Role-based Multi-media Educational Games
Brian M. Slator, Computer Science Dept., NDSU
Graphically Advanced Multi-media Educational Simulations
(GAMES) are implemented to support Reality-Oriented Learning
Experiences (ROLEs). In educational games of this type, a player
is:
- immersed into a synthetic environment, and
- given a goal or goals to achieve in that context.
Then, with
the assistance of:
- context-sensitive help,
- relevant expert advice,
- software tutoring agents, and
- cues provided by the environment itself
The player sets about
- solving problems,
- achieving goals,
- "learning by doing" and
- learning to "think like an X"
The following are currently active GAMES projects at NDSU:
- the NDSU Dollar Bay game -- a graphical, multi-user, simulated environment
for teaching micro-economics;
- the NDSU Retailer Project -- a
web-based project to provide theory and practice in retailing
- the Geology Explorer -- a text-based exploratory environment to
teach the Geosciences (developed in collaboration with
Drs. Schwert and Saini-Eidukat).
Role-based Educational Games
- Play GAMES (Graphically Advanced Multi-user Educational Simulation)
- Assume a ROLE (Reality-Oriented Learning Experience) in a simulated environment
- Learn by "DOING"
(thus assuming a role in that
environment and learning to "think" in the way prescribed by the role)
- Depends on authentic experiences
- Learning is contextualized
- Graphical user interface
Example:
The Dollar Bay Game
Multi-user Environments
- Supports the "spatial" metaphor
- Typically results in competitive situations
- Potential exists for cooperative learning, too
Web-based Instruction
- Course in Web design and implementation that produces another course on Retailing
- Course contains approximately 40 modules on different sub-topics within retailing
- Attempts to support Active Learning
- By implementing a "highly graphical, highly interactive" presentation in each module
- By creating a game-like presentation
- where learners are presented with an authentic task
- where learners are given choices/decisions to make in accomplishing that task
- Implements a self-paced "learn by doing" environment
- Provides distance education (via the World Wide Web)
Example:
The Retailer Education Project
Example:
The Restauranter Education Project
Exploratory Learning
- A spatially oriented multi-user environment
- Intended to teach Scientific Problem Solving (deductive reasoning)
- Takes the "learn by doing" approach by
- Immersing learners in an authentic environment
- Assigning learners an authentic Geoscience goal in the context of that environment
- Providing learners with context sensitive help and expert advice
- Providing simulated tools and artifacts implemented as object-oriented "agents"
- Near term plans include
- Deductive software tutoring agents
- Text-to-Graphic development Curve
Example:
The Geology Explorer: Voyage to Oit
The Future
- A Theory of Abstract and Concrete Roles
- Software Tools for GAMES Development
- Case-based Teaching with software tutoring agents based on expert cases and student success and failure.
Version history: 27Aug97; 16Dec97; 27May01
e-mail:
slator@cs.ndsu.edu
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