Showing posts with label draft paper. Show all posts
Showing posts with label draft paper. Show all posts

Thursday, 1 May 2008

On-line Games, Simulations & Role-plays as Learning Environments: Boundary and Role Characteristics

Last July, I posted a paper (draft) on Boundary Characteristics of Game, Simulation, Drama & Role-play Learning Environments. With the help of Roni Linser, it has been updated. The following is the latest draft.

On-line Games, Simulations & Role-plays as Learning Environments: Boundary and Role Characteristics

Introduction

As the arsenal for instructional design strategies increasingly grows to include online games, simulations and role-plays there is an increased need to understand the practical and theoretical issues that are involved in the use of such environments. In this paper, we focus on the boundary characteristics that separate reality from the game space and the consequences of these characteristics to the triad of learner/player/role – a critical intersection between game space and reality.

It is often both argued and assumed that the spaces provided by games, simulations and role-playing, for convenience here called ‘game-type’ environments, are separate from the reality that intersects them. The argument is that these ‘game-type’ environments are artificially created in which players facing adversity and governed by specific game-rules, attempt to reach quantifiable outcomes. (Sales & Zimmerman 2003) While this may be a useful way to understand digital computer and video games in the context of entertainment, it is less than clear whether this separation is as clear-cut for, or applicable to, games generally and ‘game-type’ environments like role-playing games (RPG) and role-play simulation games (RPSG) in particular. Moreover, and as the paper argues, the ‘permeability’ of the boundary between reality and game space is a critical feature of online games, simulations and role-plays with pedagogical intent. Because different game designs result in environments displaying various game-boundary characteristics, understanding these characteristics can lead to better adoption and adaptation of ‘game-type’ learning environments design, as well as better strategies for evaluating the effectiveness of specific ‘game type’ environments in meeting learning outcomes.

Game environments intended for pedagogical objectives are not only inseparable from reality but intersect it in ways that are immensely useful in enabling deep learning. The paper highlights some of the theoretical and practical issues surrounding the boundary characteristics of such environments based on the teaching/learning experience of the authors focusing on two questions:

 How does reality intersect with these ‘game-type’ ‘virtual’ learning environments?
 How do the boundaries that define and maintain particular ‘game-type’ learning environments impact on the learner/player/role triad and hence on the learning process?

Since computers first entered the educational arena the concept of ‘games for learning’ has become increasingly attractive to educators seeking to create engaging 'interactive' learning environments. The element of ‘play’ as a conduit for learning is clearly not new. Johan Huizinga in his 1938 book Homo Ludens, suggested that ‘play’ was primary to and a necessary (though not sufficient) condition for the generation of culture and as such, is a core-learning mode for cultural transmission for all sentient beings. (Huizinga, 1971)

Education theorists like Dewey (1944), social psychologists like Mead (1934) and psychologists like Winnicott (1980) have all recognized the importance and value of play for learning. ‘Game-type’ environments are of course a more organized form of play. Still, building on more than forty years of work in the use of games for learning, researchers are clearly arguing and demonstrating that everyone can learn something from games (Gee 2003; Gros 2003; Beck & Wade; 2004). Numerous articles have demonstrated ways to select, research, build, sell, deploy, and evaluate the right type of educational games for the right situation (Prensky, 2001; Aldrich, 2004; 2005). While there is a continuing (often silently) passive resistance to the use of ‘game-type’ environments for learning in formal educational contexts this has not prevented learning oriented institutions as military academies, medical bodies, and training institutions from making extensive use of them for skill development, knowledge acquisition and more recently exploration of affective learning goals.

The question is therefore not whether ‘game-type’ environments are useful, but rather the criterion by which to evaluate their utility to meet specific learning outcomes - how to chose between different ‘game-type’ environments to not only meet but also best suit particular learning outcomes? Given the variety of games, simulations and role-playing games in the market, this is not a simple question.

Understanding the constraints and implication that different game spaces produce as learning spaces, or as a strategy to meet learning objectives may be useful for educators who need to answer that question. To do so we must first outline the types of game spaces available to educators.


Types of game space

Game environments may be constructed in any or combination of the following types of spaces:

Physical space

Physical space, and for convenience sake to take the common sense notion of it in order not to delve into the worlds of theoretical physics and metaphysics, is the 3D+Time environment that people perceive for practical purposes as the one they inhabit, act in and upon, change, etc. It is the here and now in which we eat and breathe, the one we sense with our five senses – perhaps more. A football or tennis arena like Wembley Stadium or the Wimbledon center court, or the local golf course, the paint-ball rooms in amusement parks or the kitchen table playing solitaire, the board-game and many others in-door and out-door spaces, both those specifically designed for the purpose of playing a game or used in an ad hoc fashion, are all physical spaces of games. A classroom, laboratory, lecture theatre and observatory are examples of traditional physical spaces used for teaching and learning. In all of them the laws of physics are applicable regardless of the social use to which they apply.

People in physical spaces typically behave consistently with socially constructed rules and norms associated with such physical space. They do so both in game spaces mentioned above and in educational spaces. However, unlike the laws of physics, these socially constructed norms and rules are continuously maintained, contested, negotiated and changed in the social dynamics of interaction. For example, in a lecture theatre most participants will assume the role of "listener" and sit quietly while one or two participants who take on the role of "speaker" that will deliver a "lecture". However a couple of participants may also start up a conversation, perhaps interrupting the speaker, which may contest the prevalent norm, upon which negotiating the rules appropriate to the space ensues. A football field is associated with a football game when there is general consensus by players to be bound by the rules of being on a football field and act accordingly since the same physical space can also be used as a baseball field with alterations to the white marked boundary lines.


Virtual space

Virtual space commonly refers to computer-generated games and simulations created as two or three-dimensional environments that allow a participant to experience and interact with a setting or situation within these environments. In typical ‘immersion’ mode, participants put on head-mount gear, glasses, wear some form of sensor-enabled clothing and walk in a ‘VirtuSphere’ (Christensen, 2005). Alternately, in the ‘token’ mode, players in a game control an Avatar (Website 1) through which they interact with the virtual environment they inhabit. In both cases, the interactions with the environment, including all game artifacts, are generated and controlled by a computer. Highly sophisticated ‘immersion’ mode flight, tank and naval simulations used for training by modern armies or the graphic complexity of fantasy environments like Grand Auto Theft, World of Warcraft or Myst in the entertainment industry are typical of such spaces at the high fidelity spectrum. Less complex graphically, at lower fidelity but still in ‘token’ mode, are games like Civilization or Age of Empires. Both the Sims and Second Life, which have been increasingly presented as a potentially powerful spaces for teaching and learning, belongs to ‘the token’ mode. Second Life is of higher fidelity than the Sims. Though in essence both are virtual environments, Second Life and the Sims are not exactly games as such in the traditional definition (Sales and Zimmerman 2003), and are closer to simulations of hypothetical environments that are used to play – but necessarily games.

Whether such virtual spaces simulate real world physics or imaginary physics the activity of users is governed by rules that are generated by scripts and algorithms - all inputs of users (e.g. moving the joystick to the left) is processed through these embedded rules to produce the activity (output) seen on the screen by the users giving them the illusion of being in that space.
[All following sections condense - ‘game-type’]
Augmented space

Augmented reality

Augmented reality ... deals with the combination of real world and computer generated data. At present, most AR research is concerned with the use of live video imagery that is digitally processed and ‘augmented’ by the addition of computer-generated graphics. Advanced research includes the use of motion tracking data, fiducial marker recognition using machine vision, and the construction of controlled environments containing any number of sensors and actuators. [Website 2]

Again, there are two sub groups here. Physical Reality augmented with virtual artifacts, such as Magic Eye. [Website 3] This lets the user see the real world around him and augment this view by overlaying or composing three-dimensional virtual objects with their real world counterparts. The idea is that for the user it would seem as if the virtual and real objects coexisted. Hear &There [Website 4] is another example. Its an augmented reality system of linked audio that allows users to virtually drop sounds at any location in the real world, and users of the system could then hear the sounds associated with a given area.

The second subgroup is Virtual Reality augmented with virtual artifacts. Examples of this include the Berlin in 3D for Google Earth [Website 5] Las Vegas 3D Buildings [Website 6] Historical events link to Google Earth, such as World War Two Google Earth [Website 7], Famous WW2 Battlefields Today [Website 8]. Last, but not the least, Google street view [Website 9] where physical space's photos are used to augment virtual space.

Some uses of augmented reality in teaching and learning are:
 Arts Center of Christchurch New Zealand (Billinghurst, 2002)
 MagicBook is a book just like any other, complete with a story written on pages that could be read without the help of AR technology. However, the pages also contained virtual animated figures, which once viewed with a heads-up display would act out the story in 3D space above the pages. (Shelton, 2002)
 "Augmented Reality" simulations by MIT [Website 10]
 Handheld Augmented Reality Project [Website 11]
 others [Website 12]

Imagined space

Long before the advent of computer generated spaces, people have been fascinated and absorbed by spaces described by authors. In this type of space, the visualization of the environment, its artifacts and characters occurs solely in our imagination with hints supplied from the text. When there are gaps in the description, our brain will attempt to fill in the missing parts. For example, when reading a novel the imagination of the reader acts on the author's description to construct the novel space in which the story is played out. Consider the vividness of the scenery and characters we imagine when reading such novels as Mark Twain's The Adventures of Tom Sawyer.

The imagined space has long been recognized as a powerful environment for learning as the cultural importance of literature testifies.

It should be noted that these spaces overlap in real situation. Imagined space, in particular, always supplement inadequacy of other spaces.

Game Environment and Game Boundaries

It maybe trivial to state that any game space has a boundary but given the varied types of game environments technologically possible today it is critical to evaluate this boundary. Within any game space marked by this boundary, a different set of rules applies to the behavior - usually with a game goal that drives all the activity within the game space. As soon as a player steps "outside the game boundaries", the normal socially expected behaviors are in effect. This section, describes our observed "boundary conditions" of the game space.

Our first observation is that game spaces do not exist isolated from the real world even if game boundaries are identifiable. In fact, game spaces are part of (a subset of) the larger space co-occupied by many different actors who act in complex combinations of different roles and stakes. Typically, when a game is used in teaching and learning, the immediately outer space of the game space will be the institute in which the games are hosted. Typical to a game space used in teaching and learning, an "institutional representative" may be present in the game space, not necessarily acting in full compliance to the game rules imposed upon other game players. The composition of the game space itself and the implications of such will be discussed in a later paper.

Many games exist in the physical space. Real world physics governs the behavior of all the artifacts within the game environment

Players can be said to be playing a game only when in game space, marked by chalk, or the imaginary line between two rocks. Even if they obey all the other rules of playing the game of football, as opposed to playing with a ball, they must be within the boundary to be playing the game..

Computer games ‘naturally’ exist in virtual space. The simulator embedded in such computer games, may have quite different rules from real world physics, as it controls the behavior of in-game artifacts. For example, in Tetris, the falling blocks are usually implemented as falling with constant speed. (Real world physics would require any falling object to accelerate.) As the game advances to higher stages, the speed of falling increases, which is not the same as real world.

Many games exist in every of the spaces mentioned about. For games in the physical space. Real world physics governs the behavior of all the artifacts within the game environment. However, the social rules will be continuously interpreted, negotiated and contested. For games in virtual envirnoments, such as computer games, the real world physics may not apply. However, the allowed range of actions by the players is also limited so that the ability to negotiated social rules may be reduced to near zero.

Most simulators are in virtual space.

Role play starts from a physical space and there are a number of initiatives of using role play online. (Hintjens, 2005; Linser et.al. 2004; Shaw & Mendeloff , 2006; Coll & Linser, 2006) Text-based online role-play operates in the Imagined space.

Boundary Characteristics of Game Environments

The game boundary defines the separation between the game environment and the real world environment. That is, it binds the game rules and action to the game space. Salen and Zimmerman argue that such a boundary is critical in defining a game as such. The boundary, they suggest, clearly distinguishes between the ‘artificial world of the game’ and the “real life” contexts that it intersects. (2003; 94)

Linser, Lindstad and Vold (2007) however, have shown that at least in role-playing games, and in particular ones for educational purposes, this boundary is a lot more porous than what Salen and Zimmerman concede. Not only do life experiences of players cross the boundary and enter such games, but also knowledge, norms, values and social rules that exist outside the game, become strategic assets for players. Furthermore and critically important for educational purposes, in-game experiences and actions can and do migrate across the boundary into the real world. This is precisely the reason why games and simulations in general and role-plays in particular, are so useful for education.

The following characteristics do not absolutely have to be apparent in every game environment. Rather, they highlight boundary characteristics that may have pedagogical implications. The characteristics of the boundaries between the real space and the game space can be understood as variables along a continuum. The degree to which each is apparent in particular types of games and in specific game environments impacts on the quality and outcomes of player experiences. Thus, these boundary characteristics need to be considered when designing and implementing games for learning. The same game may be implemented in quite different ways due to the manner in which these boundaries are established, crossed over and maintained.

Permeability

The permeability of the boundary refers to the extent to which game rules defining the boundary are susceptible to factors and influences from the real world to enter the game world. If the boundary were impermeable it would be resistant to external influences flowing into the game space. In contrast, a boundary with high permeability suggests a vulnerability to external influence.

Permeability of boundaries is the hinge that allows the insertion of outside knowledge, attitudes and strategies into the game, as well a facilitating the transfer of knowledge, skills, attitudes and understanding developed within the game environment to contexts in the 'real' world. The issue of Transfer in the literature, referring to the transference of knowledge and attitudes from game activity into the world, hinges on permeability of game boundaries. The assumption that playing games can be used as pedagogical tools to help students learn, though not necessarily, is often accompanied with the assumption that game boundaries are permeable to the transference of knowledge, skills and attitudes. If game environment boundary were impermeable to information and knowledge their utility for education would not be pedagogical, though may serve other purposes.

Most games played in physical space have permeable boundaries. Like all socially constructed rules, those that govern games are negotiated, maintained and contested as part of the game. The very fact that official games an appeal to a third party to adjudicate, a referee, who is both inside and outside game space, demonstrates clearly that the rules are negotiated and contested. Transference of knowledge, skills and attitudes is unambiguously part of the whole social phenomena of Football and players spent a lot of time training in a non-game environment in order to improve their performance during game. Likewise, experience and information gathered within the game environment, such as tenacity, leadership qualities, team spirit, can be used outside of the game environment.

Game environments do not exist in isolation. In the context of formal education and learning they are mostly situated within an "institutional space". In some instances institutional representatives will interfere with the in-character game environment thereby allowing the real world to permeate the game space. In such a situation, there is a risk that institutional relations will impact on players’ actions, which in turn may have tremendous impact on outcomes within the game environment.

Permeability to external power is a risk whenever interactions and task performance of players within the game are subject to formal assessment. One is quite likely to play golf differently when playing against the boss and best friends. Players may be inclined in such situations to be conscious that their play is subject to scrutiny and assessment by external sources to the game action and this may thus limit the scope of action they might take in the game. The course of action players might pursue is thus influenced by the permeability of the game boundary to institutional relations and norms.

However, this risk does not necessarily mean that players will alter their freedom of action within the game. Given appropriate strategies by institutional representatives (the Zen of Mod) it may actually increase the scope of actions players might take. It depends on the type of ‘interference’ institutional representatives insert into the game. For example, by providing alternative strategies, rather than insisting on what should be done, may increase the scope of actions identified by players.

The permeability of institutional relations can be subtle and unnoticeable. Educator should exercise great care when interacting with players during a game. A suggestion from a moderator can be interpreted as a command and hence steel from the players the exercise of real choice. On the other hand, a whole list of suggestions, even contrary ones, without providing preference, may enhance the players understanding and lead to even new forms of actions not envisioned previously. Whenever interactions and task performance of players within the game are subject to formal assessment, players are conscious that their play is subject to scrutiny by a power figure external to the game action and of the assessment value of particular strategies. The course of action players might pursue is thus influenced by the permeability of the game boundary to the inherent power exerted by the assessor.

Fuzziness

Where the boundary starts and where it ends is sometimes very difficult to distinguish. For example in a game of chess, if the players can hear the commentary of the game, the outcome could be influenced. It has been reported many times that when fans cheer a player in a competition this impacts on the performance of the competitor. Are the commentators or the fans part of the game or not? If the game rules of a chess match allows on-lookers to make suggestions to the players, how would that change the game? Is this the same game as a chess game where any suggestions/comments are strictly blocked? An example of this in the case of online role-play simulation is the fuzziness between the 'real' world dispute over the development of the pulp and paper industry in South America and the 'game' world dispute in the BIG Paper b-Sim. [REF] Participants report difficulty in separating the real world events and characters from those of the game world. [REF] Participants in political science simulations run at the University of Melbourne and elsewhere were indeed specifically designed with ‘fuzziness’ merging real and game events. [Linser et. al 1999; Linser, 2004]

Flexibility

Flexibility refers to the capacity of the game boundary to respond to changes to the boundary itself. In other words it refers to the ability of the game environment to accommodate changes to the game rules or artifacts while action is in play - the more flexible the boundary, the easier it will be to introduce 'on the fly' modifications to the game environment (perhaps to reflect changes within the parallel 'real' world outside the game.) For example, the scenario for the Middle East Politics simulation (Vincent and Shepherd, op cit) is set 3 weeks into the future from the commencement date. It is possible, and indeed likely, that 'real' world parameters governing the scenario may change rendering the game environment less relevant - the death of a key character in the role-play or the outbreak of war. A flexible boundary, in other words ability to change rules and roles, will allow the game environment to be changed either explicitly or implicitly to reflect 'real' world changes. In contrast, an inflexible boundary quarantines the game environment so that it remains untouched by such external pressures. Boundaries can be seen to be flexible in different ways and the following is an attempt to unpack these differences.

Plasticity of the boundary is one way in which the characteristic of flexibility may be exhibited. We have borrowed the concept of plasticity from neuroscience to denote a boundary that is able to undergo organizational change as a result of experience. Adaptive plasticity means that the boundary can change in response to new information and dynamics either within or outside the game environment resulting in changes that may be translated to self-organized modification during the game or later iterations of the game. For example a role-play game set to have, lets say 2 interaction spaces, may change to incorporate 3 interaction spaces as a result of players self organization.

Elasticity is another way in which flexibility can be demonstrated. While elasticity is a component of flexibility, it relates specifically to the ability of the game environment to accommodate changes in the number of players at the start of the game. The more elastic the boundary is the more it can stretch or shrink to match the number of players enrolled to participate. Thus, a game that is scalable in terms of allowing modification to the number of players would be seen to have an elastic boundary whereas a game limited to a fixed number of players would have an inelastic boundary.

Fluidity is a third form of flexibility. It refers to the ability of the game to accommodate changing numbers of players once play has commenced. Can the game continue with integrity if a new player is introduced into the game, or withdrawn from the game whilst play is in action?

There are other possible ways of understanding the flexibility of boundaries. In a computer simulation, the use of props such as a steering wheel or joystick may act to increase the realism of the game thereby reducing the separation (boundary) between real and game worlds. As such, it weakens the boundary. Tokenism on the other hand depends very much on the imagination and psychological makeup of the player. If a player recognizes the token as symbolic of a real world dynamic, this may also weaken the boundary. However, if the token is abstract to the point of meaning little to the player it may have no impact or perhaps strengthen the boundary.


Pedagogical Implications for the Learner/Player/Role

Learning through games, simulations, and role-playing is way of learning that depends very much on design characteristics. But it also depends on the learners themselves. As James Paul Gee puts it:

There are two ways to play a game [of Grand Theft Auto III], you can play proactively and strategically or just become a good button-masher. If you want to be strategic—both in terms of the decisions you make and the ways you solve problems—Grand Theft Auto III is subtle and amazing. I found the gang fights distasteful, so I just didn’t trigger them. I went out of my way to see how little damage I could do while still earning my living through crime. Such choices make the game partly mine and not just the designer’s. Games allow you to accept a given assumption (I have to earn a living through crime) and then see how you personally would think, feel, and act. [Gee, 2003]

In situation such as this, we obviously do not want violent criminal behavior to be learnt and transferred to real life. We don't want to train highly effective criminals, do we? We would like to manipulate the game so that the transfer of knowledge, skill and experience (permeability) are those desired and formulated learning objectives. Playing becomes an excuse for debriefing. For this type of game, the debriefing helps to correct the shortcoming of permeability of the game environment.

For a flight simulator, the skill to land a plane in an emergency situation is a learning outcome. We would seek to ensure that the transfer of knowledge and skill is directly transferred from the game environment into real life. The type of debrief is obviously different from those using Grand Theft Auto.

It is important to remember that the game environment is embedded within a larger institutional space (game, simulation, and/role playing as prescribed as part of a course), the institution representative (teacher/facilitator) has immerse power over the students. This power can permeate into the game environment easily. When a teacher/facilitator gives in-game suggestions, they can be easily interpreted as instruction to take a certain approach, denying the player the freedom to make choices. This can also seriously minimize the ownership of the game/role by the players. The same, may be to a lesser degree, be said about the powerful/friendship relationship among the players in the real world. In order to avoid real-world relationship interfere with the game, we may insist that all players are played anonymously.

Game environments with great flexibility assist administrators in allocating students to the game environment when the student enrolment may change from term to term. A flexible game environment would allow the teacher/facilitator to modify the storyline, game rules or other parameters so that when sudden unforeseen situation arises (such as a critical player is not able to continue due to illness), the game play can continue without impacting the learning outcome.

In online role-play, one way of designing game environment to increase flexibility is to allow each role to be played by a team. If a member of a team is unable to continue, the rest of the team can take up the work. Team size also allows more elasticity.

Conclusion

This paper presented some characteristics of the environment boundaries involved in game, simulation and role-playing with the aim to understand and inform education designs using such learning environments.
[Section expansion]

On a personal note we think that in the head long rush into utilizing the possibilities that the communication revolution has enabled, it has been easy for teachers to over-look developments of very effective deep learning strategies that have been part of humanity’s arsenal from its inception. Role-playing is one of these and the communication revolution has provided this strategy with new opportunities. To the gaming generation, itself a product of the communication revolution, role playing games designed for education rather than entertainment do not seem to have been particularly sparkling – they don’t have the Wow factor of increasingly sophisticated 3D graphical interfaces. But pedagogically the sort of contexualised environments that on-line role-plays provide - graphic, virtual and text-based environments in which experience and reflection playfully interact in a game of identity, imagination and reality – enables an immersive engagement and deep learning experience that very few other strategies can match. In the words of an old Chinese proverb: Tell me and I will forget. Show me and I might remember. Involve me and I will understand. To this we would like to add: Let me play a role and I will transform.




References:

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http://www.newhorizons.org/strategies/technology/billinghurst.htm (viewed 20/8/07)

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Websites:

Website 1 Wikipedia: avatar: http://en.wikipedia.org/wiki/Avatar_%28virtual_reality%29 (viewed 20/8/07)
Website 2 Wikipedia: Augmented reality: http://en.wikipedia.org/wiki/Augmented_reality (viewed 20/8/07)
Website 3 http://www.cs.cmu.edu/afs/cs.cmu.edu/user/mue/www/magiceye.html (viewed 20/8/07)
Website 4 http://smg.media.mit.edu/projects/HearAndThere/ (viewed 20/8/07)
Website 5 http://www.youtube.com/watch?v=lkTMMJZI65M&eurl=http%3A%2F%2Fblogs%2Eopen%2Eac%2Euk%2FMaths%2Fajh59%2F010445%2Ehtml (viewed 20/8/07)
Website 6 http://www.youtube.com/watch?v=rsTm-nsJcJk&mode=related&search (viewed 20/8/07)
Website 7 http://www.youtube.com/watch?v=AWrbDFRNMEA&mode=related&search (viewed 20/8/07)
Website 8 Part 1 http://www.youtube.com/watch?v=Mm60ZIVnXZw&mode=related&search (viewed 20/8/07)
Part2 http://www.youtube.com/watch?v=FX2VTr-r2sc&mode=related&search (viewed 20/8/07)
Website 9 http://maps.google.com/help/maps/streetview/ (viewed 20/8/07)
Website 10 http://education.mit.edu/ar/ (viewed 20/8/07)
Website 11 http://isites.harvard.edu/icb/icb.do?keyword=harp (viewed 20/8/07)
Website 12 http://www.ims.tuwien.ac.at/media/documents/publications/Imagina-AR_EducationPaper.pdf (viewed 20/8/07); see also 7 Things You Should Know About Augmented Reality
http://connect.educause.edu/library/abstract/7ThingsYouShouldKnow/39384?time=1187613787 (viewed 20/8/07)






Wednesday, 25 July 2007

comments on "Boundary Characteristics" Draft

Stephen Downes comments

Article proposing a theoretical framework for understanding pedagogical games. I liked the division of four types of 'space': physical space, virtual space, augmented space, and imaginary space (one wonders what Kant would have said). The list of "Boundary Characteristics" (boundary conditions?) of games is also interesting, through probably incomplete. The idea of these boundary conditions is that they are range-like properties of a game that may have pedagogical implications. Take, for example, the 'permeability' of a game. Does outside wisdom and knowledge impact game performance, the way it does in Jeopardy (and not so much in checkers)? Do existing power structures impact game performance (the way, say, playing golf against your boss is different from playing golf against your best friend)? The article mostly just lists the concepts; some more explanation would have been useful. [my emphasis]

Thank you for the good analogy to explain the power permeability. :-)

Clickable Culture links for 2007-07-24
"Game environments may be constructed in any of the following [...]: Physical space... Virtual space... Augmented space... Imagined space..." Unfortunate conceit that 3D simulation is "real" whereas text is "imagined." No mention of 2D graphics at all.

I believe there are grounds for improvement for the paper. Tony Walsh must have read the paper in a hurry! 3D simulation is a simulation which models the real world. 3D simulation is of course NOT real. I don't think I wrote that.
2D graphical representation is a special case of virtual environment. The computer is providing all the visual information to help user/player to create the sense of space.
Space described by text (or another other means) which requires the user/player to fill in missing parts is referred to as "Imagined space" in the paper.

Tuesday, 24 July 2007

Boundary Characteristics of Game, Simulation, Drama & Role play Learning - Draft 2

comments welcome.

Boundary Characteristics of Game, Simulation, Drama & Role-play Learning Environments

by Albert Ip, Fablusi P/L

Elizabeth Rosser, UNSW Foundation Studies
Elyssebeth Leigh, Faculty of Education, UTS

Abstract



Introduction

Since computers first entered the educational arena the concept of 'games for learning'  become increasingly attractive to educators seeking to create engaging 'interactive' learning environments. The element of 'Play' as a conductor for learning is not new. Johan Huizinga1 in his 1938 book 'Homo Ludens', suggested 'Play' as being 'primary to and a necessary (though not sufficient) condition of the generation of culture' and, as such, is a core learning mode for cultural transmission for all sentient beings. Education theorists (Dewey2 and *** etc) have also long since recognised the value of play, including it, via forms such as 'games', in environments for learning that seek to escape from static modes of 'education'.  Building on more than forty years of work in the use of games for learning, current researchers are demonstrating that everyone can learn something from games (see for example James Paul Gee2, Elyssebeth Leigh, etc.). Numerous articles have demonstrated ways to select, research, build, sell, deploy, and evaluate the right type of educational simulation for the right situation (see for example Dick Duke*, Clark Aldrich3, Jan Klabbers 3  and various issues of Simulation & Gaming*). While there is a continuing (often silently) passive resistance to the use of simulations and games for learning in formal environments this has not prevented such learning oriented institutions as the military and medical bodies from making extensive use of them for skill development, knowledge acquisiton and more recently exploration of affective learning goals. As John C. Beck and Mitchell Wade4 argue those who encounter learning via games glean valuable knowledge from their pastime and are well positioned to use that knowledge to transform their workplace. [er: I'm still hankering for the use of an all-encompassing term to cover the genre of games, simulation, role-play and drama - without the intro lacks cohesion. In our discussions Albert proposed that 'game' could capture this as the others may be seen as games by another name. Any thoughts?]


Ip [2006] while arguing against the [educational] potential of off-the-shelf (COTS) commercial games because of their close nature [er: close or closed Albert?], has identified two pedagogically important components of any game: the underlying simulator and the game goals. In the context of computer games, the in-game simulator is the mechanism through which responses to the actions taken by the players are generated.[er: what about multi-player computer games - responses are generated by both the simulator and other players] In role-play simulation and many other games (e.g. chess, football)[er: here we have again the assumption that role-play is a sub-set of the broad category of game - do we agree that it is?], however, the responses to players' actions are provided by other players.  Yet another category of games depends on the real world to provide the feedback, such as the feedback provided by .... in a game of golf.

Within a game, simulation, or role play, a set of artificial rules constrain the permissable behaviours of the players in-game AND provide an objective for players to achieve. That is, the game defines the criteria for determining game outcomes.  In particular, the game goals motivate players to use specific strategies and tactics in order to win a game. This GAME GOAL makes a game environment engaging and powerful.

When using a simulator, implicit role is assumed.[er: is implicit role assumed or role implicitly assumed?] For instance, a trainee using a flight simulator typically assumes the role of a pilot.  Simulations, with appropriately designed game goals, have served a key role in training military personnel, pilots etc.   The trainee pilot suspends their belief that this is a simulator and acts as if s/he is flying a real plane. Simulators thus provide critical learning opportunities for the trainee pilot to handle practice and demonstrate the skills necessary to fly a plane, including managing emergency conditions. This environment reduces risks associated with learning through on the job training, such as the risk of crashing operational aircraft.

Drama, 'process drama' in particular, likewise, requires the players to temporarily supend reality and immerse themselves into the set to play out the roles as specified by the script. O'Toole has demonstrated that such experiences can be very effective in coping with and reducing bullying in schools [O'Toole et el, 2005]. 

Text-based role-play simulations, such as the Middle East Political Science role play simulations [Vincent & Shepherd, 1994], are basically imagined reality.  Players assume the role of politicians and respond to scenarios set 3 weeks into the real-time future. Such imagined reality can be as vivid as any real physical encounter, as evidenced by student descriptions of their experiences. In an end-of-course evaluation of "the Scarlet Letter" role play simulation run at Caldwell Community College, North Carolina, USA in 2005 one student stated:"I felt as though I was living in Boston [...], walking the streets with the Wilsons, the Hathornes, and Mistress Hibbins". Another student wrote in the same course: "I wasn't just reading the story, I was the story and I could change the plot however I wanted to".

There are several common elements connecting all of the above learning strategies of games, simulations, role play and drama.  In this paper, we focus on two:
The learners (players) are required to
  • dis-regard reality temporarily thereby entering a state in which disbelief is suspended for the duration of the play state
  • act within and respond to a set of rules arbitrarily set up to define and maintain the game environment.

Many teachers/facilitators have recognised the existence of an "environment" [er:what are you trying to signify with the term environment? it seems obvious that there is an environment] while using these techniques. Frequently, and correctly, teachers and facilitators put great emphasis on the rituals in entering and existing such an environment.  For simplicity, in the following we shall refer to this game, simulation, drama & role play environment simply as "game environment".  This choice of terminology does not imply that we play more attention to game than the other three strategies.[er: I would like to see this stated at the outset of the paper]

This paper provides a theoretical analysis of the boundary characteristics of the game environment based on the teaching/learning experience of the authors.  We hope this paper can initiate a more detailed study of the use of such environments.

Different types of game space

Game environments may be constructed in any of the following types of spaces or combination of these spaces:

Physical space
This is where our carbon-based life form lives. This is kind of fundamental. Without an existence in Physical Reality, we cannot have existence in the other realities discussed below. Many games, such as football, tennis, golf, paint-ball military games are played in a physical environment. 

A classroom, laboratory, lecture theatre and observatory are examples of physical spaces used for teaching and learning.  Students in such physical spaces typically behave consistently with imposed physical reality required by socially constructed norms.  For example, in a lecture theatre most participants will assume the role of listener and sit quietly while one or two participants take on the role of information source in delivering a lecture.


It should be noted that a physical space ceases to be a game environment when the rules of the game are removed.  For a example, a football field is just a field. Indeed, it is often the case that different activities may be conducted on the physical space as the football game is played.  The football field only becomes a football game field when the people on the field agree to be bound by the rules of the football code and act accordingly.

Virtual space
This is the 3-dimensional world (space) computer generates. In a typical immersive mode, participants put on head-mount gear, wear some form of sensor-enabled clothing and walk in a VirtuSphere. Alternately, in the "token-immersive" mode, the player can control an avatar in the virtual space. In both cases, the interactions with the environment, including all game artifacts, are generated and controlled by a computer. Many computer games, including first person shooter games, and Second Life belong to the latter in this group. 

Some high-fidelity environments (immersive mode) are used for military training.  Flight simulator belongs to the immersive mode too. Second Life has increasingly been hyped as a potentially powerful space for teaching and learning. 

Augmented space
From Wikipedia, Augmented reality [snip] deals with the combination of real world and computer generated data. At present, most AR research is concerned with the use of live video imagery which is digitally processed and "augmented" by the addition of computer generated graphics. Advanced research includes the use of motion tracking data, fiducial marker recognition using machine vision, and the construction of controlled environments containing any number of sensors and actuators. Again, there are two sub groups here. Physical Reality augmented with virtual artifacts, such as Hear&There5 or Magic Eye6. Virtual Reality augmented with virtual artifacts such as Berlin in 3D for Google Earth or Las Vegas 3D Buildings. Historical events link to Google Earth, such as World War Two Google Earth "Famous WW2 Battlefields Today", part 1 and 2. Last, but not the least, Google street view where physical space's photos are used to augment virtual space.  Some uses of augmented reality in teaching and learning are:

  • Arts Center of Christchurch New Zealand (http://www.newhorizons.org/strategies/technology/billinghurst.htm)
  • MagicBook where it is a book just like any other, complete with a story written on pages that could be read without the help of AR technology. However, the pages also contained virtual animated figures, which once viewed with a heads-up display would act out the story in 3D space above the pages. (http://www.newhorizons.org/strategies/technology/shelton.htm)
  • "Augmented Reality" simulations by MIT (http://education.mit.edu/ar/)
  • Handheld Augmented Reality Project (http://isites.harvard.edu/icb/icb.do?keyword=harp)
  • others such as http://www.ims.tuwien.ac.at/media/documents/publications/Imagina-AR_EducationPaper.pdf,

Imagined space
The imagined space has long been recognised as a powerful environment for learning. In this space, the visualisation of the environment, its artifacts and characters an occurs solely in our brain with hints supplied from stimulus, for example, text.  When there are gaps in the description, our brain will attempt to fill in the missing parts.  For example, when reading a novel the imagination of the reader acts on the author's description to construct the novel space in which the story is played out. Consider the vividness of the scenery and characters we imagine when reading such novels as Mark Twain's The Adventures of Tom Sawyer.

Game Environment and Game Space

Many games exist in the physical space. The advent of the computer leads to the development of computer games.  Chess is a ....

Boundary Characteristics of Game Environments

The game boundary defines the separation between the game environment and the real world environment.That is, it binds the game rules and action to the game space. The following properties do not absolutely have to be apparent in every game environment.  Rather, we are only trying to highlight boundary characteristics that may have pedagogical implications. The properties can fall within a range (most likely to be a continuum) with different games may fitting into different point of the continuum. The characteristics of the boundaries between the real world and the game world can be understood as variables along a continuum. The degree to which each is apparant in particular types of games and in specific game environments impacts on the quality and outcomes of player experiences. Thus, these boundary characteristics need to be considered when designing and implementing games for learning. The same game may be implemented in quite different ways due to the manner in which these boundaries are established and maintained. 

Permeability

The permeability of the boundary refers to the extent to which the boundary permits factors and influences from the real world to enter the game world. If the boundary is impermeable it would be resistant to external influences flowing into the game space. In contrast, a boundary with high permeability suggest a vulnerability to external influence. Permeability is a dual-edged sword as this property allows contamination of the game, but also facilitates the transfer of knowledge, skills and attitudes developed within the game environment to contexts in the 'real' world.


Information and Experience: Football players spent a lot of time training in a non-game environment in order to improve their performance during game.  Likewise, experience and information gathered within the game environment can be used outside of the game environment.  This is the basis of our assumption that game environment can be used as pedagogical environment to help students learn.  In other words, the game environment boundary is permeable to information and knowledge.


Power: The game environment does not exist in isolation.  In the context of formal education and learning the game environment is mostly situated within an "institutional space".  In some instances institutional representatives will interfere with the in-character game environment thereby acting to allow the real world to permeate the game world. In such a situation, there is a risk of contamination by power from the external environment which may have tremendous impact on outcomes within the game environment. 
Permeability to external power is apparent whenever interactions and task performance of players within the game are subject to formal assessment. Players are inclined in such situations to be conscious that their play is subject to scrutiny by a power figure external to the game action and of the assessment value of particular strategies. The course of action players might pursue is thus influenced by the permeability of the game boundary to the inherent power exerted by the assessor.

Fuzziness

Where the boundary starts and where it ends is sometimes very difficult to distinguish.  For example in a game of chess, if the players can hear the commentary of the game, the outcome will definitely be influenced.  It has been reported many times that when fans cheer a player in a competition this impacts on the performance of the competitor.   Are the commentators or the fans in-game or out-of-game?  If the game rules of a chess match allows on-lookers to make suggestions to the players, how would that change the game?  Is this the same game as a chess game where any suggestions/comments are strictly blocked? An example of this in the case of online role play simulation is the fuzziness between the 'real' world dispute over the development of the pulp and paper industry in South America and the 'game' world dispute in the BIG Paper b-Sim
Participants report difficulty in separating the real world events and characters from those of the game world.
Preliminary indicators suggest that this may similarly be an issue within the emerging Second Life environment

Weight

Even in situations where the boundary is well-defined it is not necessarily the same thickness. At some points in the game the boundary may be thinner or thicker. That is, the degree to which the game environment is understood as distinct from the 'real' world environment is variable. Typically, during the briefing stage of a game, the boundary is quite thin. As the game space is defined and the rules established the boundary may thicken. However, it is our contention that the weight of the boundary is subjective rather than objective such that one player may experience a significant buffer between the real and game worlds whereas a compatriot at the same point in the game may experience a much thinner boundary.

Flexibility

Flexibility refers to the capacity of the game boundary to respond to internal and external pressure. For example, the ability of the game environment to accommodate changes to the game rules while action is in play. The more flexible the boundary, the easier it will be to introduce 'on the fly' modifications to the game environment, perhaps to reflect changes within the parallel 'real' world outside the game. For instance, as the scenario for the Middle East Politics simulation (Vincent and Shepherd, op cit) is set only 3 weeks into the future, it is possible that 'real' world parameters governing the scenario may change rendering the game environment less relevant. For example, the death of a key character in the role play or the outbreak of war. A flexible boundary will allow the game environment to be changed, either explicitly or implicitly to reflect 'real' world changes. In contrast, an inflexible boundary quarantines the game environment so that it remains untouched by such external pressures. Boundaries can be seen to be flexible in different ways and the following is an attempt to unpack these differences.


Plasticity: We have borrowed the concept of plasticity from neuroscience to denote a boundary that is able to undergo organisational change as a result of experience.  Adaptive plasticity means that the boundary is able to change in response to new information and dynamics either within or outside the game environment resulting in changes that may be translated to later iterations of the game.

Elasticity: While elasticity is a component of flexibility, it relates specifically to the ability of the game environment to accommodate changes in the number of players at the start of the game. The more elastic the boundary is the more it can stretch or shrink to match the number of players enrolled to participate. In a broader context this is often referred to as scalability.


Fluidity: Fluidity refers to the ability of the game to accommodate changing numbers of players once play has commenced. Can the game continue with integrity if a player is introduced into the game, or withdrawn from the game whilst play is in action?





Use of Props

Most games require some form of artifact to facilitate action. Obviously a game of football cannot occur in any recognisable form without a football. That is, the ball is an essential prop for a game of football.  There are games which require no additional pops such as the familiar children game of hide-and-seek. Chess is an interesting case.  Some players are able to play chess without any help of chess pieces. The entire game is imagined.

Tokenisation

Football is a contact sport where injuries to players are common. In a game of chess, the action of the players are manifested by movement of chess pieces which may be captured (or killed).  However, such capture or killing does not incur physical harm to the players.  Tokenisation refers to how the players' actions are manifested in the game world, whether it is manifested physically by the players' presence or via a token such as an avatar.

Pedagogical Implications

Learning through games, simulator, drama and role playing is way of learning which depends very much on the learner.  As James Paul Gee puts it,
there are two ways to play a game [of Grand Theft Auto III ], you can play proactively and strategically or just become a good button-masher.  If you want to be strategic¡Xboth in terms of the decisions you make and the ways you solve problems¡XGrand Theft Auto III is subtle and amazing.  I found the gang fights distasteful, so I just didn¡¦t trigger them.  I went out of my way to see how little damage I could do while still earning my living through crime.  Such choices make the game partly mine and not just the designer¡¦s.  Games allow you to accept a given assumption (I have to earn a living through crime) and then see how you personally would think, feel, and act.

In situation such as this, we obviously do not want the violent criminal behaviour to be learnt and transferred to real life.  We don't want to train highly effective criminals, do we?  We would like to manipulate the game so that the transfer of knowledge, skill and experience (Permeability) are those of desirable ones.  Playing becomes an excuse for debriefing.  For this type of game, the debriefing helps to correct the short-coming of permeability of the game environment.

For flight simulator, the skill to land a plane in emergency situation is the learning outcome.  We would seek to ensure that the transfer of knowledge and skill is directly from the game environment and real life.  The type of debrief is obviously different from those using Grand Theft Auto.

It is important to remember that the game environment is embedded within a larger institutional space (game, simulation, drama and/role playing as prescribed as part of a course), the institution representative (teacher/facilitator) has immerse power over the students.  This power can permeate into the game environment easily.  When a teacher/facilitator gives in-game suggestions, they can be easily interpreted as instruction to take a certain approach, denying the player the freedom to make choices.  This can also seriously minimise the ownership of the game/role by the players.  The same, may be to a lesser degree, be said about the powerful/friendship relationship among the players in the real world.  In order to avoid real-world relationship interfere with the game, we may insist that all players are played anonymously.

Game environments with great flexibility assist administrators in allocating students to the game environment when the student enrolment may change from term to term.  A flexible game environment would allow the teacher/facilitator to modify the storyline, game rules or other parameters so that when sudden unforeseen situation arises (such as a critical player is not able to continue due to illness), the game play can continue without impacting the learning outcome.

In online role play, one way of designing game environment to increase flexibility is to allow each role to be played by a team.  If a member of a team is unable to continue, the work can be taken up by the rest of the team.  Team size also allows more
elasticity.

James Paul Gee talks about "an actual biological effect. When you operate a game character, you are manipulating something at a distance (a virtual distance, in this case), much like operating a robot at a distance, but in a much more fine-grained way.  This makes humans feel that their bodies and minds have actually been expanded into or entered that distant space. "[http://pc.gamezone.com/news/07_03_03_06_17PM.htm] Tokenisation is a degree of protection from physical harm to the players by the game environment.

Conclusion

This paper presents a potential theoretical framework to understand and inform education designs for learning environments.

The use of game, simulator, drama and role playing implicitly implies the existence of an environment.  Learners enter and exist the environment by triggering suspension of disbelief and start observing the artificial rules imposed by the game environment.  However, the environment boundary is not clear cut.  Different design can result in environments displaying various properties as described in this paper.  Understanding the properties can lead to better adoption and adaptation of the design, administrating the learning and evaluating the effectiveness of the learning outcome.

Reference:

1Huizinga, Johan. Homo Ludens. Beacon Press (June 1, 1971). ISBN-10: 0807046817
 See for example Begona Gros, (July 2003) The Impact of digital games in education, http://www.firstmonday.org/issues/issue8_7/xyzgros/index.html

2 James Paul Gee (2003), What Video Games Have to Teach Us About Learning and Literacy

3 Clark Aldrich (2005), Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences

4 John C. Beck, Mitchell Wade (2004),Got Game: How the Gamer Generation Is Reshaping Business Forever (Hardcover)

5 "Hear&There" (http://smg.media.mit.edu/projects/HearAndThere/) allows people to virtually drop sounds at any location in the real world. Once one of these "SoundSpots" has been created, an individual using the Hear&There system will be able to hear it. We envision these sounds being recordings of personal thoughts or anecdotes, and music or other sounds that are associated with a given area.
6 "Magic Eye" (http://www.cs.cmu.edu/afs/cs.cmu.edu/user/mue/www/magiceye.html) lets the user see the real world around him and augment the user's view of the real world by overlaying or composing three-dimensional virtual objects with their real world counterparts. Ideally, it would seem to the user that the virtual and real objects coexisted.

Ip, A, 2006, Why Most Off the Shelf Commerical Games Will Not Work in Education? And What Is The Alternative?
O'Toole, J; Burton, B and Plunkett, A, 2005, Cooling Conflict Pearson Longman, Australia












Thursday, 19 July 2007

Boundary Characteristics of Game, Simulation, Drama & Role play Learning - Early draft

Comments welcome. See draft 2 here 24th July, 2007

Boundary Characteristics of Game, Simulation, Drama & Role play Learning Environments

Abstract



Introduction

Game as a structured or semi-structured activity is becoming more and more attractive to educators as a learning environment1. James Paul Gee2 shows us that everyone can learn something from games. Clark Aldrich3 talked about how to select, research, build, sell, deploy, and measure the right type of educational simulation for the right situation. John C. Beck, Mitchell Wade4 argues that gamers glean valuable knowledge from their pastime and that they’re poised to use that knowledge to transform the workplace. Sceptics (refs) have argued against the value of games in education. 

Ip [2006] while arguing against the potential of off-the-shelf (COTS) commercial games because of their close nature, has identified two pedagogically important components of any game: the underlying simulator and the game goals. In the common sense of computer games, the in-game simulator is the mechanism which generates responses to the actions taken by the players. In role play simulation and many other games (e.g. chess, football), however, the responses to players' actions are provided by other players.  Yet other type of games, such as golf, depend on the real world to provide the feedback.

Within a game or a role play simulation, there is a set of artificial rules to constrain the allowed behaviour of the players in-game AND provides an objective for the players to achieve (i.e. the game defines the criteria on how a player/team may be considered winning a game).  In particular, the game goals motivate the players to take specific strategies and tactics in order to win a game. This is the GAME GOAL which makes a game environment engaging and powerful.

When using a simulator, implicit role is assumed. For instance, a trainee using a flight simulator typically assumes the role of a pilot.  Simulations, with appropriately designed game goals have served a key role in training military personnel, pilots etc.   The trainee pilot suspenses his/her belief that this is a simulator and acts as if s/he is flying a real plane. Simulators, thus, provide critical training/learning opportunities for the trainee pilot to handle flying a plane at emergency conditions without risking his/her life and reducing the cost of crashing real planes.

Drama, "Process Drama" in particular, likewise, requires the players to temporarily supense reality and immerse into the set and play out the roles as specified by the script. As an example, O'Toole has demonstrated that such experiences are very effective in coping and reducing bullying in schools [O'Toole et el, 2005]. 

Text-based role play simulation, e.g. Middle East Political Science role play simulations [Vincent ???] are basically imagined reality.  Players assume the role of politicians and respond to scenarios 3 weeks ahead of real time. Such imagined reality can be as vivid as any real physical encounter as these students described in an end-of-course evaluation of "the Scarlet Letter" role play simulation ran at Caldwell Community College, North Carolina, USA in 2005:
I felt as though I was living in Boston [...], walking the streets with the Wilsons, the Hathornes, and Mistress Hibbins.
and another student wrote in the same course:
I wasn't just reading the story, I was the story and I could change the plot however I wanted to.

All the above strategies, using games, simulator, role play and drama have several common elements.  In this paper, we focus on two:
The students (players) are required to
  • dis-regard reality temporarily (enter the state of "suspension of disbelief"), and
  • act and respond to a set of rules arbitrarily set up in the environment.

Many teachers/facilitators have recognised the existence of an "environment" while using these techniques. Frequently, and correctly, teachers and facilitators put great emphasis on the rituals in entering and existing such an environment.  For simplicity, in the following we shall refer to this game, simulation, drama & role play environment simply as "game environment".  This choice of terminology does not imply that we play more attention to game than the other three strategies.

This paper provides a theoretical analysis of the environment based on the anecdotal evidences gathered by the authors.  We hope this paper can initiate a detailed studies in the use of such environments.

Different types of Realities

Game environment exists in any of the following types of spaces:

Physical space
This is where our carbon-based life form lives. This is kind of fundamental. Without an existence in Physical Reality, we cannot have existence in the rest of the realities describe below.

Classrooms, laboratory, lecture theatre, observatory are examples of physical space which are used for teaching and learning.  Students in such physical space typically behalf consistent to imposed physical reality.  For example in a lecture room, most participants will assume the role of listener and sit quietly while one or two participants take on the role of information source in delivering a lecture. Many games, such as football, tennis, golf, paint-ball military games are played in a physical environment. 

It should be noted that a physical space ceases to be a game environment when the rules of the game are removed.  For a example, a football field is just a field. People have different activities on the same field.  The football field becomes a game field (for a football match) when the people in the football fields agree to be bound by the rules of the football and act accordingly.

Virtual space
This is the 3-dimensional world (space) computer generates. In an immersive mode, participation puts on a head-mount gear, wears some sensor-enabled clothing and walks in a VirtuSphere. Alternately, in the "token-immersive" mode, the player can control an avatar in the virtual space. In both cases, the interactions with the environment, including all game artifacts, are generated and controlled by a computer. Many computer games, including first person shooter games, and Second Life belong to the latter in this group. 

Some high-fidelity environments (immersive mode) are used for military training.  Flight simulator belongs to the immersive mode too. Second Life has increasingly been hyped as a potentially powerful space for teaching and learning. 

Augmented space
From Wikipedia, Augmented reality [snip] deals with the combination of real world and computer generated data. At present, most AR research is concerned with the use of live video imagery which is digitally processed and "augmented" by the addition of computer generated graphics. Advanced research includes the use of motion tracking data, fiducial marker recognition using machine vision, and the construction of controlled environments containing any number of sensors and actuators. Again, there are two sub groups here. Physical Reality augmented with virtual artifacts, such as Hear&There5 or Magic Eye6. Virtual Reality augmented with virtual artifacts such as Berlin in 3D for Google Earth or Las Vegas 3D Buildings. Historical events link to Google Earth, such as World War Two Google Earth "Famous WW2 Battlefields Today", part 1 and 2. Last, but not the least, Google street view where physical space's photos are used to augment virtual space.  Some uses of augmented reality in teaching and learning are:
  • Arts Center of Christchurch New Zealand (http://www.newhorizons.org/strategies/technology/billinghurst.htm)
  • MagicBook where it is a book just like any other, complete with a story written on pages that could be read without the help of AR technology. However, the pages also contained virtual animated figures, which once viewed with a heads-up display would act out the story in 3D space above the pages. (http://www.newhorizons.org/strategies/technology/shelton.htm)
  • "Augmented Reality" simulations by MIT (http://education.mit.edu/ar/)
  • Handheld Augmented Reality Project (http://isites.harvard.edu/icb/icb.do?keyword=harp)
  • others such as http://www.ims.tuwien.ac.at/media/documents/publications/Imagina-AR_EducationPaper.pdf,

Imagined space
This is the scenery and/or the vivid characters we found when reading novels such as The Adventures of Tom Sawyer, written by Mr. Mark Twain.  The visualisation of space and characters occurs solely in our brain with hints supplied from the text.  When there is missing gaps in the description,  our brain will fill in the missing parts.  This is long been a powerful environment for learning.

Boundary Characteristics of Game Environment

The following properties do not absolutely have to be there in every game environment.  We are only trying to point out the characteristics that may have pedagogical implications. The properties are a range (most likely to be a continuum) and different game may fit into different point of the continuum.

Permeability

Information and Experience: Football players spent a lot of time training in a non-game environment in order to improve their performance during game.  Likewise, experience and information gathered within the game environment can be used outside of the game environment.  This is the basis of our assumption that game environment can be used as pedagogical environment to help students learn.  In other words, the game environment boundary is permeable to information and knowledge.

Power: Game environment does not exist in isolation.  For education and learning, it is mostly situated within an "institutional space".  Sometimes, institutional representative will interfere with the in-character game environment. In such a situation, the power inherent from the external environment has tremendous impact on the outcomes in the game environment.

Fuzziness

Where the boundary starts and where it ends is sometimes very difficult to distinguish.  For example in a game of chess, if the players can heard the commentary of the game, the outcome will definitely be influenced.  When fans are cheering on a player in a competition, it has been reported many times that it has impact on the performance of the athletes.   Are the commentators or the fans in-game or out-of-game?  If the game rules of a chess match allows on-lookers to make suggestions to the players, how would that change the game?  Is this the same game as a chess game where any suggestions/comments are strictly blocked?

Flexibility

Flexibility refers to the ability/desirability of the game environment to introduce "game rule" changes while a game is on-going.


Elasticity

Elasticity refers to the ability of the game environment to accommodate different numbers of players at the start of the game.

Fluidity

Fluidity refers to the ability of the game environment to accommodate changing number of participants (Players) during play.

Use of Pops

Obviously a game of football cannot occur in any form of resemblance without a football.  Football is an essential pop for a game of football.  There are games which require no additional pops such as the familiar children game of hide-and-seek. Chess is an interesting case.  Some players are able to play chess without any help of chess piece.  The entire game is imagined.

Tokenisation

Football is a contact sport where injuries to players are common. In a game of chess, the action of the players are manifested by movement of chess pieces which may be captured (or killed).  However, such capture or killing does not incur physical harm to the players.  Tokenisation refers to how the players' actions are manifested in the game world, whether it is manifested physically by the players' presence or via a token such as an avatar.

Pedagogical Implications

Learning through games, simulator, drama and role playing is way of learning which depends very much on the learner.  As James Paul Gee puts it,
there are two ways to play a game [of Grand Theft Auto III ], you can play proactively and strategically or just become a good button-masher.  If you want to be strategic—both in terms of the decisions you make and the ways you solve problems—Grand Theft Auto III is subtle and amazing.  I found the gang fights distasteful, so I just didn’t trigger them.  I went out of my way to see how little damage I could do while still earning my living through crime.  Such choices make the game partly mine and not just the designer’s.  Games allow you to accept a given assumption (I have to earn a living through crime) and then see how you personally would think, feel, and act.

In situation such as this, we obviously do not want the violent criminal behaviour to be learnt and transferred to real life.  We don't want to train highly effective criminals, do we?  We would like to manipulate the game so that the transfer of knowledge, skill and experience (Permeability) are those of desirable ones.  Playing becomes an excuse for debriefing.  For this type of game, the debriefing helps to correct the short-coming of pearmeability of the game environment.

For flight simulator, the skill to land a plane in emergency situation is the learning outcome.  We would seek to ensure that the transfer of knowledge and skill is directly from the game environment and real life.  The type of debrief is obviously different from those using Grand Theft Auto.

Game environment with great elasticity and fluidity assist administrators in allocating students to the game environment when the student enrollment may change from term to term.  A flexible game environment would allow the teacher/facilitator to modify the storyline, game rules or other parameters so that when sudden unforeseen situation arises (such as a critical player is not able to continue due to illness), the game play can continue without impacting the learning outcome.


James Paul Gee talks about "an actual biological effect. When you operate a game character, you are manipulating something at a distance (a virtual distance, in this case), much like operating a robot at a distance, but in a much more fine-grained way.  This makes humans feel that their bodies and minds have actually been expanded into or entered that distant space. "[http://pc.gamezone.com/news/07_03_03_06_17PM.htm] Tokenisation is a degree of protection from physical harm to the players by the game environment.

Conclusion

This paper presents a potential theoretical framework to understand and inform education designs for learning environments.

The use of game, simulator, drama and role playing implicitly implies the existence of an environment.  Learners enter and exist the environment by triggering suspension of disbelief and start observing the artificial rules imposed by the game environment.  However, the environment boundary is not clear cut.  Different design can result in environments displaying various properties as described in this paper.  Understanding the properties can lead to better adoption and adaptation of the design, administrating the learning and evaluating the effectiveness of the learning outcome.

Reference:

1 See for example Begona Gros, (July 2003) The Impact of digital games in education, http://www.firstmonday.org/issues/issue8_7/xyzgros/index.html

2 James Paul Gee (2003), What Video Games Have to Teach Us About Learning and Literacy

3 Clark Aldrich (2005), Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences

4 John C. Beck, Mitchell Wade (2004),Got Game: How the Gamer Generation Is Reshaping Business Forever (Hardcover)

5 "Hear&There" (http://smg.media.mit.edu/projects/HearAndThere/) allows people to virtually drop sounds at any location in the real world. Once one of these "SoundSpots" has been created, an individual using the Hear&There system will be able to hear it. We envision these sounds being recordings of personal thoughts or anecdotes, and music or other sounds that are associated with a given area.
6 "Magic Eye" (http://www.cs.cmu.edu/afs/cs.cmu.edu/user/mue/www/magiceye.html) lets the user see the real world around him and augment the user's view of the real world by overlaying or composing three-dimensional virtual objects with their real world counterparts. Ideally, it would seem to the user that the virtual and real objects coexisted.

Ip, A, 2006, Why Most Off the Shelf Commerical Games Will Not Work in Education? And What Is The Alternative?
O'Toole, J; Burton, B and Plunkett, A, 2005, Cooling Conflict Pearson Longman, Australia