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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
Serious Games AssessmentFriday, April 13 2012
Bill Kapralos
Overview (1):Before We Begin
Administrative details
Brief review from last week
Learning and Serious Games
Overview
Assessment
Overview
Serious Games Assessment
Overview (1):Design Continued (Time Permitting)
Overview
Demonstrate-Practice-Test
Procedures
Miscellaneous
CSCI 5530: Serious Games Development (Simulations and Serious Games)
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Administrative Details (1):
Last Lecture of the Semester
Today (Friday, April 13 2012) is the last lecture of the
course
Final Course Reports
For those officially enrolled in the course, a reminder that
your final course reports are due on or before April 23
I can’t extend beyond this as final grades are due first
week of May and I am out of the country as of May 1
Learning & Serious Games
Overview (1):Learning in Games
Although some have expressed the opinion that video
games are “mindless” and don’t offer any learning aside
form possibly some hand-eye coordination, whenever
one plays a video game
Learning is constantly occurring whether the player
wants it or is even aware of it
Despite this inherent learning → shortage of studies that
have methodically assessed learning via gameplay
(“entertainment” games or serious games)
Some studies have challenged the usefulness of
game-based learning
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Overview (2):Studies That Have Questioned the
Effectiveness of Game-Based Learning
A meta-analysis conducted by Kulik in 2002 of six
studies that examined the use of simulation in the
classroom discovered limited learning effects → no
evident increase in two of the six studies
A review of articles related to assessment that appeared
in the journal Simulation & Gaming, in 2004 reports little
evidence on effectiveness of experiential learning with
insufficient evidence to conclude that simulations and
games result in meaningful learning
Overview (3):Studies That Have Questioned the
Effectiveness of Game-Based Learning (cont.)
Hays conducted a review of the literature (105 articles)
in 2005 on “instructional games” focusing on the
empirical research on the instructional effectiveness of
games and found that
Research on effectiveness of instructional games is
fragmented, filled with ill-defined terms, and
methodological flaws
Players should have access to support to help them
understand how to properly use the game
Overview (4):Studies That Have Questioned the
Effectiveness of Game-Based Learning (cont.)
Hays study (cont.)
Some games can provide effective learning for a
variety of learners for different tasks → can’t
generalize on effectiveness of one game in a
particular learning area for one group of learners, to
all games, in all learning areas for all learners
No evidence showing games are the preferred
instructional method in all situations
Games should include debriefing and feedback to
provide learner with understanding of what happened
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Overview (5):Studies That Have Questioned the
Effectiveness of Game-Based Learning (cont.)
A review of articles related to assessment that appeared
in the journal Simulation & Gaming in 2004 reports little
evidence regarding the effectiveness of experiential
learning with insufficient evidence to conclude that
simulations and games result in meaningful learning
Also reports that this conclusion results from studies
that do not meet “the highest research design and
measurement standards”
Overview (6):Studies That Have Questioned the
Effectiveness of Game-Based Learning (cont.)
Gosen and Washbush point out that there has been little
done to design studies and develop instruments that
could competently assess teaching approaches and
attribute this to three primary reasons
Careful, rigorous research dedicated to developing a
valid instrument and reflective of thought-out learning
objectives is extremely time-consuming
Overview (7):Studies That Have Questioned the
Effectiveness of Game-Based Learning (cont.)
Gosen and Washbush (cont.)
The criterion variable being used, which is learning
from a computer-based simulation or experiential
exercise, is illusive → we believe we know what it is,
but what it looks like so it can be measured lacks
form
Our present world does not appear to care enough for
this work to be successful, and perhaps it should not
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Overview (8):Studies That Have Questioned the
Effectiveness of Game-Based Learning (cont.)
Many of the past studies on effectiveness of games and
simulations were conducted several years ago and the
studies they focus on date back several decades →
even in last 10 years, unprecedented development
within the videogame field and it has been suggested
that games more than five years old are “old news”
Can’t ignore fact that simulations and serious games
may be most effective means of safely and cost-
effectively learning skills and attitudes which are hard
to acquire by rote learning
Overview (9):Studies That Have Questioned the
Effectiveness of Game-Based Learning (cont.)
Also many examples of studies that have demonstrated
that “learning games” that are designed properly do
produce learning, and plenty of it while engaging players
Livingston et al. [1973] evaluated seven years of
research and over 150 studies to examine the
effectiveness of gaming → found that “simulation
games” are able to teach factual information although
they are not more effective than other methods of
instruction
Overview (10):Studies That Have Shown Effectiveness of
Game-Based Learning
Effective “learning games” (cont.)
Livingston et al. [1973] evaluated seven years of
research and over 150 studies to examine the
effectiveness of gaming → “simulation games” are
able to teach factual information although they are not
more effective than other methods of instruction
Students preferred games and simulations over other
classroom activities → “gamed simulations” can lead
to changes in their the attitudes toward education,
career, marriage…
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Overview (11):Studies That Have Questioned the
Effectiveness of Game-Based Learning (cont.)
Effective “learning games” (cont.)
Recall the Lightspan Partnership that developed
educational games for Playstation console platform
for students at the elementary school level (K-8) →
results revealed that standardized test scores for
those using the games increased by 24% and 25% in
the vocabulary and language arts and increased by
51% and 30% with respect to math procedures and
algorithms respectively when compared to control
groups who didn’t use the games
Overview (12):Studies That Have Questioned the
Effectiveness of Game-Based Learning (cont.)
Effective “learning games” (cont.)
Click Health developed video games for kids to self-
manage various health issues including diabetes.
Clinical trials funded by the United States National
institutes of Health, revealed that with respect to
diabetes, the kids that played their games (in contrast
to a control group that played a pinball game),
showed measurable gains in self-efficacy,
communication with parents, diabetes self-care, and
resulted in a 77% decrease in urgent doctor visits
Overview (13):Studies That Have Questioned the
Effectiveness of Game-Based Learning (cont.)
Effective “learning games” (cont.)
Effectiveness of virtual reality and games in the
treatment of phobias and in distracting patients in the
process of burn treatment or chemotherapy has been
scientifically validated with the use of functional MRI
(fMRI) → differences in brain activity in patients who
were experiencing pain with and without the use of
virtual reality and games
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Overview (13):Studies That Have Questioned the
Effectiveness of Game-Based Learning (cont.)
Effective “learning games” (cont.)
The serious game The Matrix, developed to enhance
self-esteem, was subject to rigorous scientific
evaluation and was shown to increase self-esteem
through classical conditioning
Assessment
Overview (1):What is (Educational) Assessment ?
According the Higher Learning Commission educational
assessment of student learning is a participatory,
iterative process that
Provides data/information on students’ learning
Engages you and others in analyzing/using this
data/info. to confirm/improve teaching and learning
Produces evidence that students are learning the
intended outcomes
Evaluates whether changes made improve/impact
student learning, and documents the learning and
your efforts
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Overview (2):What is (Educational) Assessment ? (cont.)
According to the University of Oregon, Teaching
Effectiveness Program assessment is
The process of gathering and discussing information
from multiple and diverse sources in order to develop
a deep understanding of what students know,
understand, and can do with their knowledge as a
result of their educational experiences; the process
culminates when assessment results are used to
improve subsequent learning
Overview (3):Two Forms of Assessment
Summative assessment
Assessment conducted at the end of a learning
process and tests the overall achievements
Formative assessment
Implemented and present throughout the entire
learning process and continuously monitors progress
and failures
Overview (4):Assessment and Serious Games
Learning with serious games remains a goal-directed
process aimed at clearly defined and measurable
achievements
Must implement assessments to provide an indication
of the learning progress and outcomes
“Serious games like every other tool of education,
must be able to show that the necessary learning has
occurred” (Michael and Chen, 2005)
Has been suggested that formative assessment is
particularly useful can be incorporated into the
serious game becoming part of the experience
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Overview (5):Assessment and Serious Games (cont.)
Learning with serious games remains a goal-directed
process aimed at clearly defined and measurable
achievements (cont.)
For serious games to be considered a viable
educational tool, they must provide some means of
testing and progress tracking and the testing must be
recognizable within the context of the education or
training they are attempting to impart
Assessment describes the process of using data to
demonstrate that stated learning goals and objectives
are actually being met within the serious game
Overview (6):Assessment and Serious Games (cont.)
Learning with serious games remains a goal-directed
process aimed at clearly defined and measurable
achievements (cont.)
For serious games to be considered a viable
educational tool, they must provide some means of
testing and progress tracking and the testing must be
recognizable within the context of the education or
training they are attempting to impart
Assessment describes the process of using data to
demonstrate that stated learning goals and objectives
are actually being met within the serious game
Overview (7):Assessment and Serious Games (cont.)
Learning is a complex construct making it difficult to
measure and determining whether a simulation or
serious game is effective at achieving the intended
learning goals
In other words, has the desired effect, is a complex,
time consuming, expensive, and difficult process
Part of the difficulty stems from the open-ended nature
inherent in video games making it difficult to collect data
How do you show that students are learning what
they should learn and how do you know what you are
measuring is what you think you are measuring?
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Overview (8):Assessment and Serious Games (cont.)
Learning is a complex construct making it difficult to
measure and determining whether a simulation or
serious game is effective at achieving the intended
learning goals
In other words, has the desired effect, is a complex,
time consuming, expensive, and difficult process
Part of the difficulty stems from the open-ended nature
inherent in video games making it difficult to collect data
How do you show that students are learning what
they should learn and how do you know what you are
measuring is what you think you are measuring?
Serious Games Assessment (1):Three Primary Types
Completion assessment
Concerned with whether the player completes game
In a traditional teaching environment → equivalent to
asking "Did the student get the right answer?" and a
simple criterion such as this could be the first
indicator that the student sufficiently understands the
subject taught albeit
Problems using this measure alone → players could
cheat and it is hard to determine whether the player
actually learned the material or learned to complete
the game
Serious Games Assessment (2):Three Primary Types (cont.)
In-process assessment
Examines how, when why player made their choices
Analogous to observations of the student by the
educator as the student performs the task or takes
the test in a traditional teaching environment
Teacher assessment
Focuses on instructor’s observations and judgements
of the student “in action” (while they are playing the
game)
Includes a combination of both completion
assessment and in-process assessment
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Serious Games Assessment (3):Three Primary Types (cont.)
In-process and teacher assessments can be
accommodated by the use of recent technology
For example → simple and cost-effective to obtain
screen recordings of the player’s game play, video
recordings of the players while they are playing the
game, and audio recordings to capture a players
voice for example during thinking aloud processes
which may happen unexpectedly or may also be
encouraged
Serious Games Assessment (4):Three Primary Types (cont.)
With today’s technology, information from these
recordings can also be obtained automatically (without
the need for a camera operator, etc.) using a wide
variety of available tools
Recordings and info. obtained from the recordings
can also be used to facilitate debriefing sessions
More recent assessment methods include
“information trails” → tracking a player’s significant
actions and events that may aid in analyzing and
answering the what, how, when, who and where in
the game something happened
Serious Games Assessment (5):Pre- and Post-Testing
Although various methods and techniques have been
used to assess learning in serious games and
simulations in general, assessment is commonly
accomplished with the use of pre- and post-testing → a
common approach in educational research
Pre- and post-testing design is one of the most widely
used experimental designs
Popular in educational studies that aim to measure
changes in educational outcomes after modifications
to the learning process such as testing the effect of a
new teaching method
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Serious Games Assessment (6):Pre- and Post-Testing (cont.)
Participants are randomly allocated to either a
“treatment” group or a “control” group.
Both groups receive identical pre-test → ensures that
the groups are equivalent
Each group receives a different “treatment” → either the
intervention being examined (playing the serious game),
or the “usual treatment” (don’t play the serious game but
rather rely solely on traditional instructional approaches).
Upon completion of “treatment” (experiment), both
groups are given (the same) post-test → results of the
pre- and post-tests are compared across both groups
Serious Games Assessment (7):Pre- and Post-Testing (cont.)
Differences in scores across groups are assumed to be
a result of the “treatment” (the serious game)
Variant to the pre- and post-test design
No pre-testing performed and both groups are
exposed to the “usual treatment” and one of the
groups (the “treatment” group) will also receive the
“treatment” (playing the serious game)
Upon completion of the experiment, both groups
complete a post-test and once again, significant
differences across the test scores are attributed to the
“treatment” (the serious game)
Serious Games Assessment (8):Pre- and Post-Testing (cont.)
Problems
Impossible to determine whether the act of pre-testing
has influenced any of the results
Impossible (and at times, unethical) to completely
isolate all of the participants → if two groups of child
participants attend the same school, they will
probably interact outside of lessons potentially
influencing the results while if the child participants
are taken from different schools to prevent this, than
randomization is not possible
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Serious Games Assessment (9):Assessment… Not so Easy!
Although assessment can provide a measure of
learning, other factors that can indirectly lead to learning
Serious games captivate and engage
players/learners for a specific purpose such as to
develop new knowledge or skills
With respect to students, strong engagement has
been associated with academic achievement → level
of engagement may also be potentially used as an
indicator to the learning a serious game is capable of
imparting
Serious Games Assessment (10):Assessment… Not so Easy! (cont.)
Engagement according to Brockmayer
A combination of (a) immersion, (b) presence, (c) flow
and (d) psychological absorption
Various tools have been developed to provide a
measure of engagement including the Game
Engagement Questionnaire (GEQ) → scientifically
validated self-assessment tool shown to be reliable
metric for determining player’s engagement in games
Questions within GEQ chosen to be easy to
understand by gamers and non-gamers and that they
statistically relate to the concepts being examined
Serious Games Assessment (11):Assessment… Not so Easy! (cont.)
Another engagement measurement tool
Self-reporting questionnaire for measuring player
engagement known as the Game Experience
Questionnaire
In addition to questionnaires, physiological responses
such as heart-rate, skin conductance, cortisol, can
also provide an indication of player engagement
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Serious Games Assessment (10):In-Game Assessment
Serious games (and games in general) can and
generally do contain in-game tests of effectiveness
As players progress through the game → accumulate
points and experience which make the next stages
and levels of the game easier and thus should score
higher if any learning has been imparted
Leads to “level-up” protocol of game testing…
Serious Games Assessment (11):In-Game Assessment (cont.)
“Level-up” protocol of game testing
Players divided into two groups with one of the
groups beginning the game at the first level for
example and the other beginning at the second level
If group that started at first level does significantly
better than other group, this is attributed to a
successful game that is capable of imparting the
intended instructional material → at least with respect
to the first level
Serious Games Assessment (12):In-Game Assessment (cont.)
Incorporating in-game assessments takes us away from
predominant, classic form of assessment comprised of
questionnaires, questions and answers, etc. → do
nothing more than test our memory rather than
measuring an understanding and/or creative use of the
acquired knowledge (albeit, this can be difficult to do)
and can interrupt and negatively affect the learning
process
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Serious Games Assessment (13):In-Game Assessment (cont.)
Provides opportunity to take advantage of the medium
itself and employ alternative, less intrusive, and less
obvious forms of assessment which could (and should)
become a game element itself
Integrating the assessment such that the player is
unaware of it forms the basis of what Shute et al [2009]
describe as stealth assessment
A new but growing area of serious games → plenty of
opportunity here!
Design (cont.)
Overview (1):Well Done Needs and Task Analyses
Yield the basic material to determine content of game
You know what everyone is supposed to learn, the
priorities, many of the “tricks of the trade”, and critical
discriminations
Clear picture of your target audience → game players
Now we need to look at the content from an instructional
point of view
What are you actually teaching and how do you teach
within the context of the game
After you teach, how do you test → will test generate
a score or other feedback that’s shared with user ?
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Demonstrate-Practice-Test (1):Traditionally…
Instructors have used the “exercise” model that follows
three critical steps in assembling a lesson plan
Demonstrate the skill → show users how to do it
Have users practice the skill → let them do it while
you give them advice based on their performance
Test them → check to see how well they can do it
without any aid
Good for skills-based training but demonstrating and
practicing cognitive tasks can be challenging
There are instructional strategies for doing so
Demonstrate-Practice-Test (2):Traditionally… (cont.)
This model fits right in with many of the principles of
good game design
If you want someone to do something in a game you
typically have a tutorial level → a “mentor” or a
“coach” that steps in and makes suggestions about
best practices
By end of tutorial level the mentor has been removed
and the skill has to be performed in the most difficult
of situations
Demonstrate-Practice-Test (3):Traditionally… (cont.)
Last step is really a test → if test is good enough, it
allows game to give realistic score of player’s
performance
Game even helps player transfer the skills back to the
real world
Transference happens when the final level is
challenging enough and contains the most important
distractions and complications of the real world
Transfer is the ultimate goal of training, instruction
and serious games → to be an effective game,
players have to carry the skills with them
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Demonstrate-Practice-Test (4):Traditionally… (cont.)
Key parts of the model are often left out or minimized in
serious games:
Lack of adequately detailed instruction on how to
perform the task in the tutorial level
Not enough coaching responses to cover the variety
of situations where coaching is needed
Testing level that does not represent real-world
behaviour or have an effective scoring system
If attention is paid to the above areas and are not
minimized in final game design → truly effective serious
game is possible
Demonstrate-Practice-Test (4):Step Size
In the tutorial level, you must decide how much info to
present to participants in a single step
Don’t want to give users so much that they can’t
remember it all and you don’t want to give them too
little that the process becomes tedious
Step size → amount of info that should be presented
Step size solution
Present as much info you think can possibly be
digested in a particular step
Test your tutorial with the target population → if they
don’t “get it”, break tutorial down to smaller steps
Demonstrate-Practice-Test (5):Order of Presentation (“Shaping”)
In a game, order of presentation affects the way content
is introduced
Shaping
Going from simplest to most difficult
Suggests that its best to present an idea without all
the distracting complications of real life
Add more complications as you go along until final
level which is life-like as possible
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Demonstrate-Practice-Test (6):Order of Presentation (“Shaping”) (cont.)
Issue with distractions or noise in the environment
Physical noise such as traffic passing by you as you
are changing a tire
Conceptual noise such as knobs and buttons on a
control panel that have nothing to do with the controls
that really matter
Adding a clock to an event can provide a critical and
very real distraction that also adds stress to the
situation → ticking clock can be noise too
Begin without noise and then add it as game
progresses
Demonstrate-Practice-Test (7):Order of Presentation (“Shaping”) (cont.)
Issue with distractions or noise in the environment (cont)
If your serious game is to have multiple levels, put the
fewest distractions at the lowest levels and then add
them as you move along
Increasing the cognitive load → if you want to present
a complex decision or procedure, ask the player to do
it in its simplest form at the lowest levels and add
complexity progressively
Procedures (1):Teaching Procedures is Tricky!
Often present instructional problems related to
“sequencing” → the key to performing a procedure
correctly is performing it in the right order
Sequencing
At lowest game levels, procedures should be isolated so
that there are no distractions or interruptions as the
player works through the task and then
Later on add distractions that represent the way the
real world would interrupt the performance of the
procedure
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Procedures (2):
Sequencing (cont.)
Sometimes having to go through entire procedure goes
against principle of shaping → may be difficult to present
a simple version of a long and complicated process
But it is necessary to teach the entire procedure so
that user understands it entirely
Chaining
Teach the procedure backwards by starting with the last
step, then moving to the last two steps, then the last
three, last four, etc.
Procedures (3):
Chaining (cont.)
Structure of games allows chaining more than other
types of instruction
You can build out game scenario so that all player
has to do is complete the act in the first level etc.
Puzzle example → first time through almost entire
puzzle except last step (piece) is completed and next
time through all but last two steps are completed etc.
Chaining isn’t the solution for all teaching → learning
problems that are not sequencing/procedure problems
Procedures (4):Chaining (cont.)
Example from Fully Involved game
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Procedures (5):
Discrimination Problems
Cognitive tasks
Medical diagnoses → is it skin cancer or eczema ?
Hostage negotiations, cultural awareness, and other
ill-defined domains → distinction between right and
wrong answers is often fuzzy
Competition and Discrimination
Although we use shaping in moving game from simple to
complex, sometimes there are other considerations and
The need to teach the entire procedure in its entirety
Dealing with discrimination problems
Procedures (6):
Competition and Discrimination (cont.)
The way to deal with two confusing or competing
concepts → present them together
Show them side-by-side during the tutorial when you
are demonstrating skills and practices
Show them together during game when simulating
the way people encounter them in the real world
Make it part of the game to tell competing items apart
→ will teach players to make critical discriminations
that they might miss if technique weren’t employed
Procedures (7):
Competition and Discrimination (cont.)
Spark Island, Alaska kids fire safety game example
The issue of different types of waste → hazardous
waste, what is it? what isn’t it?
Task of sorting waste required discrimination between
hazardous waste and other types of waste and it was
a competition problem
Mini-game created called “trash pickup” where
players had to get right kind of trash into right barrel
Having players discriminate between competing items
fits nicely into a game
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Procedures (8):
Competition and Discrimination (cont.)
Spark Island, Alaska kids fire safety game example
Miscellaneous (1):
Job Aids Versus Instruction
Checklists or other notes that a performer can use to
complete a task accurately
Checklists are widely used in various disciplines and
they work very well → medicine/surgery and in
commercial aviation where pilots use a checklist
ensure plane is ready for a trip
Idea →so many things to do that it’s easy to forget some
No reason not to have a checklist because no one is
watching who would think the “pilots” were less
professional because they couldn’t do the whole pre-
flight check from memory
Miscellaneous (2):Job Aids Versus Instruction (cont.)
Checklists are far more dependable than unaided
memory and if possible are the preferred way for people
to get the job right
Problem → many reasons for not using the checklist
If the job is time-sensitive, or if it would be seen as
unprofessional to look things up as you move along
The rule for checklists → beneficial to develop them
whenever you can to help the performer
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Miscellaneous (3):Job Aids Versus Instruction (cont.)
How do we incorporate a checklist in game ?
If in the real-world they are a critical part of the job
you’re simulating then build the checklist into game
so that in process of playing game, checklist is there
on screen to help player get things done → you’re
teaching users to use the checklist and in the end,
that is what you want them to do
Miscellaneous (4):Fading
A game version of “training wheels”
Instructional technique for removing support from
players so that they can stand on their own
If you build a checklist and don’t want the game
players to depend on it → remove it little by little
throughout the course of the game
Can also have partial checklists at higher levels of the
game and make them available when players need
them → a mini-game could have players fill in missing
steps