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Intelligent Tutoring in Serious Games
Workshop
Overview: Background, Topics,
Questions, and Goals
BACKGROUND
Although it is often overlooked, one of the earliest
intelligent tutoring systems (ITS) actually played the role of coach in
a computer game
called
WEST (Burton & Brown, 1982). The coach
monitored play,
intervened minimally, and encouraged the student to try new
strategies against the computer opponent. Of
course, the real aim was not to teach the game - the goal was to teach
arithmetic and operator precedence.
What made WEST + coaching better than drill-and-practice arithmetic
exercises on paper? Was it actually better? Computer games,
especially modern games such as Unreal
Tournament and MMOGs,
are often promoted as ideal contexts in which to
learn. Gee
(2003) argues that modern immersive and strategy games hold potential
to teach literacy, culture, identity, amongst many
more. It is
also frequently argued that games are inherently more
motivating and engaging than other learning
environments: a well-written game may engender a sort of
"temporary diligence" thus creating a desire in the learner to spend
more time on task, for example.
Unfortunately, evidence that games enhance learning is
scant. In a recent review of serious games, only 19 articles out of
"several thousand" met basic requirements for qualitative or
quantitative assessment - even these only produced mixed results
(O'Neill, Wainess, & Baker, 2005). Although the
authors point
out that it is generally undecided how to evaluate games for education
and training (p. 456), it is also possible that the serious games
community is suffering from the same problems that have plagued
constructivist and discovery learning - namely, that unguided learning
works for only the very best of students (Kirschner, Sweller, &
Clark, in press).
Given these issues, it may be time to revisit the lessons of WEST and
its coach. If the increased time-on-task argument is accurate,
then why aren't serious games reaping the learning benefits?
It
is possible the time being spent is not being spent optimally.
That is, learners may be thrashing in game
environments, "gaming the games", and failing to make ideal inferences
and the ever-important
connections to their existing knowledge. This begs for a
re-introduction
of tutoring into serious games to scaffold game play and learning.
GOALS OF THE
WORKSHOP
The primary goals of this workshop are to (1) lay out the unique
learning opportunities games provide over other learning environments,
(2) compare what is known about successful learners (e.g. they
self-explain) and successful gamers (e.g., they employ and explore a
variety of
strategies), (3) identify how games and ITS technology can
promote these behaviors, (4) discuss the roles an
intelligent
tutor might play in a game (e.g., a character in a story), and (5)
explore the space of different approaches to delivering feedback (e.g.,
through an avatar involved in a story vs. text on the screen).
Beyond these goals, other issues/questions worth considering:
- What are the elements of games that promote learning?
That promote diligence? That promote retention?
- What is the relationship between realism
(fidelity) and learning?
- What role does story play with respect to games and
learning?
- How can implicit
feedback
be given to achieve pedagogical goals? Can the environment be
adapted in ways (e.g., adjusting the behaviors of computer controlled
characters) to promote learning?
- What is the relationship between help that teaches
game-specific skills and help that promotes learning? It is
ideal
if explicit tutor feedback can do both at once.
- How can tutoring be distributed between
game play, reflective periods (e.g., during after-action reviews), and
future game events?
- What are the current methods for evaluating the
learning effectiveness of games? Are the right metrics being
used?
It is hoped that most participants will present their research and
contribute to these general goals. The workshop will be
recorded
and audio made available to all participants. Also, ICT will
submit a proposal for the serious games
summit to present the results of this workshop and
outlook for incorporating ITS technology into modern games.
References
Burton, R. & Brown, J. S. (1982). An
investigation of computer
coaching for informal learning activities. In D. Sleeman & J.S.
Brown (Eds.),
Intelligent Tutoring Systems, Orlando, FL:
Academic Press. [summary]
Gee, J. P. (2003). What
video games have to teach us about learning and literacy.
New York: Palgrave Macmillan. [amazon]
Kirschner, P. A., Sweller, J., & Clark, R. E. (2006) Why
minimal guidance during instruction does not work: An
analysis of
the failure of constructivist, discovery, problem-based, experiential,
and inquiry-based teaching. Educational Psychologist, 41(2),
75-86 [pdf]
O'Neil, H. F., Wainess, R., & Baker, E. L.
(2005)
Classification of learning outcomes: Evidence from the computer games
literature. The
Curriculum Journal, 16(4), 455-474. [pdf]
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