and instructional design
Overview (3):Commercial Game Design (cont.)
Game, simulation, and instructional design comparison
CSCI 5530: Serious Games Development (Simulations and Serious Games)
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Overview (4):Combining Instruction and Game Design
Serious game design requires a synergy between
instructional design and game design
Seemingly opposed approaches that have radically
different histories
How do we combine them → we don’t, at least as
long as the game is viewed as the “instructional
material” rather than being an integral part of the
entire process
Since focus is on serious games (educational games)
→ educational aspect must be primary consideration
Overview (5):Combining Instruction and Game Design (cont.)
When developing a serious game, design must begin
with identified performance gap that needs addressing
Possible that this gap could encompass a broad
domain → sometimes designer has freedom to
choose some premise or problem within a given
domain while other times the need will be specific
Identified gap should influence all subsequent design
decisions → no point in developing something, no
matter how good it is, unless it is likely to fill the gap
Ability to address identified gap should be one of the
elements that determines whether it is good
Overview (6):Combining Instruction and Game Design (cont.)
May be useful to allow certain amount of parallel design
to occur provided each “side” remains in relatively close
communication with each other → instruction design and
game design
Game designers focus on player/user experience
Instructional designers focus on defining the
objectives and ways to determine what success will
look like → what can who has learned X do or know ?
Proceeding in parallel ensures each side is able to
influence the other in positive ways
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Beware the Decorative Media Trap (1):First Impressions are Important
First impressions of simulations and serious games are
often formed based on what we see when we go to the
host website or when we start up the application
For games particularly, designers generally do a good
job in making them “look nice” → but in many cases,
the promise implied by the visual appeal is not fulfilled
by the content
The decorative media trap happens when a design
makes use of the decorative media principle but does
not reinforce this with substance → first impressions
are not enough!
Beware the Decorative Media Trap (2):First Impressions are Important (cont.)
“Decorating” with visuals can be useful and effective at
times → can help learners form connections by providing
visual “tags” upon which to hang ideas and facts
This works well for instruction delivered via “print
material” and even websites when the website is
organized as “print transferred online”
Beware the Decorative Media Trap (3):First Impressions are Important, But…
Decorative media does not transfer to fully interactive
media, especially simulations and games
Typically will result in a game that is little more than
for a “wrapper” for the instructional materials →
sometimes it doesn’t even do that!
Consider the following… (page 255 of textbook)
CSCI 5530: Serious Games Development (Simulations and Serious Games)
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Synergy: SeriousGame Design (1):
Overview
Synergy: Serious Game Design (2):Phase One: Discovery
Includes all needs analyses and rough outlines needed
to place remainder of project in its proper context
Majority of instructional strategy should be done
before development starts but process of defining
instructional strategy continues into design phase
You should know enough about the gap you’re trying
to address in order to be confident that the serious
game is an appropriate way to address it
Should also identify any major limitations on the
eventual solution → e.g., whether or not solution will
be made available on web or on a particular device
Synergy: Serious Game Design (3):Phase One: Discovery (cont.)
The Users
You probably already know as much as you need to
know regarding the learners but if not, then you should
find out before start of design process
Identification of main objective and premise
Of course, this goes together with writing the
instructional performance objectives
At the end of the Discovery Phase you should have
Good understanding of who you are doing this for
How they will get what they need
How you will know when they got it
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Synergy: Serious Game Design (4):Phase Two: Research and Preparation
Gathering of materials and facts
Define limitations of solution
Outline original system(s) you will use as the basis for
your simulation
Research and preparation is not normally found in
most instructional design models
Synergy: Serious Game Design (5):Phase Three: Design
Where the simulation/serious game will take shape
Important to maintain connections between the
overarching goals which are instructional and the
gameplay
Not necessary for every aspect of the sim/serious game
to further the instructional objectives
But it is necessary that they coincide often enough
that time spent on sim/serious game is time well spent
Synergy: Serious Game Design (6):Phase Four: Conceptual Model
Typically not found in most instructional design models
but is essential when designing sims/serious games
Effectively last stage where it will be feasible to “back up”
for major revisions if major problems are detected
Has been said that 50% of any software design
project should be spent on the design phase before
any serious code gets written
Outcomes of this phase → detailed design document
Should include → design elements of sim/ game and
checkpoints needed to ensure solution has good
likelihood of delivering its instructional goals
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Synergy: Serious Game Design (7):Phase Four: Conceptual Model (cont.)
Last point where you can reasonably expect to correct
problems that relate to issues of validation which have to
do with the accuracy of the models you are using
You should not proceed beyond this stage unless you
are sure you have all the facts straight!
Synergy: Serious Game Design (8):Phase Five: Operational Model
Here, the programmers will do most of their work and the
artists will complete their work
Artists will have likely completed most of their work in
the Conceptual Phase → here they will fill in any gaps
they may have left over from the last phase
Non-technical role members → will oversee
developments to ensure they remain “on message”
and that the instructional goals remain in focus for
everyone
Serious Game Design Guidelines (1):Remain Agile
Don’t follow any model as if it were the last word for the
design process
You must always be prepared to revise and review →
not only the thing you are designing but also your
approach to the design itself
Example → no need to start a comprehensive needs
analysis if one has already been done recently or if
you already know the gap that needs to be addressed
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Serious Game Design Guidelines (2):Multitask
Often possible to proceed with various parts in parallel
Example → you can be working on validation at the
same time as you are developing parts of the
prototype
Serious Game Design Guidelines (3):Prioritize
Don’t be too ambitious with your design goals
As you develop list of learning objectives
Be sure to categorize them so you will know which
ones are essential, which ones are “nice to have”, and
which are “deluxe”
Focus your resources and energies on the essentials
Don’t create more than about three classifications or
you may end up spending time organizing and re-
organizing your “wish” list
As time progresses and as resources begin to run out
→ you must be prepared to remove items from list
Serious Game Design Guidelines (4):Beware the Decorative Media Trap
Ensure you have appropriate balance between how
many resources you are devoting to appearance of
sim/serious game and those you are spending on the
content and interaction
Don’t forget the content and interaction!!