Table of Contents
Title Page
Copyright Page
Dedication
PREFACE
THE AUTHOR
PART ONE - What Are Games, Simulations, and Virtual Worlds Really, and Why ...
chapter ONE - Understanding Highly Interactive Virtual Environments
DO HIGHLY INTERACTIVE VIRTUAL ENVIRONMENTS WORK BETTER?
THE “WHY”
CLARIFYING WHAT WE MEAN BY HIGHLY INTERACTIVE VIRTUAL ENVIRONMENTS
chapter TWO - Embracing Interactivity
INTERACTIVITY LEVELS 0 THROUGH 6
INTERACTIVITY LEVELS AND LEADERSHIP MODELS
chapter THREE - Sims: A New Model of Content
SIMULATION ELEMENTS
GAME ELEMENTS
PEDAGOGICAL ELEMENTS
TASKS AND LEVELS
GENRES OF STAND ALONE SIMS
FOUR CONCLUDING THOUGHTS
chapter FOUR - Highly Interactive Content from the Students’ and the ...
DIFFERENT CULTURE, DIFFERENT RULES
LEARNING TO LOVE FRUSTRATION AND ANTICIPATE RESOLUTION
WHEN THE MOST VALUABLE THING FOR A COACH TO DO IS NOTHING
PART TWO - Choosing and Using a Highly Interactive Virtual Environment
chapter FIVE - Identifying the Right Approach for the Right Need
WHY USE DISTANCE LEARNING PROGRAMS AT ALL?
WHEN TO USE HIGHLY INTERACTIVE CONTENT
COSTS ASSOCIATED WITH HIVES
chapter SIX - Doing the Prep Work
CONNECT WITH OTHER INTERESTED PROFESSIONALS
ACCESS THE CONTENT
INFRASTRUCTURE SELECTION CRITERIA
CONTENT SELECTION CRITERIA
SELF-PACED/SINGLE PLAYER, ASYNCHRONOUS, OR SYNCHRONOUS
TRUST
CONCLUSION: MIGHT VIRTUAL WORLDS BE THE UNIVERSAL INTERFACE TO (OTHER) SIMS?
chapter SEVEN - Integrating and Piloting
TECHNICAL SUPPORT FOR STUDENTS
CHUNKING CONTENT
PILOTING
CONCLUSION: THE NEED FOR FRONT LOADING
chapter EIGHT - A Brief Example of a Simulation Deployment
PETER SHEA’S SIM FOR WRITING
ONLINE VERSUS FACE TO FACE
STUDENTS AS REAL TIME EVALUATORS OF SIMS?
chapter NINE - The Processes of Using a HIVE and the Role of Coaching
THE SETUP
ON RAMP: FROM REAL LIFE TO SIMULATION
TEACHING THE INTERFACE
FIRST PUBLIC SIMULATION PLAY
PUTTING TOGETHER GROUPS FOR MULTIPLAYER OR TEAM BASED SIMS
COACHING DURING THE STUDENT USE
AFTER ACTION REVIEWS
OFF RAMP: FROM SIMULATION BACK TO REAL LIFE
INTO THE BREACH
chapter TEN - Creating Evaluation Strategies
WHY NOT MEASURE EXPERIENCE WITH A MULTIPLE-CHOICE TEST?
ASSESSMENT STRATEGIES
ASSESSMENT TECHNIQUES FOR GRADING STUDENT PERFORMANCE
PEER ASSESSMENTS OF INDIVIDUAL CONTRIBUTIONS TO TEAM PROJECT (WEIGHT TO BE ...
CONCLUSION
PART THREE - Other Considerations
chapter ELEVEN - Selling Interactive Environments Internally
BUILDING SUPPORT FOR HIVEs
WHAT DOES SUCCESS LOOK LIKE FOR YOU?
Epilogue: The New Attraction of Distance Learning
REFERENCES
INDEX
To Muffy and Slate
With Special Thanks to
Mark Alexander
Storm Bear
Dennis Beck
Susan Blankenship
Jim Kiggens
Curt Madison
Rich Petko
Shannon Ritter
Sarah Robbins
Scott Traylor
PREFACE
A five year old girl visits a swimming pool at the beginning of the summer and is terrified. But with some playful challenges from her father, she works up her nerve to dip her toe in the water. She has entered a new world.
Slowly, she begins playing games on the pool stairs. She gets excited and engaged. She begins to splash with other children. She imagines the water is the ocean, and she lives in an undersea world, where her father is the king. In playing, she is learning how this new world works. The pool then becomes a comfortable environment for her and her friends to spend time.
Finally, she begins to deliberately challenge herself. It is not enough to be in the shallow end; she wants to learn to swim to the deep end. With the coaching of her father, she pushes toward the dark and cold, experimenting with strokes, overcoming the mouthfuls of water and finding the odd band-aid.
She gets frustrated and then excited with each new skill. It takes time, and progress is uneven. Two steps forward may be followed by one step back. But by the end of the summer, she has become a competent swimmer and could swim to safety in many different environments—other pools as well as lakes and beaches. She has learned skills that she will never forget.
This book contains the guidelines for instructors who will be selecting, planning, and implementing curricula using games, simulations, and virtual worlds in a distributed classroom environment (that is, where students are not face to face with each other or the instructor). This material focuses on both the front loaded prep activities necessary for successful use and the instructor’s role in a “learning to do” (as opposed to a “learning to know”) course.
As with the pool example, it also takes into account the growing realization that these highly interactive virtual environments, while often successfully used separately, are increasingly and inexorably nested. If you squint hard enough, you can see that every game takes place in some type of virtual world, and every educational simulation is a type of rigorous game.
Further, instructors and students push the boundaries and functionality among all three. This means from a process perspective (as described in the subsequent chapters) there is overlap: the same techniques for increasing familiarity, giving instructions, or providing technical support with a virtual world are also relevant for games and simulations.
Here are the sections in more detail:
• Part I overviews some of the highest level reasons for thinking about, caring about, and driving the use of virtual worlds, games, and simulations (to which we will collectively refer as Highly Interactive Virtual Environments or HIVEs). It describes the similarities and differences among these environments and explains the shift in mindset that highly interactive virtual environments require from both the students and the instructor.
• Part II details how to choose and use a HIVE, including how to identify an opportunity, select an environment or program, and use an environment effectively in your online instruction. It also offers strategies and techniques to assess learning outcomes.
• Part III covers larger issues of using a HIVE in your instruction, including advice on how to politically build a case for HIVE use to decision makers in one’s organization.
• The Epilogue suggests that distributed education may drive the growth and use of HIVEs more than face to face classes in the near future.
My goal in writing this book is to be more practical than theoretical (although all the sections have theoretical edges to them). Using games, simulations, and virtual worlds can be a transforming experience for both the instructor and the student, so I want to be as specific as possible. But for those who are interested in the intellectual frameworks, there should be plenty of grist for those mills as well.
This text is also aimed at helping instructors meet the specific challenges and opportunities of highly interactive learning in distributed environments; it is not designed for face to face environments (also known as “real” or “meat” environments). However, I hope this book will provide some interesting insights and processes for them as well, especially about the different stages of deployment and the philosophies that are critical in each.
This book also talks quite a bit about developing a “culture of interactivity.” We are living in an age when computer games are becoming more popular than movies, and social networking is becoming more compelling than magazines. Recalibrating the role of the instructor and balancing the student’s need for certification, challenge, and accountability on one hand and for involvement and control on the other have become both more possible and more necessary.
Despite the image of complex educational simulations and vast virtual worlds, the content and philosophies in this book will not assume that students have a top-of-the-line computer and blazingly high-speed network access. Still, some will. So it will be my job to help you select the right solutions across technological, cultural, and content appropriateness from the different approaches presented here. Finally, I have used a very specific tone in this book that I have tried to match to the content area. As much as possible, it is written to be accessible and at times humorous. It is worth noting your own reactions to the approach, as it will line up with others’ reactions to immersive learning and other game like environments in general.
THE AUTHOR
As a designer, Clark Aldrich has created some of the most effective, celebrated, and innovative “soft skills” simulations of the past decade, including SimuLearn’s Virtual Leader global product line (for which he was awarded a patent, is the most popular leadership simulation in the world, and was the winner of the “best online training product of the year”). SimuLearn’s Virtual Leader (and the updated vLeader) is currently used in hundreds of corporations, universities, and military installations and has been translated into multiple foreign languages.
Most recently, he was the lead designer for a series of simulations for the Center for Army Leadership, which used a variety of short mini-game approaches to teach influencing skills.
Aldrich also advises many of the world’s most influential organizations (private and government), and serves on over a dozen boards, including with the NSA, magazines, and universities, on educational and business analysis projects.
He is the author of four books, Simulations and the Future of Learning (Wiley, 2004), Learning By Doing (Wiley, 2005), The Complete Guide to Simulations and Serious Games - How the Most Valuable Content Will Be Created In the Age Beyond Gutenberg to Google (Wiley, 2009) and Learning Online with Games, Simulations, and Virtual Worlds (Wiley, 2009); and columnist and analyst. .
His work has been featured in hundreds of sources, including CBS, the New York Times, Wall Street Journal, CNN, NPR, CNET, Business 2.0, BusinessWeek, U.S. News and World Reports, and, among other distinctions, he has been called an “industry guru” by Fortune Magazine.
Aldrich was the founder and former director of research for Gartner’s e-learning coverage. He graduated from Brown University with a degree in cognitive science, and earlier in his career worked on special projects for Xerox’s executive team.
PART ONE
What Are Games, Simulations, and Virtual Worlds Really, and Why Should I Care?
chapter ONE
Understanding Highly Interactive Virtual Environments
Imagine that you get a phone call at two in the morning, and you are told that you won a thousand dollars. But there is a catch. You have to spend it all before sunrise.
I don’t have a profound analogy here, but wasn’t it easy to imagine that situation? Humans effortlessly create virtual situations all the time. In our minds, we simulate shaking hands with the person we are scheduled to meet, and we plan different things we might say. Runners imagine the track and plan where to conserve energy and where to spend it. As we drive into a gas station, some of us visualize on what side our car’s gas tank is. When we are given a new job, we plan for it by playing out scenarios, trying to understand our goals and foresee our potential actions and our barriers.
We also use virtual environments to do experiments. Einstein made progress towards his second theory of relativity by imagining he was riding a light beam. Programmers review steps of code in the shower, trying to figure out unintended consequences.
Schools, naturally, have long used highly interactive environments, if only a tad virtual. In classrooms, teachers use short games to introduce difficult topics, and mock trials have been the staple at law schools for decades. On sports fields, student athletes practice dozens of hours for every hour spent in a game. Some of this practice is lighthearted and open ended; other practice is intense and focused.
DO HIGHLY INTERACTIVE VIRTUAL ENVIRONMENTS WORK BETTER?
But do Highly Interactive Virtual Environments (HIVEs) work better for formal learning programs? Are they a fad, or are they the future? Are they the pet rock or the Internet?
The early evidence, both rigorous and anecdotal, seems to strongly suggest that highly interactive virtual learning is a permanent transformation of the educational landscape, coming out of its somewhat awkward adolescence and entering early maturity. This is due in part to interactive environments’ ability to produce better traditional academic results.
Here is one well documented typical example: Researcher Kurt Squire tested a simulation/game called Supercharged, developed at MIT by John Belcher and Andrew McKinney, to teach about electromagnetic forces. Using pre and post tests with control groups, he found that the participants in the control group receiving interactive lectures improved their understanding by 15 percent over their pre test scores, while those who played with the game improved their understanding by 28 percent (Squire et al. 2004).
In another case, Dr. John Dunning, professor of organizational behavior at Troy University, discovered that students gave high marks to a popular required capstone public administration organizational behavior class using traditional linear media. However, when he surveyed multiple classes six months after the course was over, the knowledge and theories learned were not being applied in the workplace. To test the use of simulations, Dr. Dunning ran two organizational behavior classes. One class used the traditional curriculum based on case studies and term papers, and the other class used a leadership simulation. Six months after both classes were over, he again polled the students. The differences between the two classes were significant. Students who took the traditional class using case studies and reports, as was consistent with the earlier surveys, could recall some portion of class material. But the students who took the class that used the leadership simulation had significantly greater occurrences of being able to explain the material and, most importantly, being able to apply it (Aldrich 2009).
THE “WHY”
But it is still not clear why highly interactive virtual environments work. I suspect that we will be debating this for centuries. Here is a list of some current arguments, looking at the different components of interactivity.
Argument 1: Games as a Learning Tool
Games are a more natural way to learn than traditional classrooms. Not only have humans been learning by playing games since the beginning of our species, but intelligent animals have as well. Otters and African grays alike have been seen exhibiting what appears to be game playing behavior. Lepper and Malone’s “Making Learning Fun: A Taxonomy of Intrinsic Motivations for Learning” (1987) is a good high level framework for fun elements. Games researchers Habgood, Ainsworth, and Benford (2005) explain that challenge, one of the motivations in Lepper and Malone’s taxonomy, “depends on engaging a player’s self esteem using personally meaningful goals with uncertain outcomes. Uncertainty can be achieved through variable difficulty levels, multiple level goals, hidden information and randomness.” Thus, the motivational effect of digital games comes from “the emotional appeal of fantasy and the sensory and cognitive components of curiosity.”
Chris Crawford, in his book The Art of Computer Game Design (1984), suggests that games are “the most ancient and time honored vehicle for education. They are the original educational technology, the natural one, having received the seal of approval of natural selection. We don’t see mother lions lecturing cubs at the chalkboard; we don’t see senior lions writing their memoirs for posterity. In light of this, the question, ‘Can games have educational value?’ becomes absurd. It is not games but schools that are the newfangled notion, the untested fad, the violator of tradition. Game playing is a vital educational function for any creature capable of learning.”
The optimal learning state is that of being in “flow.” The term, coined by psychologist Mihaly Csikszentmihalyi (1990), refers to a mental state of immersion and clarity. Athletes call it “being in the zone,” and the term has made its way into a number of fields including video game research. (For more information on flow’s role in gaming, see Kiili 2005). Writers and computer game players alike talk about losing track of time for hours at a time.
Argument 2: Context and Emotional Involvement
Knowledge is useful only in context, and virtual environments provide a context, ideally similar to the context in which the content will eventually be used. (Gee 2003) This context can be specific or abstract, and it can also be emotional. For example, if the goal is to teach anti bullying behavior when a person is highly stressed and feeling threatened, mirroring and simulating this emotional context is necessary for the new content to be absorbed.
Only if we have an emotional stake in the content does our brain release the chemicals in the amygdala and hippocampus necessary for memory (Ledoux 1998). This is why we remember a good novel better than a bad textbook. And in school, we best remember content when there is the fear of an impending test.
Combining the context and emotional arguments, many have argued that failure is necessary to learn (Klein et al. 2007; Keith and Frese 2008). Experimenting in environments where failure is acceptable is therefore necessary to learn and ultimately to develop cognitive resiliency.
Argument 3: Participation
Participation with content may be necessary for learning. In a famous experiment, Held and Hein (1963) exposed two kittens to nearly identical visual information. This was done by placing one of the kittens (the passive kitten) in a little gondola and linking it to a harness worn by the other (the active kitten) so that as the active kitten moved about and explored its environment, the passive kitten was moved in exactly the same manner. The result was that only the active kitten developed normal depth perception. The passive kitten, even though its visual sensory input had been nearly identical, did not.
The process of converting experiential expertise into linear material such as books and lectures strips out most of what is valuable in the content to begin with (Barrie 2001; Aldrich 2005). An analogy is that white flour, once bleached, loses much of the nutritional value of the original whole wheat. One can’t learn to ride a bicycle, the saying goes, from a great lecture. And what is true for riding a bicycle might also be true of negotiating or stewardship.
CLARIFYING WHAT WE MEAN BY HIGHLY INTERACTIVE VIRTUAL ENVIRONMENTS
Of course, the more vague we are, the easier it is to generalize supporting evidence, but to less effect. Talking about interactive virtual learning broadly is like talking about television broadly. One could have said convincingly a few decades ago, “Television programs are a great way of entertaining a mass of people,” but you or I, with hours of hard earned experience under our belts, might now ask, “When you say television is entertaining, do you mean situation comedies, or dramas, or news, or commercials?”
Similarly, we need to get much more specific about different types of interactive experiences. As its title indicates, this book focuses on educational simulations, games, and virtual worlds. This, however, puts us in the epicenter of general confusion among students, professors, administrators, and, well, just about every one else. I have argued that they are connected, even nested. I would like to now argue that they are also very distinctive.
It is hard to have a conversation about either virtual worlds or educational simulations without someone inaccurately equating the two. And the person does this without even realizing it. For example, a classics department head may say, “Simulations are transferring the way people are learning. Just imagine The Sims, but around Greek politics. That is why we are looking into an island on Second Life.” This is using a computer game as an example and putting forth an unstructured virtual world as a solution.
Figure 1.1 diagrams the relationship of virtual worlds, electronic games, and educational simulations. Highly Interactive Virtual Environments (HIVEs) is the encompassing term for the combined areas of educational simulations, games, and virtual worlds.
Virtual worlds are an infrastructure, analogous to a telephone or television system. Although some games are created and structured by instructors using an open ended environment, the term sims in this chart applies to the portion of games (especially serious games) and educational simulations that are prepackaged media, closer in application to movies or magazines, and that try to influence students’ behavior in the “real” world.
There are other vague terms floating about in Figure 1.1, including educational simulations, virtual worlds, virtual classrooms, serious games, frame games, class games, and group challenge. So here are some definitions and comparisons (we will define even more terms and get even more specific in Part Three).
Educational Simulation versus Virtual World
Educational simulations are structured environments, abstracted from some specific real life activity, with stated levels and goals. They allow participants to practice real world skills with appropriate feedback but without affecting real processes or people. For example, the Acton School of Business uses a rigorous educational simulation to teach students about designing effective production lines (Figure 1.2).
Figure 1.1 HIVEs, Virtual Worlds, Games, and Educational Simulations
Virtual worlds are 3-D environments where participants from different locations can meet with each other at the same time. These environments can capture and convey enough social cues, such as body language, interactive props, and the look and feel of “real” surroundings to convince some part of the participants’ brains that they are physically in this other world. Increasingly important, some virtual worlds also enable participants to build and otherwise change the environment. Linden Lab’s Second Life is the best known example of a virtual world, although many students have more experience with other examples, such as Active Worlds, Whyville, and ProtoSphere.
Figure 1.2 An Educational Simulation of a Production Line
More like e mail than Citizen Cain, virtual worlds are flexible but natively unstructured infrastructures in which many different activities are supported. These activities, as listed by Bloomsburg University’s Karl Kapp, include the following:
• Entertainment
• Classes
• Meetings
• Virtual events
• Data visualization
• Prototyping/self-expression
• Replicating real-world facilities
• Virtual walkthroughs and tours
• Virtual mentoring
• Virtual recruiting
• Experiencing a disease state
• Creating machinima movies
People, once aware, seem comfortable with the differences between virtual world and educational simulation. The differences between the two types of sims—serious game and educational simulation—can be harder. These are obviously much closer than virtual worlds and educational simulations, but the differences between the two media are critical.
Serious Game versus Educational Simulation