Showing posts with label Game based learning. Show all posts
Showing posts with label Game based learning. Show all posts

Tuesday, June 16, 2015

Why The Most Important Question In Game-based Learning Is "Who Will Fund The Game Genome Project?" (Part 2 of 2)


What's Missing From This Picture?

I hate Monopoly.  If there was a time when I liked Monopoly, I can't remember it.  Even today, when I dream of hell it features an endless game of Monopoly played with Hitler, Stalin and Pol Pot (Don't ask...).

What if game C in the image above (and also featured prominently in Part 1 of this series) is Monopoly?

All the cool databasing and meeting and organizing in the world aren't going to help me learn if I absolutely hate the game that is supposed to teach me.  Resolving this problem is tricky and it starts with the question, "What is a game?"


I am a big fan of Bernard Suits definition of a game: "Games are a voluntary attempt to overcome unnecessary obstacles."  
Note:  At this stage, it is typically obligatory to write a lengthy discussion about all the other definitions of "game" and how Suits succeeds in part and fails in part...blah, blah, blah.  You can find this sort of stuff anywhere - just Google it.  So, in the interest of time, let's just pretend I have already written this essay (OK, OK, "brilliant essay", if you insist).  Now we can get to the point.  
The key thing that the Suits' definition adds to the discussion of games in the context of learning is that games are voluntary.  Think about it.  If, at some level, the learner is not motivated to play the game by the game itself, it isn't really a game for that learner (kind of like The Hunger Games aren't really games for Katniss Everdeen...).

What Is The Game Genome Project?

If the missing piece from the picture above is the preference of the learner/player, then the question becomes, "How do we determine those preferences?"  To put it another way, if Rock and Country and Classical were insufficient to define musical preferences, why should we think that Role-playing, Collectible Card or First Person Shooter are good enough to define game preferences?



The truth is, we shouldn't.  The Game Genome Project would seek to do to games what the Music Genome Project did to music - break games down into their component parts, validate the relevance of those parts in determining player preferences and then test that system so that we can reliably predict game preferences across learners/players and genres.

Some of this kind of work is already being done, albeit without the focus on education.  Take a look at BoardGameGeek, for example.  BGG is arguably the web's best resource for tabletop games and its advanced search feature allows users to search by hundreds of categories, subcategories and mechanics as well as by number of players and playing time.  

The tens of thousands of amateurs and professionals who have contributed to BGG over the years have done very good work in crafting all these elements of board games but which of these categories actually matter?  And what about video games?  Do any of these categories and subcategories cross over?  

Yes, there is a lot of work to do but imagine if such a system were fully realized.  Teachers could go to one site, input their students preferences and the teacher's learning objectives and a list of games would pop up.  Even more important, a student, faced with a learning challenge could input his or her preferences and the learning objectives and find a list of games that would make the effort not only fruitful but fun.  

The ability to reliably connect learner/player preferences in games to learning objectives in classes across the full spectrum of tabletop and video games would, in turn, transform game-based learning from the pedagogical technique du jour to a lasting  and important part of the educational landscape.

Who Will Fund The Game Genome Project And Why Is This Question So Important?

If I am right about the importance of the Game Genome Project to the future of game-based learning, then who will fund it?

The first possible source is, of course, private investment.  A Pandora-like game recommendation engine makes about as much business sense as Pandora itself.  Pandora, however, let's you listen to music it thinks you will like and then makes money when you buy it (and ads, of course, but that would be true for any website).  

Since most games take longer than 3 minutes to play (or even to download...), it is unclear to me if this business model would work as well (or at all) for games.  More importantly, private investors are unlikely to want to invest in the hard work of tying learning objectives from all of the various curricula to the games.  It is something that only someone with deep pockets and a financial incentive (like an educational publisher?) might be able to attempt.

Government could do this, of course.  It looks like a good NSF or Dept. of Education grant, perhaps.  The military or intelligence community could certainly do it but would be highly likely to focus almost exclusively on a narrow range of skills and games.

Whoever will do it, it will have to be done. Until we are able to connect game to learning objective and learner to game, game-based learning is likely to remain a niche teaching technique, full of unrealized potential.

Monday, June 15, 2015

Why The Most Important Question In Game-based Learning Is "Who Will Fund The Game Genome Project?" (Part 1 of 2)

Way back in 2000, two researchers, Will Glaser and Tim Westergren, began what was then called The Music Genome Project.  It was designed to categorize music by more than 400 different "genes" or characteristics of the music.  The goal was to build a better music recommendation engine.

Today, this project is better known as Pandora.

Glaser and Westergren's fundamental insight was that breaking music down into broad general categories such as Rock or Pop or Country wasn't very useful when it came to making recommendations.  Some people liked music with male vocalists or heavy beats or a fast tempo and no one liked all of country music or everything produced that was labelled "rock".  

In fact most people liked a little bit of everything.  Sure, they had genre preferences, but that didn't keep the Jethro Tull fanatic from liking (and buying) the occasional Mike Oldfield album (ahem...not that I know anyone who would do such a thing...).

Thus the Music Genome Project was born.  By analyzing the genetic makeup of each song, the Project wasn't just able to better dissect individual pieces of music.  It was actually able to make reliable cross genre recommendations.  Oh, you like this driving, 120 beats per minute, sung by a female vocalist with lots of guitar distortion rock anthem?  Then you might also like this hip-hop track with many of the same musical genes!

What Does This Have To Do With Game-based Learning?

This isn't going to sound that earthshaking but it was to me the first time I realized it:  All games teach.  You can design a game that will explicitly (or implicitly) teach something like math or grammar but you don't have to.  With all of the good games, both video and tabletop, that are out there, it is not difficult to find a game that can be used to teach almost any K-12 and many university level subjects.  

How many classrooms routinely use Monopoly, for example, to help teach basic addition and subtraction or units of currency?  Monopoly certainly wasn't designed with this purpose in mind but it serves that purpose nonetheless.  

While I might be bold in my assertion that every subject is covered, I would argue that, if I am wrong, I am not wrong by much.  This is the golden age of gaming.  There are more games being produced (and more good games) than at any other time in human history.  The selection is already immense and growing.  In fact, it might be more accurate for me to say that, while I might be wrong, I won't be for much longer.

So, to put it more formally, you can connect all games to one or more learning objectives (See image to the left).  I am using the term "learning objective" loosely here.  Your learning objectives may come from a formal document, such as the common core, or from a less formal desire "to teach these darn kids something about X".  

Given the prevalence of formal standards in modern education, however, it is pretty easy to imagine (though infinitely less easy to actually do...) professional educators and gamers sitting down together and dissecting every game for the learning objectives that each game addresses (i.e. the things each game teaches).

Eventually - and, of course, you would start with the most popular games and the most important learning objectives - you would have a database that could answer the question, "What game teaches this?"  Almost certainly, multiple games will cover the same learning objectives and some games will cover more relevant learning objectives than others.  It is conceivable that a teacher would be able to query this database and find a single game (See image below) that adequately addressed all of the learning objectives for a particular block of instruction.


Next:  What's Missing From These Pictures?

Monday, November 24, 2014

The Game Every Intel Professional Should Play Is Now For Sale!

CVTV, a new version of the ancient game of Hnefatafl
Hnefatafl is one of my favorite games.  Quick to play, easy to learn, created by Vikings - what's not to love?

I recommend it to intelligence professionals, however, because it is an asymmetric game that forces players to really think like their opponents to win.  That, in my estimation, is a skill worth learning.

Last year, I ran a successfully funded Kickstarter project to produce my variant of this game.  Well, I have finally managed to fulfill all of the rewards promised under that campaign (long story...don't ask...) and am now able to make the game available to the general public!

If you are just interested in learning the kinds of things I talked about in the interview below or in just owning a nicely made, portable variant of the game, then I recommend the basic set.  This is also the set I would recommend to educators and trainers who would like to use the game to foster a discussion on asymmetry of goals, forces or geography (Contact me directly for discounts on bulk orders).


If, on the other hand you are into Cthulhu or into Vikings or, better yet, into Cthulhu vs. The Vikings, I recommend you think about buying the deluxe set (and, what the heck, you might as well get the comic to go with it - so you'll know the story!).

Whichever set you get, I am certain that you will enjoy the game!  And Happy Thanksgiving to all!

Tuesday, July 22, 2014

Realism, Playability And Games In The Intelligence Classroom

A couple of weeks ago, I made a print-and-play version of my new game about collection management, Spymaster, available to anyone who reads this blog and would drop me an email (The offer is still open, by the way, in case you missed it the first time).

Since then, I have mailed out over 100 copies to everyone from the DNI's office to troops deployed in Afghanistan to academics in Japan to the Norwegian police forces!

Feedback is starting to trickle in and the comments have been largely positive (whew!) even from some very experienced collection managers (Thanks!).  In addition, I have received a number of outstanding suggestions for enhancing or improving the game.  Some of these include:

  • Making different collection assets work better or worse against different information requirements.
  • Increasing the point value of information requirements collected early.
  • Making some of the OSINT cards "Burn - 0" or impossible to burn.
  • Giving players a budget and assigning dollar values to each collection asset such that players had to stay within their budget as well.

I recognize that these suggestions may not make much sense if you haven't played the game but all of them (plus many more) are fantastic ideas designed to make the game more real.  And therein lies the rub...

One of the classic problems of games designed to simulate some aspect of the real world is the trade-off between realism and playability.  Playability is really just how easy it is to play the game.  Every time you add a new rule to make the game more realistic, you make the game more difficult to play and therefore less playable.  Its not quite as simple as that but it gives you a good idea of how the problem manifests itself.  Great games designed to simulate reality often give a strong sense of realism while remaining relatively simple but the truth of it is, like the Heisenberg Uncertainty Principle, the more you try to do one, the less, typically, you are able to do the other.

The problem of playability versus realism is analogous to the problem of feature creep in project management.  Most people have been involved in a project that started out simple but, over time, grew incredibly complex as more and more "good ideas" were added.  Each idea, in and of itself, was justifiable but, in the end, led to an unwieldy mess.

Figuring out where to draw the line is just as important in game design as it is in project management.  This constraint is even more strict when considering the modern intelligence classroom.  Here, unless the course is entitled "collection management", there is likely a highly limited amount of time to devote to a game on collection management.  

Consider the case of Spymaster.  I wanted a game which would replace a one-hour lecture on collection management for our intro classes.  To make this work, I would need to be able to set-up the game, explain the rules, play the game and then conduct an outbrief all within an hour.  That's pretty tough to do (at least for me) and still make the game meet your learning objectives.  It becomes a very careful balance of putting good ideas into the game while not running out of time to play the game in class.

The classic solution to this problem is to have a basic version and an advanced version (or several advanced versions).  These can be included in the rules from the outset or added later as expansion packs.  Right now, this is exactly what I am doing with all of the feedback I am receiving - scouring it for good ideas I want to put into more advanced versions of Spymaster!

Tuesday, March 4, 2014

The Mind's Lie AKA "Biases With Friends" (Free Beta App)

BLUF:  The Mind's Lie is a free Android gaming app on the Google Play Store available now.  It is similar to games such as Words With Friends in that you are playing against real people and not against the machine.   

The game is designed to implicitly teach you and the other players (up to six players per game) to recognize confirmation bias, anchoring bias, stereotyping/representativeness bias, projection/mirror imaging bias, bias blind spot, or fundamental attribution error in more or less realistic situations. It is based off a successful tabletop game I designed.

Background:  A few years ago, I was inspired by IARPA's SIRIUS program (which seeks to develop a video game which will teach analysts to recognize and mitigate the effect of the six specific cognitive biases listed above) to try to come up with my own game that would do at least some of the same things.

I don't know how to design video games, though, so I did what I could do - design a tabletop game.  Called The Mind's Lie, it uses an argumentation mechanic to implicitly teach players how to recognize variants of the same six biases that IARPA is testing in the SIRIUS Project.  

Eventually, through some good fortune, I did get to be involved in SIRIUS as a part of a team that Boeing put together.  Mel Richey, who worked with me on that Boeing team, eventually tested The Mind's Lie using people from all over the US and showed that it seems to work - the more you play it, the better you get at identifying the presence of the six biases in more-or-less realistic scenarios.  


Since then, we have been using The Mind's Lie in a series of workshops and in class.  I have been encouraged by the fact that it seems to work best with people who understand that bias is a persistent risk in their day-to-day work - people like lawyers, soldiers and, yes, intelligence analysts.

At about the same time, I was asked to submit an idea for a senior project to the software engineers at Penn State (the Behrend Campus).  I have done this in the past and we had explored the possibilities of a balloon based surveillance system and a Bayesian calculator for analysts (among other ideas) together. 

What I wanted this time, though, was to turn The Mind's Lie into a Words With Friends-type game.  I wanted people to be able to re-create the experience of playing The Mind's Lie around a table while on the go.  The engineers, Steve Chalker, Joe Grise and Kit Torelli, along with their professor, Dr. Matt White, decided to turn my game into an android app.

Nearly a year later, the app is here.  It is not perfect - it's a beta version (at best), but it is out there and free to download and play.  Hope you like it!

Monday, January 27, 2014

Strawman - Or How I Read A Gamebook (That's Right - A Gamebook) And Became A Less Biased Analyst

http://www.amazon.com/Strawman-Kristan-J-Wheaton-ebook/dp/B00HG3XN6W

"A madman is on the loose! Can you play his mind games and win? Can you catch him before he strikes again?"

That is how my co-author, Mel Richey, and I introduce our new gamebook, Strawman (now on sale at Amazon).  It's part adventure novel, part game, and part teaching tool.  

Let me break that down for you a bit...

Inspired by our work on the Intelligence Advanced Research Project's Activity's SIRIUS project (you know, the one where they are trying to build video games to teach analysts about cognitive biases?) and our colleagues on the Boeing team, Mel and I decided to try to do something similar.  

We didn't have the kind of money necessary to design a video game so we decided to write a "gamebook".  What's a gamebook, you ask?  Well, some people call it "interactive fiction" but most people remember it as the old "choose your own adventure" style book.  This format forces readers to make decisions and enjoy success or suffer the consequences as they move through the story.  Strawman, for example, has eight possible endings, depending on how well you do in each scenario.

Recently made popular again by the phenomenal success of Ryan North's To Be Or Not To Be gamebook, this format is also perfect for a guided learning experience. 

That's right!  Wrapped up in the middle of this adventure story filled with spies and terrorists and mad bombers, are lessons about how cognitive biases affect our judgement and decisionmaking.  In fact, understanding these lessons are crucial to the reader's success. Each scenario hinges on the reader's ability to spot the bias and to take corrective action in order to successfully move the story forward.

Don't get me wrong - there is nothing artificial about our scenarios.  We built each of them around real world incidents where bias was the cause of intelligence failure or around experiments where bias was successfully elicited.  

Strawman only covers three of IARPA's "Big Six" cognitive biases:  Projection, Representativeness and Anchoring.  The other three biases will have to wait for volume 2...

In addition to teaching readers how to recognize these three biases "in the wild", however, Strawman also teaches a way to mitigate their effects.  Through a series of guided exercises, we try to teach the reader to be able to put him or her self into someone else's shoes - to see the situation from the perspective of the other guy.  While this approach will not make up for facts that are missing from an analysis, we believe that it will help analysts weigh the evidence they do have more accurately.

We tried to write Strawman at an advanced high school or early college level but we have been pleasantly surprised at how many of our reviewers on both sides of 20 really enjoyed the book. Here are a few of their comments:
“Recognition of cognitive bias in one’s own thinking as well as in others is a key skill for effective analysis. New and imaginative methods for teaching this skill, such as Strawman, are badly needed.” -- Richards J. Heuer, Jr., Former CIA Analyst, author of The Psychology of Intelligence Analysis 
"What I like the most about Wheaton and Richey’s Strawman is that, even though it’s billed as a choose-your-own-adventure style gamebook, it actually feels a bit like a videogame, as it introduces readers (players?) to three psychological biases through a set of early missions that lead into the main story, like a good set of tutorial levels for a videogame. Also like a good videogame, Strawman’s story ingeniously provides an in-game piece of hardware to help scaffold player learning, helping readers see situations from different perspectives. This crutch is taken away for later missions, making for a nicely-designed difficulty curve. Meanwhile, readers are drawn into a compelling story arc that builds steam and brings it all together with a satisfying final mission that’s straight out of NCIS or 24." -- Mark Chen, Author of Leet Noobs: The Life And Death Of An Expert Player Group In World Of Warcraft 
“An innovative, engaging read. With its unusual format and accessible writing style it’s perfect for high school or college crowds all the way up to professionals in the field. If you’re interested in cognitive bias, Strawman will teach you how to identify and how to eliminate it.“ --Josh Klein, hacker, author of Reputation Economics: Why Who You Know Is Worth More Than What You Have and host of NatGeo's The Link 
"Strawman is a must read for all entry level intelligence analysts, in any area - military, government or industry. Mel Richey and Kris Wheaton have produced a very interesting and eminently sensible approach to learning about the perils of cognitive biases and the adverse effects they can have on decision-making. Moreover, those who teach intelligence will find that Strawman helps them bring new and profitable excitement to any class." -- James S. Cox Ph.D. Brigadier-General (Ret'd), Vice President, Academic Programs, Canadian Military Intelligence Association
Strawman is currently available for download at Amazon's Kindle Store.  Don't have a Kindle?  No worries!  Amazon has free Kindle Reader Apps for almost every device, including PCs, smartphones and tablets.  

We hope you enjoy Strawman!

Wednesday, August 14, 2013

NOW AVAILABLE: The Ancient Viking Game Every Intelligence Professional Should Play

Panel from the comic, Cthulhu Vs The Vikings 
A couple of weeks ago I posted an article about the ancient Viking game, Hnefatafl, along with some thoughts about why I thought it was a good game for intel professionals to play. 

A lot - and I mean a lot - has happened since then.

The most important thing (at least to me) is that I have developed a new version of the game that is now for sale.  It is called Cthulhu vs. The Vikings and is currently available on Kickstarter.  The backstory to the game, which is told in the form of a comic, mashes-up the Viking sagas with the Cthulhu stories from H.P. Lovecraft (a horror writer from the 1920's).

While the game itself also plays on those themes in terms of the design work (in the board and the pieces), the rules are straight Hnefatafl.  In fact, I got permission from the Fetlar Hnefatafl Panel, which sponsors the Hnefatafl World Championships, to use their rules (Note:  The Hnefatafl World Championships were held AUG 3 in Fetlar Scotland and Amanda Caukwell is the new World Champion!).

Bottomline:  If you are looking for an attractive and affordable copy of the ancient Viking game, Hnefatafl, you can now find one here.

The blog post also got picked up by the radio show, The World, produced jointly by the BBC, Public Radio International and Boston's WGBH.  They interviewed me about the game and about its importance to intelligence professionals.  You can listen to the interview below:

Finally, the game and its relationship to intel also got a little local press and a lot of interest from the readers of this blog (Thanks for the emails and kind words)! 

Tuesday, July 23, 2013

The Ancient Viking Game Every Intelligence Professional Should Play

On August 3rd, the village of Fetlar, Scotland (go ahead, try to find it - I'll wait), will hold the Hnefatafl World Championships.  With a population of 86, Fetlar might seem an unlikely place to hold the world championships of one of the world's oldest games.  The truth is Hnefatafl, or "King's Table", is nowhere near as popular today as it was in the days of the Vikings.  In fact, for the 250 or so years that make up the Viking Age, Hnefatafl (or games very similar to it) was the chess, the checkers, the go, and the Nintendo for the Norse.   

A modern version of Hnefatafl.  Traditional boards are simpler and pieces were often stones or marbles.  The layout and the rules are, however, the same.
Today, only dedicated tabletop gamers have ever heard of it and many of them have never had a chance to play the game.  That is a shame for it's an extraordinary game with a number of lessons embedded in it for the curious intelligence professional.  For example:
  • It is an asymmetric game.  As you can see from the board above, one side starts in the center and the other side surrounds it on all four sides.  One side outnumbers the other by about 2:1.  The sides even have different victory conditions (the player with the pieces in the center need to get the "King", the large playing piece in the middle of the board, to one of the corners.  The other player is trying to capture the King).  It is not too hard to see a game such as this one incorporated into courses, classes or discussions of asymmetric warfare.
  • It is a conflict simulation.  Most historians agree that there were relatively few large scale battles involving Vikings. Instead, most of the time, combat resulted from raiding activities.  Hnefatafl seems to reflect the worst case scenario for a Viking raider:  Cut off from your boats and outnumbered 2:1. 
  • It provides a deep lesson in strategic thinking.  Lessons in both the strategy of the central position (hundred of years before Napoleon made it famous) and in the relative value of interior vs. exterior lines of communication are embedded in this game. 
What makes this game even more fascinating for me is what it teaches implicitly - that is, what are the lessons it teaches the players without the players knowing that they are learning?  Furthermore, what does this tell us about the Viking culture?  For example:
  • It takes two soldiers to kill another soldier.  This is one of the few games where it takes more than one piece to capture another piece.  Basically, one pins and the other piece comes up and deals the killing blow.  
  • It is good to be King.  The only piece that really matters is the King.  If the King escapes and loses 90% of his soldiers in the process, it is still a victory.  Likewise, if the King is captured but at a horrific cost to the enemy, it is still a loss.
  • It is easier for the player in the center to win.  You heard that right, because of the value of interior lines and because of the difficulty of capturing the King, the player who is surrounded, cut-off and outnumbered 2:1 has the advantage.  In fact, in games with novices a simple, "fight through the ambush" strategy almost always wins.
Now, imagine this game being played night after night in the langhús of some Viking Jarl.  What lessons are being implicitly conveyed to the young Viking warriors?  Work together, protect the King, and don't worry about how bad it looks - we can win!  All in all, not a bad way to teach important lessons in a barely literate society.  More importantly, understanding this game provides yet another insight into Viking culture and strategic thinking. 

The value of this particular game to intelligence professionals and others is one of the reasons I decided to offer a version of it as the second game from my new company, Sources and Methods Games.  It has historical significance as well as providing deep lessons in asymmetric warfare, strategy and cultural intelligence.  It is an excellent addition to the intelligence studies classroom.

Wednesday, June 12, 2013

Teaching People To Overcome Biases With Games At Origins, Global Intelligence Forum

Inspired by the announcement of Intelligence Advanced Research Project
Agency's Sirius Program a couple of years ago, I set out to design a tabletop (i.e. card) game that would help people learn more about cognitive biases and hopefully learn to limit the effects of some of the worst of them.

My first two attempts were ... OK ... but I couldn't quite get them to work.  Either they took too long to play or playtesting suggested that the learning effects were too small. 

One day, though, it hit me - a design that was both manageable in terms of time and had good evidence to suggest that it would teach people not only how to identify bias situations in real life but also to apply effective strategies for mitigating the effects of those biases!  In short, I had a good game with proven mechanics and a testable hypothesis -- I was off to the races!

This summer (finally), I am taking my best design, The Mind's Lie, on the road to actually test it.  First up is the Origins Game Fair this week in Columbus, Ohio.  I need participants to test the game and I figured where better to go than one of the world's largest tabletop game fairs?

We have a booth and will be recruiting potential participants for an experiment to see if the game actually works (we are also recruiting for new students, so if you are in the Columbus area and are interested in learning more about our program for you or your son or daughter, do not hesitate to drop by). 

We will be playing the same game at the Global Intelligence Forum in Ireland in early July.  GIF is unquestionably my favorite conference (and not only because Mercyhurst sponsors it...). 

It is the only place I know where intel professionals from all over the world and from across all three major intelligence sub-disciplines - national security, law enforcement and business - meet to talk about how to improve the practice of intelligence.  It is exciting intellectually, in a beautiful town on the coast of Ireland, and is still small enough to actually get to know some people (some pretty interesting people, actually...) instead of just bumping into them.

This year, if The Mind's Lie works like I think it will, the participants will get the opportunity to walk away with a better ability to evaluate evidence in an unbiased manner as well - worth the price of admission, I think!

If you are in the Columbus area this weekend drop by.  We will be showcasing The Mind's Lie and all our other games for intelligence analysts in booth 745 in the exhibit hall.  If you haven't made plans to go to the Global Intelligence Forum, there is still time to register - hope to see you there!

Monday, July 23, 2012

Myth #3: I Need A Game That Teaches... (The 5 Myths Of Game-based Learning)

Part 1:  Introduction
Part 2:  Myth #1:  Game-based Learning Is New 
Part 3:  Myth #2:  Games Work Because They Capture Attention

"I'd love to use game-based learning in my classes but I need a game that teaches..." organic chemistry, quantum physics, SIGINT, whatever.

I hear this quite often and it is a legitimate concern.  So many things to teach and so few game designers and publishers willing to take them on. Before I answer why this is, let's assume, for the sake of the argument, that all of the administrative and regulatory hassles involved in designing a game that teaches could be overcome (These are not trivial.  On the contrary, I suspect that these kinds of issues are a big part of the reason that game-based learning strategies have not been more widely tested and applied).  Let's also assume that there is a business model that makes these kinds of games profitable to produce and distribute (another non-trivial assumption).

What's left?  Just building a great game and, at the same time, making sure the course content is integrated into it.   If this sounds really hard, it is.

And its just the beginning.

Because the reality is that you don't need a single great game that teaches these concepts, you really need multiple games that teach.  It turns out that game-based learning is plural.

If, to be successful, game-based learning needs to be, at least to some extent, voluntary (and particularly if you accept the premise, as I do, that the more voluntary the game play is, the more learning will occur), then it makes sense that you will need more than one game covering the same topic to fully engage a diverse classroom full of learners.

To explain this as simply as I can, I often ask people to imagine a typical elementary classroom.  If I only have one great game, let's call it "Barbie Math", I suspect that I may only engage approximately one-half of the students.  I probably need another great game, let's call it "GI Joe Math", to get the other half.  This grade school example is about as simple as I can make the problem but it is potentially much, much worse because of "fun". 

Most game designers I know hate the word "fun".  They hate this word because it is so indistinct and overused that it has virtually lost its meaning.  To say a game is fun (or not fun) is, in short, not very useful criticism.  There are lots of ways games can succeed or fail to produce fun generally and, more relevant to games that teach, specifically for individual students. 

The best place to start to get a sense of this problem from a game design perspective is Raph Koster's A Theory of Fun.  Koster lays out the problem pretty clearly and his book is widely used as a text and cited by professionals. 

To get an even more practical view of the problem, I like Pierre-Alexandrre Garneau's 14 Forms Of Fun article for the online magazine, Gamasutra.  Here Garneau outlines 14 different ways that a game can be fun along with a number of examples of how each element worked in a game (see list to right).  This list has not been scientifically validated and I am sure that, if we got 10 game designers or gamers in a room, there would be lots of disagreements about this list.

I like it, however, because it makes a good case for thinking about fun, and, by extension, about what makes a great game more broadly.  If I think about what I like in a game, I can better see it in this list.  I don't just like the game Portal 2 because it is fun, I like it because it is a witty, immersive game that focuses on intellectual problem solving, advancement and completion (If you are not familiar with the Portal franchise, watch the video below.  It doesn't give much sense of the gameplay but it does give a good sense of the humor in the series).  Moreover, once I know why I like what I like, I can use this system, in much the same way the Music Genome Project worked for music, to help me think about other games I might like to play.

My preferences might not be my students' preferences, however.  It is easy to imagine a student or students that prefer the exact opposite -- I may like cooperative games; they prefer competitive games.  I may like beautiful, discovery games like Myst but they like beautiful, thrill of danger games like Batman:  Arkham City.

We are still just scratching the surface.  What about genres of games?  Some will only like sports games while others will prefer action titles.  What about themes?  Some like high fantasy (like Lord of the Rings Online) while some prefer space based games (Like Eve Online). And what about students who cannot define what they like ("I hate math and statistics and besides I have to spend this entire weekend preparing for my fantasy football draft...")?

These differences have focused on gaming style but even more important are  teaching concerns.  Different students are known to learn differently -- sometimes dramatically.  Text based games, for example, no matter how compelling, may be inaccessible to dyslexic students. 

I know it may sound like I am trying to paint a picture that game-based learning is a herculean, almost impossible task.  That is just because I am a lawyer and creating a "parade of horribles" is what we do.  Many of these distinctions probably matter far less than the discussion so far might lead you to believe.  Some might not matter at all.  Gamers tend to have broader rather than narrower tastes in games.  For every student who only plays sports games, for example, there are likely many more who play both sports games and high fantasy games.  Likewise there are a number of strategies for overcoming almost all learning differences and many could likely be applied to games.

I recognize and accept these objections.  My goal here is simply to paint a more nuanced picture of the challenges teachers and game designers face when they try to take games into the classroom.  There is a naivete in the statement "I need a game that teaches..." that nothing in my experience justifies.

I hope my observations will resonate with the comments made by James Shelton at the Games For Change conference last year (see the video in Part 1 of this series):  In order for game-based learning to go mainstream, it has to scale.  It can't just work with a self-selected population; it has to work across demographic lines and socioeconomic lines and learning differences lines.  This likely means that whatever course or subject you are teaching, you will need multiple games to fully engage your entire class.  A single game is unlikely to do it all.

Next:  Myth 3a:  I Want To Make A Game That Teaches...

Wednesday, July 18, 2012

Myth #2: Games Work Because They Capture Attention (The 5 Myths Of Game-based Learning)

Part 1:  Introduction
Part 2:  Myth #1:  Game-based Learning Is New

Eyes wide and focused.  Body oriented directly towards the screen.  An apparent inability to hear, even when being shouted at by mom.  If you have ever seen a person play a game that they really enjoy, you know that games have the ability to command complete attention.

Scientists tend to say things like this about the connection between attention and learning:

The assumption that attended stimuli are encoded more effectively into memory than less attended ones is straightforward and supported by substantial evidence (Sarter and Lustig).
or, more obtusely:
Neural models of perception and cognition have predicted that top-down attention is a key mechanism for solving the stability-plasticity dilemma, which concerns the fact that brains can rapidly learn enormous amounts of information throughout life without just as rapidly forgetting what they already know (Grossberg).
What all this means is what any teacher already knows -- attention is the key to learning.  Without a student's attention, it is impossible for them to learn.

Games, in particular, are noted not only for their ability to attract attention but to hold attention, often for very long periods of time.  That the player's attention does not waver despite the difficulty of the challenge or the fact that players often fail, makes this apparent superpower that games have over other media even more extraordinary.

Psychologists have a name for this phenomena -- Flow.  First described by Mihaly Csikszentmihalyi, a professor of psychology at Claremont Graduate University, he defined flow as "being completely involved in an activity for its own sake. The ego falls away. Time flies...Your whole being is involved, and you're using your skills to the utmost."

Flow was first linked to games in 2000 and the concept has gained widespread popularity among game designers since then.  Jenova Chen, a game designer who actually made a game called Flow, describes the relationship between games and this ultimate psychological experience as something which has evolved over time:
"As the result of more than three decades of commercial competition, most of today’s video games deliberately include and leverage...Flow. They deliver instantaneous, accessible sensory feedback and offer clear goals the player accomplishes through the mastery of specific gameplay skills."
Flow derives from a balance of challenge and ability.  Too little challenge and the game (or other situation) is boring.  Too much challenge and the game or other situation) creates anxiety.  The chart to the right (taken from a 2007 article by Chen) graphically shows this relationship and how game designers seek to use this knowledge to design a better game.

Certainly other activities besides gaming routinely create a Flow-like learning experience.  Bailey White, an author and first grade teacher, claims the story of the Titanic can create much the same effect in the minds of her students:
"When children get the idea that written words can tell them something horrible, then half the battle of teaching reading is won.  
And that's when I turn to the Titanic.  The children sit on the rug at my feet, and I tell them the story.  It's almost scary to have the absolute, complete attention of that many young minds...
(The book the children use) is written on the fourth grade reading level - lots of hard words - so I tipped in pages with the story rewritten on an easier reading level.  But by the end of the second week the children are clawing up my pages to get at the original text underneath."
It is, however, gaming's ability to create this experience at large scales, for an extended period of time and (even) across generations that has created what I have come to call the "Magic Formula" of game-based learning:  Game = flow (or more commonly, "fun") = increased attention = increased learning.

If you look across much of the academic literature on game-based learning (and in virtually all of the popular literature on the subject), you will likely find some variant on this magic formula.  Moreover, given everything I have written so far, this formula seems to make a certain amount of sense.

But it is wrong.

It is missing an important element, one that everyone recognizes just as soon as I mention it but one that very few people include in any discussion of game-based learning.  This missing element goes back to the very definition of "game".

You need to look no farther than Wikipedia to determine that (much like the word "intelligence"...) there is still a good bit of debate as to what defines a game.  So you don't have to click, here is a sample:
"A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome." (Katie Salen and Eric Zimmerman)
"A game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context." (Clark C. Abt)
"A game is a form of play with goals and structure." (Kevin J. Maroney)
My favorite definition, however, is by philosopher Bernard Suits and comes from his 1978 book, The Grasshopper:  Games, Life and Utopia.  According to Suits, a game is a "voluntary attempt to overcome unnecessary obstacles."  While undoubtedly glib, Suits has a point.  Jane McGonigal, who has been mentioned previously in this series, points to the game of golf as  a perfect example of this definition in action.  If the true intent of the game were to merely get the ball in the hole, there are many easier ways of doing so besides making people hit the ball with a stick.  As if this weren't hard enough, we actually strive to make the game harder by adding unnecessary obstacles such as sand traps and water hazards.  Surely it would be easier to simply walk over and drop the ball in!

The most important word in this definition and the missing component to the Magic Formula of game-based learning is, for me, "voluntary".  We volunteer to play a game and because we volunteer, we have an expectation that it will be enjoyable from the outset.

Expectations are powerful things.  We know, for example, that the subjective experience of pain can be manipulated simply by changing the expectations regarding that pain.  We also know that teacher expectations about an individual's ability to learn can drastically alter learning outcomes.

You can test this yourself.  Imagine being forced to play a game you know you hate.  How much attention are you paying to the game?  How much learning do you think you might do if that game were associated with an instructional objective?  Ian Schreiber, game designer and professor at Columbus State Community College, has a wonderful term for this kind of learning experience -  "Chocolate covered broccoli".

In short, games don't work because they capture attention; games work as teaching tools because they are voluntary activities that capture attention.

The good news is that "voluntary" is an analog condition not a binary one.  In other words, voluntary is not something that either exists or doesn't but, in fact, has degrees.  People will love certain games, hate certain games but, in general, will have a wide range of responses to the games they choose to (or have to) play.

I have seen this repeatedly in my own classes.  Every student inevitably has a favorite game and, equally inevitably, it is the lesson associated with that game that they most clearly remember.  Dealing effectivly with this problem leads directly to -- 

Myth #3:  I need a game that teaches...

Tuesday, July 17, 2012

Myth #1: Game-based Learning Is New (The 5 Myths Of Game-based Learning)

Part 1:  Introduction

You would be hard pressed to find an explicit reference to game-based learning anywhere prior to 2000.  Google Trends (see chart to the right) only begins to register the term in the news in mid-2009.

Since 2009, however, game-based learning has started to crop up everywhere.  Mentions of game-based learning in academic literature have risen an average of 18% per year since 2008 and the New Media Consortium's 2012 Horizon Report on tech trends in higher education states that, within 2-3 years:
"...we will begin to see widespread adoptions of two technologies that are experiencing growing interest within higher education: game-based learning and learning analytics. Educational gaming brings an increasingly credible promise to make learning experiences more engaging for students, while at the same time improving important skills, such as collaboration, creativity, and critical thinking..." 
It certainly seems new so why do I call this a myth?

Game-based learning, whether you call it that or not, has been with all of us (and with the intelligence community in particular) for quite some time.  In the first place, there is hardly a teacher alive or dead who has not used/did not use a game in the classroom to help teach.  Remember playing Monopoly to learn about money?

If one can see the parallels between Sun Tzu's admonition 2500 years ago to "know the enemy and know yourself" and modern notions of intelligence and operations, then I think it is possible to argue that the first game with intelligence implications is the ancient Chinese game of Go.  In fact, Chinese strategic thinking is probably still being influenced by Go.

It is possible to argue the same about Chess, and Benjamin Franklin actually made this case (indirectly) in his famous essay on Chess:
"...Life is a kind of Chess, in which we have often points to gain, and competitors or adversaries to contend with, and in which there is a vast variety of good and ill events...  By playing at Chess then, we may learn: 1st, Foresight... 2nd, Circumspection (and) 3rd, Caution..."
What good intelligence professional would not want to have better foresight, be a bit more circumspect and exercise appropriate levels of caution?

http://en.wikipedia.org/wiki/Tafl_games
My favorite example along these lines, however, is the ancient Norse game of Hnefatafl.  It is an extraordinary game (See image to the left).  In the first place, it is asymmetric.  This means that the two sides are not evenly matched and, in fact, have entirely different victory objectives.  One player is typically (there are a number of versions of the game) surrounded and outnumbered by about 2-1.  This player's goal is merely to escape the board (not with everyone - just the "king" needs to escape).  The other player's goal is to capture the king.  It is interesting to speculate what young viking warriors were implicitly learning as they played these games night after night...

Learning through games for intelligence professionals took a massive leap forward in the 1800's.  While Clausewitz recognized that war was a game "both objectively and subjectively", it was left to another German, Baron Georg Leopold Von Reisswitz, to take the game, so to speak, to the next level -- Kriegspiel.

Kriegspiel, literally "war game" in German, was invented by Von Reisswitz in 1812 and modified and improved by his son.  It was not, however, until Helmuth Von Moltke became Chief of the Prussian General Staff in the 1850's that the game began to be used seriously as a training aid for officers.  It is noteworthy that one of the most influential books on Kriegspiel was written by Von Moltke's staff officer for intelligence, Julius von Verdy du Vernois.

Based on Prussian success with wargaming, many militaries adopted the system or made up their own.  Today, all militaries use war games of one sort or another (though they are often referred to as "conflict simulations") and they have grown beyond traditional force-on-force simulations and now include political, economic and unconventional warfare factors as well (my thesis when I was in the army, for example, was based on a political game I had designed).

Paper-pencil war games even had a brief surge of commercial popularity in the 1980's.  Today the industry is much reduced from its heyday but it is still possible to find lots of people playing these type games at events like Origins and Historicon and talking about them at sites like Board Game Geek and Consim World News.

No, game-based learning is not new and certainly not new to the intelligence community.  What is new, however, is the advent of the video game.

By any measure, video game sales have skyrocketed since the early 90's (see chart at right).  Not only is revenue largely up since the end of the recession but the market for electronic games has drastically expanded.   Anita Frazier, analyst for the NPD Group, which, among other things examines the gaming industry in detail, outlines some of these new trends in the video below:



Jane McGonigal, game designer and researcher, claims that nearly half a billion people worldwide spend approximately 3 billion hours per week playing online games.  Anyone with a teenager knows that they game a lot but few people know that one of the fastest growing segment of gamers is actually older women.  So called "casual games", like Farmville and Words With Friends, as well as smart phone enabled games, such as Angry Birds, have taken gaming out of the basement and put it at the front and center of popular culture.

The goal, then, has become to tap into this rapidly growing medium for educational or "serious" purposes; to augment the entertainment experience with a learning experience - and this is precisely where we find the second myth. 

Next:  Myth #2:  Games Work Because They Capture Attention

Monday, July 16, 2012

The 5 Myths Of Game-based Learning (A Report From The Classroom)

Let me start this series of posts by saying - unequivocally - I am a strong advocate of game-based learning.  It has worked for me personally, I have seen it work in the classroom and have read the research that, in general, suggests that game-based approaches can provide powerful new ways to learn.

But...

As someone who has spent the last three years applying at least some of the theory of game-based learning in the classroom, I can tell you that it is...well...tricky.

Don't get me wrong.  My intent is not to lead you on and then ultimately come to the conclusion that it can't be done or that it doesn't work or, even, that it is hard to do.  It is just trickier than I expected due, I think, to the "myths" that have sprung up about games and learning.  My hope is that this series of posts will help other teachers (particularly other university professors teaching intelligence studies...) to have a more realistic view of both the difficulties and the rewards of incorporating games into their classes.

Where did these myths come from?  I believe that they are a natural consequence of the inevitable distance between theory and practice.  Any practitioner will tell you that theory only works well...in theory.  Actually applying a pedagogical approach to a real world classroom with real world constraints and challenges is another thing entirely.

The broader conversation on game-based learning largely reflects this divide.  At one end of the spectrum there are the big picture thinkers, the evangelists, if you will, like Jane McGonigal.  McGonigal, a researcher and game designer (and one of my personal favorite experts on games and gaming), makes a strong case for games and game-based learning in her book, Reality is Broken.  If you don't have time to read her book, I highly recommend McGonigal's 2010 TED talk:



At the other end of the spectrum are the things that have actually been tried in class and have been shown to work at meaningful scales.  Here the pragmatists rule and the best statement of that position I have heard comes from Assistant Deputy Secretary of Education, James Shelton, at last year's Games For Change Conference (Shelton's comments begin around minute 6 and some key takeaways are at minute 11 and 13):



Games for Change Festival 2011: James Shelton, U.S. Department of Education from Games for Change on Vimeo.


(Note:  While education has been kicked around like a political soccer ball for what seems like forever, Shelton's entire speech and comments are worth listening to by anyone interested in solving the difficult problem of innovation in education.  You get the sense that this is a guy in the trenches, who understands the reality of the problem, has no political axe to grind and is willing to listen to anyone who has a good idea that can work on a large scale.)

Shelton's speech was not much discussed during or after the conference but it is, for me, a good representation of the practitioner's plea:  "I'll try anything; just show me that it really works."

In the gap between these two extremes, between the heady optimism of McGonigal and the blunt practicality of Shelton, live the 5 myths I intend to talk about in this series of posts. 

Next:  Myth #1 -- Game-based Learning Is New

Tuesday, February 21, 2012

Spot Report From The Future: War Between Pakistan And India Has 70% Chance Of Going Nuclear

Each year, in my strategic intelligence class, I use an old-school war game as the capstone of the game-based learning portion of the course.  Last year, we looked at a potential conflict on the Korean Peninsula but this year we were able to examine a hypothetical, near future, force-on-force conflict between India and Pakistan using Decision Games' Showdown.

The premise of the game is that "something" happens such that India feels compelled to invade Pakistan.  To win, the Indians have to take four of the five major Pakistani cities while not allowing the Pakistanis to take even one Indian town.  The Pakistanis win by preventing an Indian victory or by taking two Indian towns.  A draw is possible if the Indian player takes four cities but the Pakistani player has one Indian town.  Showdown is a 2 person game so we actually had 28 games being played more or less simultaneously.

The results?  In the 28 games, Pakistan won outright in 11 of them (39%) and India won outright in 7 (25%).  In addition, there were 3 draws (11%) with the remaining seven still too close to call when we ran out of time (4 hours).  It was a pretty even battle for the most part (You can see the number of cities taken plotted against the number of games in the chart below).

X axis = No. of Cities taken; Y axis = No. of games


Oh...yeah.  And in 70% of the games, the conflict went nuclear before it was over.

It is not preordained that this conflict will go nuclear when the game begins.  The Pakistani player must use nukes first and must be losing before the nukes are released (this is simulated by a rule that increases the odds that nukes are released with each Pakistani city taken). 

Showdown only simulates tactical nukes but it does so in a fairly sophisticated way.  Each side gets a fixed number of nukes to begin the game with a random plus-up to simulate the unknowns inherent in the size of the two nuclear arsenals.  Likewise, nukes can be duds (fail to explode upon contact) or get shot down by either sides' air defense systems.  Neither dud nor shootdown is highly likely but it helps create a sense of the fog of war. 



The photostream above is of the final dispositions of forces for both sides at the end of 15 of the games.  The darker pieces are the Pakistani units and the lighter pieces are the Indian units.   The cell phones used to take most of these pictures don't give much detail, so I have provided a clearer image of some the counters below.


This year, I asked students to make estimates about their opponent's strategy, devise their own strategy  and then execute that strategy.  In the after-action review, we went back and tried to determine why someone won or lost.  In many cases, students were able to determine that it was a poor or good estimate, strategy or execution that led to their defeat or victory.  In some cases, however, luck played a major role and occasionally (particularly in the games that were still up in the air when time ran out) it was impossible to say.

While I am a fan of games in the classroom in general, I particularly like using these old school war games with intel students.  It forces them to not only make estimates but to come to grips with the consequences of those estimates while simultaneously giving students a sense of the complexities inherent in modern warfare.

Friday, February 18, 2011

"Gamification" And What It Means For Intelligence (NewScientist.com)

"Gamification" is a neologism that highlights the increasing tendency to add game-like qualities to serious or mundane tasks in order increase participation or, in the context of education, learning. 

A recent issue of The New Scientist, one of my favorite science magazines, contained a feature article on the trend and produced the nifty video below to explain the phenomena:




I accept the premise that gamification is a hot trend everywhere but recent reporting and my own research suggest that game-based learning has an important role in educating the next generation of intelligence professionals.

In the first place -- if we are honest with ourselves -- gamification of serious or mundane tasks has been around for quite some time now. I have been able to reliably trace the general trend back to at least 1964 (see the first ten seconds of this video) and it probably goes back much further.

This is true in intelligence as well.  Some of the classic cliches of intelligence, such as "connect the dots" and "put the pieces of the puzzle together" are game references.  Furthermore, to the extent that Kriegspiel has an intel component to it, you can push the date back to at least 1812.

Second, and despite the recent press coverage, I don't want to sound all pollyanna-ish about game-based learning. If there is one thing I have learned, it is that this pedagogical approach has its own challenges.

Many educators think like I thought at this time last year:  Games = attention and attention = learning. While capturing the attention of students remains one of the most important yet increasingly difficult elements of teaching, the idea that games = attention deserves some "tweaking".

To begin with, a game is not really a game unless the players enter into it voluntarily. Jane McGonigal in her new book, Reality Is Broken, talks about games as "voluntary attempts to overcome unnecessary obstacles."

In my mind, "voluntary" is the operative word here and voluntarism comes in degrees.  At one end of the spectrum, you have the passionate volunteer.  For this person, playing a game as a way of learning is a real pleasure.   In fact, if this passionate volunteer has played the game many times, they may have already sucked all of the learning out of it but not be aware of that fact because most of the lessons have been taught implicitly.

At the other end of the spectrum lies the person who hates a particular game or type of game.  Getting these aggressively indifferent players ("apathetes"?) to volunteer to play a game, no matter how tangible the benefits, is going to be difficult.  I often use the example of trying to get a 6th grade boy to play a Barbie-themed math game.  It might work, but I wouldn't count on it...

As a professor, I can adjust the level of voluntarism to some degree ("Would you rather hear me lecture or play a game?") but unless I am linking this new sense of voluntarism to an intrinsic motivation on the part of the student, I don't think I am necessarily increasing the learning. 

The focus, then, for game based learning initiatives (both inside and outside the intel community) needs to be as much on the motivations for playing a game as it is on the game itself.  As IARPA kicks off its SIRIUS program next week (with the goal of creating "Serious Games to train participants and measure their proficiency in recognizing and mitigating the cognitive biases that commonly affect all types of intelligence analysis") this is going to be at the top of my mind.

Previous Posts on this Topic:  Teaching Strategic Intelligence Through Games