Transcript Document
DoD Training Transformation Technologies Conference September 4, 2003 Marc Prensky [email protected]
www.marcprensky.com
©2003 Marc Prensky
Serious training in a game environment
©2003 Marc Prensky
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My Next Book: Why you should STOP WORRYING about your kids’ Video Games and START WORRYING about their Teachers!
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GAMES
for
TRAINING
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GAMES?
for
TRAINING?
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Games are a
LANGUAGE
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Do
you
speak
GAME?
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“
MMORPG
”
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“
RTS
”
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“
MODDING
”
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Today’s Recruits
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Tomorrow’s Recruits
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The Day After Tomorrow’s Recruits
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• 10,000 hours Video Games • 200,000 emails • 500,000 commercials • 20,000 hours TV (incl. MTV) • 10,000 hours Cell Phones • < 5,000 hours reading
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Brains like ours alter profoundly to fit the technologies and practices that surround them.
Andy Clark Director, Cognitive Sciences Program. Indiana University
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Conventional Speed Linear Processing Step-by-Step Text First Work-Oriented Stand-Alone
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Our Problem:
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For the …
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THIS is their e-Life:
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The Digital Native’s Rich e-Life Communicating email, IM, chat Sharing Blogs, webcams Buying & Selling ebay, papers Exchanging music, movies, humor Creating sites, avatars, mods Meeting 3D chat rooms, dating Collecting mp3, video, sensor data Coordinating Projects, workgroups, MMORPGs Evaluating Reputation systems– Epinions, Amazon, Slashdot Gaming Solo, 1-on-1, small & large groups Learning About stuff that interests them Evolving Peripheral, emergent behaviors Searching Info, connections, people Analyzing SETI, drug molecules Reporting Moblogs, photos Programming Open systems, mods search Socializing Learning social behavior, influence Growing Up Exploring, transgressing
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but THIS is their “e-Learning”:
z z z z ©2003 Marc Prensky
GAMES
Why
?
?
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We want games NOT because they are games, but…
©2003 Marc Prensky
(1) because they’re the most engaging intellectual thing we have…
©2003 Marc Prensky
Why do we
NEED
Engagement?
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(2) because they’re the best learning tools we’ve ever invented…
©2003 Marc Prensky
Areas Claimed Improved by Playing Video Games visual selective attention multiple task processing rule understanding strategy morality ethics identity flow traditional literacy digital literacy new media literacy concentration social skills stress relief scientific thinking intellectual development affective development social development transfer comprehension skills academic skills strategies and procedures use of symbols problem solving sequence learning deductive reasoning
©2003 Marc Prensky
“Things like strategy, multi-task processing, problem-solving, symbols & map-reading, and media literacy are skills that I will use no matter what profession I elect.”
a high school student
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And (3) because games are a language Digital Natives understand and speak fluently
©2003 Marc Prensky
Advantages of Games As a Language Interactive Rapid feedback Lots of practice Engaging Identification Complexity Open Ended Worlds
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Myths about Games: • They are trivial • No learning occurs when one plays them • They are narrow in what they can express and do • The fact that games engage people to such an extent is bad!
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Why Do Games ENGAGE Us?
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Why Games Engage Fun Play Rules Goals Interactive Outcomes & Feedback Adaptive Win states Conflict, competition Problem solving Interaction with people Representation & Story
Enjoyment and Pleasure Intense involvement Structure Motivation Doing Learning Flow Ego Gratification Adrenaline Creativity Social Groups Emotion
©2003 Marc Prensky
This is your brain …
This is your brain… ©2003 Marc Prensky
…and this is your brain on games!
MOTIVATION
EMOTION
EGO GRATIFICATION
DOING
CREATIVITY
ADReNALINe !
STRUCTURE
INTENSE and PASSIONATE INVOLVEMENT
LEARNING
FLOW
SOCIAL GROUPS
ENJOYMENT AND PLEASURE
©2003 Marc Prensky
Games are SOCIAL
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Solo Versus and Arcade 1 (individual war fighter) LAN Party 10 (squad) Cyber-Café – PC Baang 100 (company) 1,000 (brigade)
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LARGE-SCALE GAMING COMPETITION Order of magnitude: 10,000 (division) “The Gathering” Norway
MMPG: 1,000,000 (military) Handheld: 100,000,000 (continent) Game Console: 10,000,000 (country) Cell Phone: 1,000,000,000 (planet)
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Global, Massively Multiplayer World-class Wireless gaming … in your pocket Nokia N-Gage
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Game Design IS HELPFUL
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Key Things About Game Design: • Focus is on the user’s engagement • Done by playing, not theory • Frequent, important decision making • Short, medium and long range goals • Gameplay over Eye Candy!
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includes •Continuous decision making •Good pacing •Complexity •Big worlds to explore •Important choices •Immediate feedback •Adapting to the player’s skills
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TRAINING GAMES
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We must learn to put content into Game Language
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This is NOT TRIVIAL
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It’s ART, NOT SCIENCE
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“Whenever you add an instructional designer, they suck the fun out”
– a game designer
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Use
Pragmatic Pedagogy
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The most important things to remember are: multi-player, creative, collaborative, challenging, and competitive.
– a high school student
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Use Our Recruits They are the Natives!
They can help!
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At this stage, the most important things are
THINKING, EXPERIMENTING,
and
SHARING
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A Range of Gaming Solutions: cell phone, email, COTS, templates, mods & custom MP and MMP
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www.dodgamecommunity.com
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Recap
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ENGAGEMENT
FIRST
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GAME LANGUAGE
multi-player creative collaborative challenging competitive
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Pragmatic Pedagogy
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“Don’t suck the fun out”
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What We Get
Victory is possible.
I have what it takes. I want to win.
I am going to play now I won!
(I am going to play again) After Garris & Ahlers
©2003 Marc Prensky
www.
marcprensky .com
www.
dodgamecommunity .com
©2003 Marc Prensky