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Summit on Educational Games - Federation of American Scientists

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EXHIBIT B (c<strong>on</strong>t.)<br />

Highlights: R&D Challenges in Designing <strong>Games</strong> and Simulati<strong>on</strong>s for Learning<br />

Identifying the Best Features <strong>of</strong> <strong>Games</strong> to Apply to Learning: <strong>Games</strong> have numerous features that<br />

work together to create compelling play and experiences, and high levels <strong>of</strong> time-<strong>on</strong>-task. Comparative<br />

analyses <strong>of</strong> learner performance when c<strong>on</strong>jectured key features <strong>of</strong> games are systematically removed,<br />

added or altered would help identify the features <strong>of</strong> games that show promise for transfer to<br />

learning applicati<strong>on</strong>s.<br />

Understanding Features <strong>of</strong> Challenges that are Crucial for Motivati<strong>on</strong> and Learning: Studies have<br />

shown that incorporating challenges into learning has motivati<strong>on</strong>al benefits. Many <strong>of</strong> today’s<br />

commercial video and computer games dem<strong>on</strong>strate this feature through players’ high levels <strong>of</strong> time<strong>on</strong>-task.<br />

The nature <strong>of</strong> challenges, competiti<strong>on</strong>, and why they motivate should be explored. This includes<br />

better understanding <strong>of</strong> the motivati<strong>on</strong>al and engagement aspects <strong>of</strong> games at the neurobiological,<br />

cognitive, and socio-cultural levels. Research needs include studies <strong>on</strong> how to structure challenges in<br />

terms <strong>of</strong> difficulty (and other features) to optimize learning, resulting in guidelines for implementing<br />

challenges across learner tasks, domain types, and learner characteristics.<br />

Understanding How Stories/Scenarios C<strong>on</strong>tribute to Motivati<strong>on</strong> and Learning: Learning is enhanced<br />

when it occurs in a c<strong>on</strong>text that is meaningful to learners. “Anchored” or situated instructi<strong>on</strong> is<br />

preferable because new learning can be integrated more easily into existing knowledge and mental<br />

models. Research is needed to refine theories regarding how stories-scenarios c<strong>on</strong>tribute to motivati<strong>on</strong><br />

and learning, resulting in guidelines for developing compelling and appropriate stories for learning.<br />

Educati<strong>on</strong>al Density: Educati<strong>on</strong>al density refers to the amount <strong>of</strong> learning that takes place per unit <strong>of</strong><br />

time. Due to the high levels <strong>of</strong> time-<strong>on</strong>-task they can generate, games could potentially have a large<br />

impact <strong>on</strong> learning, even if they were not as “educati<strong>on</strong>ally-dense” as classroom instructi<strong>on</strong>. Research<br />

may be able to identify how to strike a balance between the entertainment or “fun factor” — how l<strong>on</strong>g<br />

learners stay at the game — and the educati<strong>on</strong>al density required to attain a significant impact <strong>on</strong> learning.<br />

Understanding the Effect <strong>of</strong> Immersi<strong>on</strong> and Engagement <strong>on</strong> Learning Motivati<strong>on</strong>: Learning may be<br />

influenced by the degree to which trainees experience feelings <strong>of</strong> immersi<strong>on</strong> in virtual envir<strong>on</strong>ments. In<br />

additi<strong>on</strong>, the tendency to experience immersi<strong>on</strong> seems to be an individual difference. How immersi<strong>on</strong><br />

affects learners and learning needs to be explored. Research should lead to psycho-metrically sound<br />

techniques for assessing immersi<strong>on</strong> and engagement, and identificati<strong>on</strong> <strong>of</strong> game features that foster<br />

them. This includes understanding the potential negative effects <strong>of</strong> immersive and multi-media learning<br />

envir<strong>on</strong>ments such as overemphasis <strong>on</strong> “eye candy” to the detriment <strong>of</strong> learning goal attainment.<br />

Linking Gaming Features to Goal Orientati<strong>on</strong>: Goal setting involves establishing a standard or objective<br />

for performance. The tendency for games to “keep score” may trigger a performance-oriented strategy,<br />

since the learner’s attenti<strong>on</strong> is focused <strong>on</strong> how he or she is performing. Efforts are needed to better<br />

understand score-keeping and its relati<strong>on</strong>ship to goal orientati<strong>on</strong>, as well as to develop guidelines for<br />

developing games that encourage learner attenti<strong>on</strong> to goal attainment.<br />

Understanding the Degree <strong>of</strong> Authenticity Needed to Support Learning: <str<strong>on</strong>g>Summit</str<strong>on</strong>g> participants c<strong>on</strong>cluded<br />

that the authenticity <strong>of</strong> a game or simulati<strong>on</strong> should be tied to learning objectives. Research is needed<br />

to dem<strong>on</strong>strate how physical, functi<strong>on</strong>al, and cognitive authenticity drive learning, leading to a better<br />

26 SUMMIT ON EDUCATIONAL GAMES<br />

(c<strong>on</strong>tinued)

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