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Simon Egenfeldt-Nielsen

Assistant professor, PhD
Dept. of Digital Aesthetics & Communication
IT University of Copenhagen
Rued Langgaards Vej 7
DK - 2300 København S


Phone: +45 72 18 50 25
Mobile: +45 4010 7969


sen@itu.dk


 

1 Research Focus
What traditionally binds games and learning together is the desire for learning to become more entertaining. This is the first argument brought forward by researchers, educators and teachers in the field and, only secondarily is the quality of learning through games discussed. In this sense computer games to a large degree follow other media surges. It seems that every new media invention is bound to go through a stage of being considered of potential high value for educational purposes, where you combine the magic of the new media with the traditional need for conveying information to new generations. It has been so for the book, television, cinema, computer and lately the computer game is warranting still more attention.
Although games are in some senses like other media they are different in their potential for interaction. When computer games work they draw the users into the experience, makes him loose sense of time and place, and put extraordinary strain on the users concentration, focus and energy. Games challenge the user to his limit and the user loves it. For every action the game demands a counter-action - a constant and high-paced ping-pong. It is this strain that lead some people to compare games with sports. It is also this phenomenon that makes researchers and educators believe in the learning potential of games and its superiority compared to other media. This despite the fact the evidence that computer games can provide a better learning experience than other learning forms is ambiguous.
The desire to use computer games for learning purposes is as old as the fear for the violent content in games and dates back to when the first games became popular among a wider audience in the late 1970's. Both learning and violence are a part of the same story. When addressing violence in games the fear is that kids will pick up unhealthy behavior from the games. It is this presumed link between games and reality that we try to exploit and control when talking about learning in games: How can we make sure that what goes on in the games are transferred to other contexts. A natural extension is the discussion whether it is possible to construct games that are both entertaining, engaging and have learning potential.
With the current development in games and notions like interactivity, emergence, immersion, narratives, virtual worlds, virtual reality and increased realism, we are moving back to a world of doing. We are seeing games that could be real alternatives to real life learning especially considering that the skills needed to get on in real life to a higher degree require symbolic and abstract processing. Today the majority of people have no use for learning how to saw, use a hammer, build ships or similar practical skills - but rather symbol manipulation. It is this form of learning that this project will explore more in depth. Not only establishing that this kind of learning takes place but also how it happens, when it is effective, and the limits of learning in games.

1.1 Current status in the field
Up till now the use of computer games for facilitating learning has not been very successful and is a scattered field without internal consistency and successful application (also see Squire, 2002). Furthermore the current attempts have primarily focused on either adventure genre or simulation genre, which are two of the smallest genres in term of players and revenue, and the ones with the smallest appeal to younger age groups. The development of games with learning potential have also to a large degree been lead by the 'faction' called edutainment, which is an invention made more by businessmen than people interested in the learning potential of games. Edutainment is short for education and entertainment but the genre has been more about entertainment than education. Games in this genre are for example The adventures of Ulysses, Versailles series and Egypt 1156 BC. Some researchers have tried to qualify the notions of edutainment, for example Prensky (2001) but without much success. Edutainment has taken patent on learning in games, and have established a frame that is not effective, and is not drawing on the expanding knowledge and fast development in the game industry. The edutainment genre seems to be lost in a narrow perception of learning, as a thing that goes on in school and can easily be measured and tested like for example arithmetic, the alphabet, words, sorting things or similar not very complex undertakings. Alternatively become a fuzzy concept like problem solving, system understanding and overview, which can be applied to almost all games and indeed; it is true that all games (as all human activity) have an intrinsic learning potential.
When learning is present in a game it is often presented in split-screens or separated from the game play (Egenfeldt-Nielsen, 2002). These attempts have yielded poor results in respect to learning despite this the educational game titles continue to sell. The encompassment and successful use of learning in games is often more based on vague assumptions than empirically derived and tested facts with few notable exceptions like the work of for example Debra Lieberman (2001), Leyland (1996), Yasmin Kafai (1995) and the Playground project . Learning and educational games lack the necessary depth and resources to make them viable alternatives to existing learning contexts. One of the least highlighted problems is the game play aspect although lately some project like Games-to-Teach at MIT and Through The Glass Wall have taken this broader approach to games, where game play is seen as critical for the development of successful educational titles.
One of the obvious problems with the field, even the more serious attempts, is a lack of division between different ways of using games, a weak theoretical knowledge of computer games as such, underdeveloped theory of how learning is facilitated, and a confusion of the terms learning and education. The first step in looking at learning in games should be to distinguish between education being formal, structured and immense induced by school activity, where the term learning should be considered a broader term.

1.2 Project focus
A distinct feature of computer games is what you could call gameplay, which means the most basic dynamics of a game. The gameplay in for example Chess is to move pieces with different properties to achieve victory. In Tetris you must fit falling pieces together to win and in Quake you must shoot monsters to win. Games at its most basis level are not concerned with smaller details but paint a broad picture, where you manipulate object in accordance with abstract principles to win. Several game designers like for example Sid Meier and Bruce Shelley like to present games, as a set of interesting decisions. These, in the game, crucial decisions are based on existing knowledge, time and space in the game. The player manipulates these variables in accordance with his success criteria for exampling getting a hi-score or building a neat city. In SimCity the player learn that pollution are bad for the citizens and therefore move the industry away from the residential areas. But the industry also needs easy access to the work force, so it would be unwise to move them to far away. Furthermore the residents don't want to drive that far to get to work. An interesting choice. The player acquires some knowledge in the game and uses it more or less successfully. From a learning perspective this is an interesting setup - acquire knowledge, use knowledge and reflect on the results within a short time span. The problems directly related to this are that often the knowledge necessary in games are of a general nature, sometimes incorrect and the transfer of it to other contexts are seldom successful (Egenfeldt-Nielsen, 2002). Leading some to say, that what you learn from playing computer games, are playing computer games. The important challenge that this project will take up is to determine if it is at all possible to facilitate specific relevant knowledge to the player, without jeopardizing the game part. At one level making games that are deep enough to deliver relevant knowledge within subjects that are not traditionally used in games, and still maintaining a good game play - the player must still make interesting decisions in the game.
More popularly this could also be described as the balance between entertainment and learning. This will include a search for a fitting learning paradigm for facilitating learning through games and will spur discussions about issues like the nature of games, history of learning in games, relevance of current learning theories, realism, gameplay, simulation, relevance and motivation in game settings.

2 Problem Statement
This PhD project will explore learning in computer games with emphasis on how it is possible to facilitate learning through games, while maintaining a good gameplay. It is the project's goal to be able to frame the learning experience in games, not as a clash between the learning material and gameplay but rather to use learning material as compelling material that supports and enriches the gameplay.

3 Theoretical Background
The project will draw on a broad basis of theories as a natural extension of the projects cross-disciplinary aim. The project will to a great extent study existing games and learning potential first hand but also draw on existing studies and additionally analysis of games in some amount, bearing in mind that the interactive nature of both games and learning make the use of game analysis quite hard.
An important first step in addressing learning theory is choosing what perspective to take on learning. The last couple of years we have seen several attempts by Danish learning researchers to combine the very different learning perspectives for example by Hermansen (1997) and Illeris (2000) into one unifying theory or at least to see the different learning theories as different perspectives on the same phenomenon, where you stress different areas. A general distinction is often set between three different areas: A content dimension, a psychodynamic dimension and a social/societal dimension. Therefore I believe it to be immature to choose not to include one of these perspectives. Even so it is possible to narrow it down more. Below I have sketched what I initially see as the most central questions to address in relation to learning as:

  • The Fundamentals of learning: What goes on when you learn in the most basic way. What theoretical stance is appropriate for studying and are some of these fundamentals modified by computer games?
  • The transfer problem: How do we transfer skills and knowledge from one area to another, from the representations on a screen to real life activities?
  • Symbols and emotions: The special traits of learning through computer games are the use of symbols and the new status of emotions, which alters important factors in the learning equation.
  • The physical entity: It's place in learning and the consequences of the alteration and limited use of this in games - the learner's experience is not encapsulated or orientated in a body.