Sunday, 5 July 2009

Serious games

I watched my 14 year-old son this morning as he created avatars on our Nintendo Wii, but got a little concerned when he created a Hitler Mii and a Stalin Mii. Still, it was impressive, because from memory he also created a Bill Clinton, Richard Nixon, Harry Truman and Abraham Lincoln, all with very recognisable features, which leads me to believe that he must have paid a lot more attention during his History lessons than I ever did. He set them all running in a dubious U.S. 'presidential race', and I'm not sure who eventually won, but you can probably guess. The Barack Obama Mii picture here gives you some idea about how accurate these avatars can be, although I'm not sure POTUS would be too wild about the 'B.O.' label...

This led me to some thinking about games based learning, and how we can conjecture by simulating events that will never happen. My son was having great fun, but there was a serious underpinning to the games he was playing with images of world leaders. Watching him was a relevant little distraction, because I'm currently ploughing through a number of new books that have landed on my desk from IGI Global under the banner of their Information Science Reference series. The one I'm concentrating on at the moment is GBL focused and has the grand title: Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: (Techniques and Effective Practices). It's a 372 page volume edited by Thomas Connolly, Mark Stansfield and Liz Boyle (all at the University of the West of Scotland). Despite it's very expensive tag ($195.00, or about £120) this hardback book has some readable chapters, and it tackles some relevant and emerging issues in this fast-moving field of learning technology.

The book seeks to: 'disseminate knowledge on the theory and practice of games-based learning, promoting the development and adoption of best practices'. And there are some best practices shared in the book, with stand out chapters by Nicola Whitton (Manchester Metropolitan University) who covers the use of computer games in HE, Dan Livingstone and his colleagues who discuss MUVEs and the use of Sloodle, and Colin Price (University of Worcester) who talks about the path between pedagogy and technology. He examines the metaphor of space and notions of embodiment in the context of discourse and collaborative learning. Good to see that there is also an entire section dedicated to disabilities and gender issues in games-based learning.

But there are two chapters that made the book worth reading, for me at least. The first is by Matt Sweeny and Helen Routlege - Drawing Circles in the Sand - in which they share how to integrate content into serious games. They hold that synergistic alignment of game and content is a gradual process that must be built into the game design. Too much initial instruction they argue, 'sucks the fun out of the game', but too much fun 'can make the learning harder to contextualise'. The second chapter, by the editors Connolly and Stansfield, showcases a model for Games-Based evaluation. Their model seems overtly psychological, involving the complex interplay between a number of components, including the perceptions of learners and instructors, their attitudes, motivations, and performamces. Although it appears to be hard to operationalise and there is a long way to go, this framework may point the way for games designers and tutors in the future.

My only criticism of this book (apart from the now traditional whinge that the high cost of IGI Global books puts them out of the reach of most educators), is that I could find nothing about digitial identity and the importance it plays in making games-based learning successful. Still worth a read though, if you can get your hands on a copy.

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