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Posts Tagged ‘books’

Unlike school, learning is fun…

September 17th, 2007

…and therefore, school is not learning.

In the book mentioned in the previous post, Gee states that part of the reason why games are fun is precisely due to the satisfaction of learning them. What this means is that games tap into a common human trait, the satisfaction of mastery. This is neither new nor specific to videogames. It happens, for instance, when driving. Many drivers (myself included) refer to the pleasure of driving. Paraphrasing Steve Swink, when driving a car, you have a very strong sense of the direction, speed and behavior of that car and you feel the effect of steering and controlling it. A feeling of control and mastery. You develop the ability to extend precise control over something outside your body. There is a great amount of pleasure in the learning and eventual mastery of such a motion translation. In scientific terms, cognitive scientists argue that this control is exercised through remapped neural pathways, and when mastery is achieved, your brain rewards you with pleasure.

Games transmit these feelings too. Complex games, when mastered, are deeply satisfactory just because of that mastery. Gradually, the myriad of controls that you need to lookup constantly and keep mistaking, becomes an intuitive process where you think the action and see it on the screen, no longer thinking about buttons or even about your thumbs. This is what my mind process when learning a new game feels like:

Ok, now I need to jump this gap, which is means I must run towards it and then press button 1. There is an enemy on the other side, so I draw my sword with button 2 after completing the jump. I need to attack him, and the attack is with button 3… oh, shit! I ducked! agh! It was button 4!. Ok, button 3 to stand up again, now button 4 to slash the sword. Oh, and I approach a wall, I can use button 1 to jump against it and dive towards my enemy. Ok, that was a cool move… now keep pushing button 4 for more slashing, move here… wow! that was awesome! How did I do that? Did I press 2 and then 1?

At this point I’m exploring the game space, trying to learn the controls as the in-game tutorial instructs me. The example is somewhat inspired by the new Prince of Persia series (altough it could be any other game) because these games offer a very interesting and fine-tuned learning curve for some very complex controls. The theory says that mastering these controls is a great part of the fun. Here’s a figurative line of thought a few days later into the game…

So, there is a crowd of enemies below, the space is ample which suggest an easy fight if I manage not to get cornered. Ok, now I dive from this ledge and do a controlled descent using my dagger to cut this hanging curtain and in the middle of the descent, do a back flip and fall in the middle of the group with my weapons unsheathed. I slash a couple of enemies and then jump over a third one with a back flip, performing an execution move as I fall behind him. Now I’ll use the wall to bounce above another enemy and slash yet another opponent. Since I got at least two seconds, I will actually do the cool backstabbing move, and then quickly turn back to attack the last enemy.

Now I’m proficient in the game space. I think of actions and plan my moves, but no longer think about the controls. The game-pad is an extension of my mind, and my fingers are doing their job on their own. Gee says that when you achieve this kind of mastery, the game is fun. Let me tell you, in a good game, it’s actually exhilarating. Your mastery has immediate results and you see your character on the screen perform amazing feats just as you think them.

But if I’m absolutely proficient, the novelty and feeling of mastery may eventually fade… my brain wants to keep learning and mastering more things! Thus, a good game, will keep a consisting learning cycle in which it teaches the player a new skill, allows her to practice and master it and then moves on to new skills and challenges before she gets bored.

Prince of Persia has a great implementation of this cycle, in which you keep learning moves and techniques until the very end of the game. The design is so conscious of this having-fun-because-you-master-the-controls aspect that, often, after learning new amazing moves, you are presented with in a room with a few of lesser monsters so that you can practice your new skill and recreate on its use. Finally, when you have mastered all the feats, the learning process is over and the fun is over. Thus, the game ends there.

The moral of the story is: learning complex skills is fun. If you are not having fun, chances are you aren’t really learning them, just being exposed.

Sources:

Good Videogames + Good Learning, by James Paul Gee
Principles of Virtual Sensation
, by Steve Swink (Gamasutra)

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Good Videogames + Good Learning

September 9th, 2007

James Paul Gee is an author that has written several essays and books around the concept that games exhibit the purest forms of learning. Not the usual statement that “games could be used for learning”, but a subtler yet absolutely true concept: games are really complex applications and yet, players, learn to play them. Without ever reading the manual. And with a very low tolerance towards studying and learning (after all, they just invested 60$ in a game). Modern games, out of neccessity, have developed in-game tutorials and other learning mechanisms that allow the players to learn the game mechanics as they play, as opposed to first teaching them how to control the game and then starting play. Those games unable to provide successful learning experiences resulted in a failure. Game players don’t offer second chances. They expect to be having fun shortly after launching the game, and boring lessons are out of the question.

Good Videogames + Good Learning is a compilation of essays by James Paul Gee on the topic. I recently purchased a number of books that I did need, but this one was not one of my objectives. However, Amazon returned it as part of the “related books” function, and I simply couldn’t help buying it. Why the impulse?

Well, here is a deep secret. In 2003 I was passionate about games in general and mildly interested in serious games and in the concept of learning while playing. Out of that curiosity, I ordered a book by J.P. Gee. It was called “What Video Games Have to Teach Us About Learning and Literacy“. The book, as the rest of his writings, was not explicitly about learning with educational games, but about the learning that takes place in comercial games. For me, I admit, reading that book was a life-changing event. I read the entire book in one day, finishing late at night and then pondering about it until even later. Next morning, thinking in the shower (my favourite place for deep thoughts), it dawned on me: I had found the field on which I wanted to base my research. Or, with a special wink to a specific reader of this blog (as if there were many), I had found the shirt on which I would eventually find a spot to clean.

That summer I would graduate and, up to that morning, I was thinking whether to pursue an academic career or try my luck as a developer in the videogame industry. After reading that book, I decided to stay in the university, and try to get a PhD working on this field. As life-changing as it gets.

Among all the books I purchased, Good Videogames + Good Learning may not be the one I needed most for my research, but I have devoured it almost as quickly as the other one, and again loved it. Unfortunately, this time it hasn’t changed my life in a noticeable way (yet), but it is a remarkable read that I recommend. Personally, it has reminded me why I believe in this field and I will actually try to squeeze some time out of my current stay in Portugal to write a couple of posts about this topic.

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The online learning idea book

April 23rd, 2007

Yet again a long period without posting, but this time I have an excuse. Sort of. I am again visiting the Lab of Computer Science at MGH/HMS with Dr. Carl Blesius. Since the last post I’ve spent two weeks making sure than the <e-adventure> project was on track and finishing work in a couple of articles. Then, one week resting and refreshing in preparation for the american adventure and, then two more weeks getting started here. And that’s my weak excuse. I will be posting “soon” about the stuff I’m doing here in Boston.

OK, enough of that. Today I’d like to announce that The Online Learning Idea Book: 95 Proven Ways to Enhance Technology-Based and Blended Learning by Patti Shank is finally out. It is a selection of ideas to improve online learning contributed by different authors from around the world. One of the ideas is, surprise!, <e-adventure> (actually, it had not been rebranded by that time, so in the book it still appears as <e-game>). If you are reading this you probably know everything about <e-adventure>, but there are still a lot of other interesting ideas in the book worth checking. It is good to see an effort being invested in moving online learning as far as possible from the simple “read these documents until your eyes bleed” model and that in some cases it’s even working.

And that’s it for today. Now, if you are thinking that I just broke a 6-week silence only for a ruthless piece of self-advertisement, please don’t. Even if it’s true.

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