Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

Monday, April 4, 2011

Monday Summary: Narratives, Games, and Learning Environments, oh my!

Here it is, after a two week break.  This week we’ll look at the following article:

Dickey, Michele D. “Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments.” ETR&D. 54.3 (2006): 245-263.

Michele Dickey is a professor at Miami University in Oxford, Ohio.  She focuses on instructional design and technology and has several publications on games and gamers.  So, she knows a thing or two about instruction and video games.

Dickey’s main purpose is to look at the possible place of narrative structures and games in the problem solving process and learning environment.  This article focuses on adventure games, after briefly covering other genres and mentioning the overlap of genres.  Adventure games tend to have the most developed narrative structures.  After a literature review (with some wonderful resources I’ll be digging up later), Dickey moves into the theoretical framework section of the article.  In this section she touches on the idea of learning environment.  Basically, this is a more modern idea among educators that students learn best when engaged and have an interactive environment in which to learn.  Knowledge (unlike information) cannot be transmitted from the instructor to the student.  The student has to construct her knowledge within the framework of the learning environment.  The old notion of lecturing and mindlessly copying notes doesn’t cut it here.  Students can be approached individually in a learning environment unlike the old school approach of having “each student do the same thing at the same time” (249).

Again, Dickey focuses on the adventure genre of games because of the more developed narrative structures found in them.  They can overlap with other genres, such as puzzle, first-person shooters, etc.  The adventure genre of games can, according to Dickey, “be characterized as a problem-solving environment” (250).  Problem-solving environments require players to interact and synthesize the information.  They have to use the narrative structure and environment of the game to solve problems, puzzles, go on quests, etc.  This can mean interacting with and interpreting characters in the game, utilizing objects, solving riddles, etc. 

Dickey also discusses how narrative factors into motivation.  She does this by looking to the field of literature (my old stomping ground).  Narrative based games use plot hooks (what keeps you guessing, wanting to find out more) and emotional proximity (identification with the character the gamer is playing, investment in the narrative) to engage gamers.  Using literature again, Dickey looks at the idea of the quest as a draw to keep gamers engaged and interacting.

While motivation is important in gaming and to the narrative design, Dickey sees narrative better served in the instructional setting as a “cognitive framework for problem solving” (252).  What’s that, you may wonder?  Humans have a habit of using narrative to define boundaries when they’re solving problems.  If you’re playing a game where the character can use magic spells, you’ll put that into your cognitive framework.  Likewise if your character has the ability pick locks, sword fight, utilize modern technology, etc.  The cognitive framework aids you in developing categories and relationships to work with.  You become aware of the characters you can interact with and how you can interact, what objects are beneficial and not, what skills are likely to be relevant, etc.  The narrative allows you to “identify and construct causal patterns that integrate what is known (backstory, environment, rules, etc.)” (252).  You figure out what you can and cannot do in the game setting through the narrative and through some trial and error in that narrative setting. 

Dickey points out that the narrative structure provides a “scaffolding for problem solving” (256).  Players develop skills for problem solving and “multimodal literacy” as they encounter problems, puzzles, and obstacles.  They have to use critical thinking skills in order to navigate the game and reach their goals. 

Dickey closes the article with a section on integrating adventure game narrative into the learning environment.  She points out that this is a framework not a “formula” for designing a course or learning environment.  She also points out the obvious notion that games are designed primarily for entertainment.  So, not all games will work for learning environments or as educational tools. 

Saturday, April 2, 2011

Plug and Game

Girl of the Gaps just posted a link to a fun online game.  The game is called Tower of Heaven.  The music is great, and I get all nostalgic over the big pixel graphics. 

It reminds me of my original Sega system.  No, not the Genesis-the actual Sega master system.  I remember when mine was all shiny and new and the graphics looked top of the line. 

Tower of Heaven sets your little character against a deity with an attitude problem (sounds familiar).  The deity attempts to make it ever more difficult for you to get to the top of his tower.  He makes new rules and acts like a jerk every chance he gets. 

It actually takes some dexterity to navigate the levels.  Since I’ve been playing those point and click puzzle/adventure games from BigFish on my computer and playing other games on my Wii, I’m afraid my old-school “w+d”= “jump left” skills are rusty.  I’m sure my skills will improve as I get more alcohol in my system (Don’t look at me like that.  It’s Saturday). 

And, no, this isn’t exactly the kind of critical thinking game I usually promote, but it is fun.  Sometimes, that counts for something.  And I like plugging good blogs when I get the chance (look to the right for blogs I read).

I didn’t need another game to play.  So, thanks Nicole.  I’ll plug her blog anyway.

Girl of the Gaps is an excellent blog.  I check her and the Digital Cuttlefish more than I check Pharyngula, which is saying something.  She’s an excellent writer and has lots of wonderful thought-provoking posts.  I wish I had half her smarts when I was her age.

Saturday, February 26, 2011

Critical Thinking and Video Games???

I would have loved any teacher that assigned a game for homework or as an in-class test. 

I’ve been involved in one form of gaming or another since I got a Nintendo and a Sega back in the eighties and computer games since I got my first computer back around 1993.  I didn’t have internet until a few years later (dial-up).  I’ve played all sorts of games but always find myself coming back to the puzzle and hidden object games.  Games that involve some level of problem solving ability or pattern recognition but that are still simple enough to complete in a short amount of time. 

Old school gamers might remember two of my favorites:  the original Quest for Glory and King’s Quest series.  Those were some awesome games.  I still think they’re neat games, even with the terrible graphics (by today’s standards).  Those type of games involved problem solving and puzzles.  You were sent on all sorts of minor quests in order to complete the main objective of the games.  Today, I play puzzle games and hidden object games for fun.  I usually download those from PopCap and BigFish Games online.  I also play games like Harvest Moon on the Wii.  I know that seems silly in some respects.  However, these games do involve the ability to figure out patterns and solve puzzles and riddles.  If they’re difficult enough, this forces the gamer to use at least a basic level of critical thinking skills.  Of course, I do love a nice “shoot’em up” game from time to time (one word-zombies).

See, games are a good thing.  I should see if I can find something to back this up.