How Can We Build Successful 3D Games For Learning?
John N. Sutherland
Department of Computing
University of Paisley, Scotland, United Kingdom.
[email protected]
Thomas Connolly
Department of Computing
University of Paisley, Scotland, United Kingdom.
Daniel J. Livingstone
Department of Computing
University of Paisley, Scotland, United Kingdom.
To White[2] education consists in the creation of
excellence, selection of the best, imbuing basic personal
goods,
enhancing
intrinsic
goods,
economic
development, personal development, social moral
cohesion and citizenship. In short, the creation of the
educated person in the community via educational
institutions. To Bryce and Hume [3] it is a product of
government policy, created by government-appointed
bodies, that exists in a socio-historic, national and
global context, for various pre-defined age-groups, with
pass-fail criteria, and is effected by professional
teachers. To Gibbons et al [4] it is about the everchanging world of theoretical and applied knowledge
that is in content and in nature deeply subject- and fieldspecific. To Lave and Wegner [5] education is what
happens in real-life as the young learn from older
experts situated in the field of practice.
Abstract
There has much talk, some funding and considerable action
since James Paul Gee [1] and others postulated that we can
learn in virtual gameworlds. The paper’s authors have been
and are involved in various game-based learning environments
(GBLE) initiatives, academic and commercial-related, over
the past few years. They have also been variously involved
with others in their development and use. This paper presents
some conclusions from their experiences in developing and
using a variety of GBLEs and postulates that, as the technical
problems are increasingly being overcome, there is still much
to be learned before conclusions can be drawn on if, where
and when GBLEs will become a wider reality.
Keywords: game based learning, video games
1. Defining Education
A GBLE exists as part of this milieu of thought and
must be measured against currently agreed pedagogic
values and intentions.
On a straw poll of games development students at the
University, when asked, ‘What can you learn from
using Computer games?’, answers included: fast
reaction speeds, endorphin rush, faster speed of thought,
better problem solving, greater imagination, better
reflexes, more abstract thought, aggression, flying
airplanes, and dangerous driving. Some of these are
clearly educative, others less so, and not a few are
ethically questionable.
2. Defining Video Games
Mencher [6] is one of many who define games into
genres: action, strategy, role playing, adventure,
puzzles, sports, simulations, kids/family/edutainment
and hybrids of the above. Video games run on open
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an internationally popular GBLE [16], interestingly
entirely funded by United Kingdom taxpayers.
There are many other examples (figure 3) of such small
Flash and Java games that teach generally academicrelated skills.
platforms (e.g. PC and Mac), closed platforms (e.g.
Nintendo Wii), stand-alone, networked, pay-as-youplay, pay-once, for public use, for private use, with
seconds of play-time, or up to years of play-time.
To some, such as Meadows [7] video gaming is
fundamentally about narrative and storytelling through a
virtual/interactive proxy. However, Dave Jones [8], the
designer of the Grand Theft Auto and Lemmings games,
said video gaming is all about, ‘the three rules of
gameplay: fun, fun and fun.’
This split between
ludology and narrative is a moving and living thing, yet
to be resolved, not least for reasons of market
immaturity, as Kerr [9] discusses. To Jackson [10]
video gaming was and is life-changing, a seemingly
cultural phenomenon; this is also attested by the other
contributers to the same book as they reflect upon
games that profoundly affected some part of their lives.
On the other hand Bebo [17], as well as providing
games for such as English and Arithmetic skills in
similar small-scale, short and simple games, also covers
virtual and real social skills - in the divide discussed by
the cultural commentators McRobbie and Fiske (see
above) – by providing a safe, virtual, web-based wrap
for the games allowing kids to play safe in a world
where nobody is, ultimately, real.
There is also the possibility of stealth learning through
such as Sim City (urban planning) or Theme Hospital
(health organisation and purpose.) This is more difficult
to classify as learning as the learning outcomes can only
be reverse engineered from the gameplay and facts are
mixed with non-facts, which must be separated postgameplay.
The inner life of the fantasy of game-playing, unreal
though it is undoubtedly in physical terms, is
nonetheless as real an experience for the player as are
other forms of fantastic mental play [11] making, as
Fiske [12] states, it difficult to divide and separately
define fantasy and reality in human experience.
.
4. A Failure in 3D GBLE development
Video games are also commercial products which
compete in a cultural space where the dread words are,
‘I’m bored!’. As Sayre et al [13] state, ‘Consumers are
drawn to entertainment offerings that are novel and
different but, unfortunately, when the novelty wears off,
attention may be lost.’
In academic year 2004-5 and again in 2005-6 the
University of Paisley and another academic partner
attempted to build a muilti-user role-play game using
student projects on a taught postgraduate degree in
games programming. In each case a small team, 4-6
programmers, spent one academic year designing,
developing and testing the video game. The students
came from Europe, Asia and Africa; all had a good
bachelors degree in Computing and strong
programming skills.
3. Successful GBLEs
Given the above definitions, a GBLE could be defined
as a video game that intends to, and to a significant
extent succeeds in, teaching specific learning outcomes
to a target section of the population, in a way that they
recognise as being culturally relevant, and with
intentions which are defined as being worth teaching by
an official, government-sponsored body. If this is so,
then there are few GBLEs alive and flourishing in the
real world outside acadæmia.
The aim of the game was to teach database management
and design skills by means of a virtual yacht marina.
The learners would enter the virtual environment with
the aim of finding out as much as possible about the
marina, in a pseudo-lifelike, scripted conversational
scenario. NPC avatars would be coded with enough AI
to answer predefined questions, with various degrees of
completeness and accuracy. The aim was to build an
environment that emulated what real-world Systems
Analysts do, but one that cannot be realistically
emulated and controlled in a traditional university
environment.
Dr Kawashimas Brain Training: How Old is Your Brain
[14] (figure 1) could be the first GBLE aimed at adults.
On the other hand, there are no success criteria for this
apparent GBLE, except it sells well.
In each of the two development cases around one to two
person years of work were put in at a possible virtual
cost of around £50,000 - £100,000. In neither case did
the student group complete the task successfully.
Indeed, the work each team produced, despite being
The major areas of success are in children’s video
gaming. The BBC’s Bitesize [15] (figure 2) website is
strongly supported by schools across the UK, providing
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totally separated from each other in time, was
remarkably similar. In both cases their work also fell
below the usual standard expected of such student
development teams.
governments to tighten up controls on violence in video
games [19] branding the game obscene, dreadful,
violence provoking, profoundly shocking, sadistic,
brutal and extremely violent (figure 4.)
What went wrong? It was difficult to motivate the
students to develop the learning game. When compared
to other offered student projects, such as space-wars or
fighting mech games, it also proved impossible to
persuade digital artists to get involved. For both
programmers and artists the ‘boring’ word kept
reappearing, despite their need to create a significant
game piece as part of their future employment portfolio.
Violent imagery produces a strong emotional response
[20], leaving a stronger effect – hence the front page
newspaper coverage – than something as educational
and bland as a potential learning game (figure 5.) On
the other hand, this helps produce a worthiness label
that the student developers of the GBLEs almost
instantly recognize and find repellent.
This echoes Sayre’s (above) comments on the danger of
losing attentiveness in video gaming. A significant
problem remains, as Lesley Keen, former CEO of the
failed all-female games company, said, that video
games is an industry which is dominated by an
adolescent male culture [18]. This, in the experience of
the authors over many years of teaching hundreds of
budding new games developers, is as true for
programmers as for players, who are often one and the
same.
5. Creating Success in 3D GBLE
The University of Paisley has been active and present
in the virtual world of Second Life for the past year.
This is an example of a massively multiplayer online
role play game (MMORPG) like Everquest or World of
Warcraft. The game itself is a blank canvas of a 3D
virtual world, to which many thousands of ‘residents’
have added their own content, using the easy to learn
development tools and C-derived scripting language.
Recently there has been something of a media-storm
around Second Life as many leading IT companies and
universities become actively involved in exploring its
potential as a platform for communication, learning and
knowledge transfer [21,22].
In both years a game engine was used to develop the
game. Torque in the first year and Ogre in the second
year. Both engines provide the basic 3D virtual
environment code upon which the game is built. In both
cases the student group managed to build a basic
gamespace with very little gameplay.
What makes Second Life special is that it is a complete
online, 3D, multi-user environment just waiting for
educational content to be plugged in. In constructivist
fashion, some educators get their students to develop the
educational experiences – including youth outreach
projects using the ‘Teen’ version of Second Life.
There are technical problems that appeared to relate to
two major aspects of the GBLE. Firstly, the difficulties
in building the large and complex play-space, populated
by a lot of NPCs, in a complex game level and with a
large amount of AI scripting. Second, even with
relatively open game engines (as opposed to the much
more rigid moddable offerings such as Half-Life) the
very different nature of the gameplay in the required
GBLE involved a lot of additional coding and
amendment of existing code. For example, the addition
of logging and replay for later tutor/student reflection.
What makes it potentially extra special is its
cumulativity – the ability to reuse and build on previous
work rather than endlessly re-writing code and
recreating data to build the basic frameworks for GBLE.
This cumulativity is also being leveraged to try and
solve another issue – GBLEs exist independently of
web-based learning management systems that have been
developed over the past decade.
It was estimated that perhaps double this time, at an
estimated cost of closer to £250,000, would be required
to produce a working prototype of the GBLE required,
and a figure of closer to £1m for a fully working game.
This is remarkably similar to the cost of development of
a commercial 3D video game today.
The Sloodle project (see figure 6) involves the
development of tools which enable communication
between the University’s web-based learning
management system and Second Life, enabling teachers
and students to access and update content held in the
University’s e-learning system while carrying out
activities in the immersive environment of Second Life.
Who would play it? Again the culture of video gaming
issue kicks in. The general public’s impression of video
games reached a new low when Sony’s game, Rule of
Rose, prompted Franco Frattini, the European Justice
Comissioner who was reported to have written to EU
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political agendas in Europe), examination content
(driven by the the opposing ‘new right’ forces and such
as the parts of the press noted for their hatred for video
gaming) and financial (to ensure the ongoing
assessment and development of the GBLE.)
Another approach the University is taking is to partner
with commercial GBLE companies. We are working
closely in a development with one company and are in
discussions with others in the UK and North America as
possible future GBLE development partners.
As we begin to overcome the technical difficulties of
developing GBLEs, it is these unresolved paradigms
[23] which academics and developers must also engage
with.
This opens up more sources of funding for everyone
involved, creating the potential for more ambitious
products.
The University brings an approach to
rigorous design, wide technical know-how, and a
natural test-bed for checking GBLEs. The commercial
partners bring a product-driven approach, their technical
knowledge, artistic skills, and sales and marketing
knowledge. Both parties bring a range of pre-written
technical artefacts that can be used in GBLE
development.
7. Acknowledgements
All trademarks used in this paper are acknowledged.
On the potential down-side there is the different
approach to software development of business and the
academy: software engineering versus computing
science, and ‘do’ versus ‘talk’. The common flakiness
of funding in the two sectors is also a problem, as can
be the geographic separation of the partners, although
the latter can be helped by government funding for tech
parks in or near universities, and/or universities freeingup space for a commercial presence on the campus.
Paisley University has the advantage that many of its
GBLE academic staff are ex-commerce and most games
developers are graduates, providing commonalities of
understanding.
6. Discussion
There are emergent areas where GBLEs look like
becoming technically workable 3D worlds where
learning can take place. Some of these are potentially
off-the-shelf (like Second Life) whilst others will have
to be developed with commercial and academic
partnerships.
If the devil is in the detail, then it is in the uses of 3D
GBLEs as educational tools: the ability to gain
measurable and agreed inputs and outputs for and from
their development and use. The inputs - time, money
and effort - are significant and can be difficult to source
as GBLEs are not found to be attractive to most games
developers and funders/publishers.
How the
educational outputs are measured are often set by those
outside the development and academic team:
inclusivity (underpinned by the socio-politics of the soi
disant ‘new left’ which currently drives the educato-
22
figure 2 – a screenshot from a BBC BiteSize
Hangman game [bbc.co.uk]
figure 1 – a screenshot from Dr Kawashima’s
Brain Training [nintendo.com]
figure 4 – screenshot from Rule of Rose
[www.scee.com]
figure 3 – a Flash game to teach football tactics
Figure 6 - the Sloodle e-Learning group meets
in Second Life (www.sloodle.com)
figure 5 – screenshot of Lemonade Tycoon
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[23] Kuhn, T.S. The Structure of Scientific Revolutions, 2nd
edition, University of Chicago Press, Chicago, 1970.
8. References
[1] Gee, J.P., What Video Games Have to Teach us About
Learning
and
Literacy,
Palgrove
Macmillan,
Basingstoke., 2003.
[2] White, J., The Aims of Education Restated, London,
Routledge & Kegan Paul, 1982.
[3] Bryce, T.G.K. & Humes, W.M. (eds) Scottish Education
Second Edition Post-Devolution, Edinburgh University
Press, Edinburgh, 2003.
[4] Gibbons, M., Limoges, C., Nowotny, H., Schwartzman,
S., Scott, P. & Trow, M., The New Production of
Knowledge:The Dynamics of Science and Research in
Contemporary Societies, Sage Publications, London,
1994.
[5] Lave J, & Wegner, E., Situated Learning: legitimate
Peripheral Participation, Cambridge University press,
Cambridge, 1991.
[6] Mencher, M., Get in the Game! – Careers in the Game
Industry., New Riders, London, 2003.
[7] Meadows, M.S., Pause and Effect – the Art of Interactive
Narrative, New Riders, Indianapolis, 2003.
[8] Jones, D, opening keynote address to VSMM’99, Dundee
City, United Kingdom, November 1999.
[9] Kerr, A, The Business and Culture of Digital Games:
Gamework/Gameplay, Sage, London, 2006, pp33-5.
[10] Jackson, S., “Robber, Sailboat, Atom, Body” in
Compton, S., Gamers: Writers, Artists and Programmers
on the Pleasure of Pixels, Soft Skull Press, New York,
2004, pp193-201
[11] McRobbie, A., ‘Dance and Social Fantasy’ in McRobbie,
A & Nava M (eds), Gender and Generation, Macmillain,
London, 1984, p130-61.
[12] Fiske, J., ‘The Popular Economy’ in Storey, J., Cultural
Theory and Popular Culture: A Reader, third edition,
Pearson Prentice Hall, Harlow, 2006, pp537-55.
[13] Sayre, S. & king, C. Entertainment & Society: Audiences,
Trends and Impacts, Sage Publications, London, 2003,
p32.
[14] http://www.nintendo.com
[15] http://www.bbc.co.uk/schools/ks3bitesize/game/
[16] see, e.g., http://www.wingateschool.com/Revision.shtml
[17] http://www.bebo.com
[18] Keen, Lesley cited in Leadbeater, C. & Oakley, K.,
Surfing The Long Wave: Knowledge Entrepreneurship in
Britain, Demos, London, 2001, p45.
[19] Charter, D. ‘Violent Game Investigated by Europe’ in
The Times, London, Times newspapers Ltd., November
17th 2006, p1 & 9.
[20] Berkowitz, L. & LePage, A,, (1966), Weapons as
aggression-eliciting stimuli, Journal of Personality and
Social Psychology, 7, 202-7.
[21] Livingstone, D. and Kemp, J. (eds.) Proceedings of the
Second Life Education Workshop at the SL Community
Convention, San Francisco, August 20th 2006.
http://www.simteach.com/SLCC06
[22] Putting a Second Life “Metaverse” Skin on Learning
Management Systems, Kemp, J. and Livingstone, D., in
proceedings of the Second Life Education Workshop at
SLCC, Livingstone and Kemp (eds.), San Francisco,
August 2006, p.13-18.
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