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Summit on Educational Games - Federation of American Scientists

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“We need rigorous research<br />

programs that allow us to<br />

investigate the features <strong>of</strong><br />

games and simulati<strong>on</strong>s that lead<br />

to effectiveness, and I say this<br />

because if we take a haphazard<br />

approach, we’ll waste m<strong>on</strong>ey.”<br />

Jan Cann<strong>on</strong> Bowers, University <strong>of</strong><br />

Central Florida<br />

“What we really need is knowledge<br />

c<strong>on</strong>vergence, where the two skill<br />

sets are put together. In games,<br />

it is the challenge and reward<br />

delivery system. Educati<strong>on</strong>, from<br />

what I hear, is the tell-and-test<br />

system. Game designers<br />

understand keeping an audience<br />

engaged and how to deliver critical<br />

informati<strong>on</strong> for missi<strong>on</strong> objectives.<br />

Educators are losing the audience<br />

to entertainment media, but they<br />

understand the principles <strong>of</strong><br />

learning that game designers<br />

d<strong>on</strong>’t. Both are necessary to<br />

create compelling educati<strong>on</strong>al<br />

s<strong>of</strong>tware that is engaging as well<br />

as informative.”<br />

Lorne Lanning, OddWorld<br />

than broad nati<strong>on</strong>al educati<strong>on</strong> and workforce development goals — are driving<br />

the development <strong>of</strong> educati<strong>on</strong>al game and simulati<strong>on</strong> technology.<br />

At the Educati<strong>on</strong>al <strong>Games</strong> <str<strong>on</strong>g>Summit</str<strong>on</strong>g>, the Nati<strong>on</strong>al Science Foundati<strong>on</strong> (NSF)<br />

reported that it is funding several games for learning projects, including:<br />

massively multiplayer games for science educati<strong>on</strong>, building biologically-based<br />

immune system simulati<strong>on</strong>s for educati<strong>on</strong> and training, and game-based<br />

learning in chemistry. It also supports several “Science <strong>of</strong> Learning Centers”, but<br />

n<strong>on</strong>e focus specifically <strong>on</strong> applying the features <strong>of</strong> games and simulati<strong>on</strong>s to<br />

learning. However, <str<strong>on</strong>g>Summit</str<strong>on</strong>g> participants said that the small grants NSF provides<br />

to universities are too small for the experiments and developments needed to<br />

foster significant advancements in games and simulati<strong>on</strong>s for learning.<br />

PRIVATE SECTOR INVESTMENT IN EDUCATIONAL GAMES RESEARCH<br />

Video game companies are focused <strong>on</strong> developing new products for the<br />

entertainment market. Publishers <strong>of</strong> educati<strong>on</strong>al materials have not identified a<br />

market opportunity large enough to make investments in educati<strong>on</strong>al games<br />

research worthwhile. In additi<strong>on</strong> to poor markets, the exploratory nature <strong>of</strong><br />

research <strong>on</strong> educati<strong>on</strong>al games, and uncertain returns to individual firms who<br />

develop generic tools further discourage the private sector from making these<br />

R&D investments.<br />

MODELS OF R&D PERFORMANCE<br />

24 SUMMIT ON EDUCATIONAL GAMES<br />

The research challenges outlined in the learning games roadmap (R&D Challenges<br />

in Designing <strong>Games</strong> and Simulati<strong>on</strong>s for Learning) and highlighted in the<br />

following pages, span multiple research disciplines — educati<strong>on</strong>, psychology,<br />

cognitive science, communicati<strong>on</strong>, game design, human-computer interacti<strong>on</strong>,<br />

s<strong>of</strong>tware engineering and design, and informati<strong>on</strong> science — just to name a few.<br />

Unfortunately there is no established community <strong>of</strong> researchers, industrial<br />

participants, educators, and educati<strong>on</strong>al instituti<strong>on</strong>s from which to mobilize the<br />

teams needed to undertake the research identified in this roadmap.<br />

In additi<strong>on</strong>, the development <strong>of</strong> educati<strong>on</strong>al games and simulati<strong>on</strong>s spans<br />

different parts <strong>of</strong> the innovati<strong>on</strong> process, from basic and applied research, to<br />

technology and prototype development. Since the needed research must combine<br />

basic and applied research, technology development, and evaluati<strong>on</strong>s, no existing<br />

federal agency appears to have an appropriate mandate to c<strong>on</strong>duct this work.<br />

Different R&D models are appropriate for different R&D tasks. These include:<br />

➣ Publicly-funded, investigator-driven basic research at universities and<br />

government-funded research centers (such as the Nati<strong>on</strong>al Science<br />

Foundati<strong>on</strong> Science <strong>of</strong> Learning Centers);<br />

➣ Private R&D c<strong>on</strong>sortia for pre-competitive, generic technology<br />

development;<br />

➣ Focused research center(s) <strong>on</strong> educati<strong>on</strong>al games;<br />

➣ Dem<strong>on</strong>strati<strong>on</strong> pilots funded by federal or state governments;

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