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Case Study plus Land Mines: How not to make a simulation

Sim designers have to wrestle with the right use of stories and case studies. Here is a common example of how NOT to use a story:

  1. Find a case study in your topic area, real, theoretical, or aggregated. It doesn't matter which, just make sure it is long and as specific as possible. It has to tell a story completely from beginning to end.
  2. Identify all of the "right" steps taken by the hero in the case study. Ideally, there are between ten and twenty moments of challenges, paired with the one best thing to do each time.
  3. Create a series of "simulation like interactions" around each of these steps. For example, create a branching/multiple choice interface, where students are given possible next steps to take at a critical juncture. The "simulation" will give immediate negative feedback if the students choose any but the single right action, preferably including a little lecture of why the student was wrong. Likewise, you can give students a little allocation/spreadsheet-based challenge as well, where they have to juggle numbers until they come up with your equation (i.e., the right answer).
  4. String these all together under the umbrella of the one story. Use video or other pre-rendered media as much as possible to support the one story and to convince people this is a rich experience.
  5. Done! You have a simulation-like experiences, where students are forced into interactivity, but that still drill the right answer into the student! When done, you can say, students have gone through a life-like, experiential situation.
The problem? Students who go through these "simulation-like" experiences are just as depressed and overwhelmed, and they forget content just as quickly, as if they had simply gone through the original, traditional linear written text.

Given that, what should the role be of the story in a good sim?

How do you use explicit stories to help students "learn by practicing in increasingly challenging environments," "experiment and take ownership of results" and "develop conviction through a deeper understanding of underlying systems" ? (As an aside, initially, of course, the case studies should be used as input into the design of the simulation interactivity, including interface.)

I use at least two explicit approaches to including stories.

The first is to frame the action (see diagram below). Here, a story sets up the interactive parts of the sim, but successfully accomplishing the action is the primary learning goal.

For example, if the sim were on negotiating, the story might be of an up-and-coming corporate person trying to get his or her company to be more environmentally focused. Now, there would be a series of negotiations from simple to complex that are put in the context of that story, from convincing a co-worker to reduce their use of plastic bottles at Level One to working out a strategy with the CEO to commit to a green policy in the last level.

A second use of story (compatible with the first. and shown in the second half of the diagram above), involves altering the story based on actions taken. When I initially design such a sim, I create two alternative stories: one if the player applied one extreme strategy (approach alpha), and a second story if the player instead applied the opposite extreme strategy (approach omega). Then I create the gray areas between the two.

In the best of all worlds, I combine the two. The actions shape the story. Success or even cheats applied create a different narrative. This is a bit trickier, but also pretty satisfying.

Stories and case studies remain highly tricky tools and models for a sim designer. Well used, the create passion and caring. Poorly used, they numb the student and allow for experiences that are the worst of traditional methods with the worst of immersive methods.

Clark Aldrich and Web Courseworks Alliance to Focus on 100K Sims for Critical and Transformative Enterprise Skills, Values, and Perspectives

There are a lot of enterprises that want to develop new skills, values, and perspectives in employees, customers, or broader constituents. They have lists of "low-hanging fruit," many of which are critical to their missions. They believe that sims - educational simulations or serious games - are the right approach.

But they have been held up by confusion of how to get what they want at the right price, in the right time frame. This challenge of negotiating a sea of vendors and cost structures has paralyzed organizations who are seeking clarity, competency, and predictability.

What they need is a single vendor with strong and relevant design, project management, and programming skills.

To help organizations move ahead, I have partnered with Web Courseworks. Working together, we have the talent and process to create sims that are:

  • Pedagogically sound and highly effective for learning objectives;
  • Entertaining for learners;
  • Unique and customized to the culture and content (and not pre-built toolkit dependent);
  • Of medium content complexity;
  • About 15 to 30 minutes of student engagement;
  • Able to be owned outright by the client.
We can do this for about 100K, and in about 5 months.

This is not an exclusive arrangement on either side. Web Courseworks will still be doing projects on their own. I will continue my relationships with other vendors and customers as well.

But I am excited to help enterprises simplify their process and increase their ability to shape critical skills, values, and perspectives. Please email me for more information at clark.aldrich@gmail.com for more information, and mention the WCW alliance.

See also:

Can Computer Games be Art?

One question that I hear often is, "Can Computer Games be Art?" I assume the question means, can computer games display an aesthetic that is sufficiently nuanced and inspiring as to provide insight into the human condition? Can a computer game represent a cultural achievement, rather than simply a business, group, or technological achievement?

This conversation has been partially resurrected recently by the release of Playstation 3's interactive experience Flower, including in this episode of Slate Magazine's wonderful Culture Gabfest. Unlike the traditional first person shooter experience (typified in this screen shot of the game Crysis), in Flower you float above meadows, enticed to exist and embrace the world, not to kill everything that moves. So is the computer game Flower an example of Art?

Let me back up. What are the argument against computer games as Art? Here are at least two:

Many years ago, I had a friend who was bothered by pictures that were represented on a computer generated canvas. Can anything, he asked, that can be captured via a sequence of 1's and 0's be art? Does the inherent finiteness of digital medium condemn it? More relevantly, computer games "date" quickly, in part due to the rapid march of technology. A program that seemed 3D and immersive this week seems clunky next week. For example, the computer game Mortal Kombat, with one player plunging their hand into the rib cage of an opponent and pulling out their still beating heart, shocked parents of the day, while today appears simply to be a harmless example of low-res graphics and bad taste.

A second question is, does the motivation of media creators (and specifically often a strictly monetary, "blockbuster" focus) undermine the artistic process? Can factories spit out Art on a regular basis?

The digital medium argument doesn't seem to bother people any more. The nearly infinite density of digital media allows for sufficient nuance and therefore expressiveness. And books themselves have always been able to be completely represented digitally.

The "datedness" argument is actually inevitable in Art, not something that dissuades from it, as long as one condition is met. Here, architecture, music, and television shows may be useful comparisons. New genres of all are imagined, then produced, then copied. People get sick of the knock-offs, and new genres replace them. The old examples fall into disregard. Then (and this is the one critical condition) eventually, the old, great vanguards of the original genre are rediscovered.

We are seeing that today, with the rediscovery of originally coin-operated "Classics" such as Asteroids and Pac-Man that are not just nostalgia driven. Rather, playing an old computer game today invokes respect for the simplicity of these (relatively) modern koans, not desire for more pixels (For comparison, the program of Seawolf is 4k, Asteroids is 7K, Galaxian and Frogger are 11K).

The second issue, can factories produce Art, is more interesting. Because the biggest question is this: Can something be "Art" if it does nothing but pander, both in terms of style (where people want to be surprised, engaged, titillated, amused, and impressed) and substance (where people want their existing opinions and skills validated)?

The challenge here is that not only do almost all computer games fail this criteria (they shamelessly pander), but so to does most things we consider art today. This begs the subsequent question: Should Art be considered Art? Does most art in galleries today, as with network sitcoms, more represents different forms of what me may call "pre-Art?"

Is Art Art?

What is the end goal of Art? Many would say it is to inspire, shock, provoke, or decorate. I say Art is to educate. And definitely not educate in the K-12 sense of the word.

Rather, Art should improve the human condition by helping people become better people -for example, to better learn leadership and stewardship; or to eschew revenge and domination. This view of Art has been the model of Chekhov and Aesop. Dante's Purgatory was not the government waiting room as shown in Tim Burton's Beetlejuice but rather more like a great museum to help good but flawed people become perfect.

As a necessary continuation, I would further argue that the goal of Art is not self-expression. Consequently, being a professional artist, especially as dedicated to early on in one's life, is as intellectually flawed as being a professional teacher or a professional politician. It necessarily focuses on style over substance, and technique over wisdom.

Educational Simulations and Serious Games - Taking on the Challenge of Improving the Human Condition

Given the belief that Art should be structured to deliberately improve the human condition, and ideally in a way that is engaged voluntarily by the student, I believe it is sims that is most directly taking on this inherent challenge of art. Today's cadre of sim designers, clumsy and immature as we all are, are working on creating the leading edge of "Art" in the classic sense, through creating new example and new techniques.

The Simulation Designers' Reference Shelf

Still, sim designers do need to draw heavily from the creative works of the past (both immediate and classical) - the so-dubbed pre-Art. These works showcase wonderful techniques from which we must draw. This whittles all of the above down to a thankfully useful, if anti-climatic conversation. What reference material should a sim designer have in his or her shelf? Here are some categories.

Other educational simulations and serious games. We need to be aware of what our contemporaries are doing.

Computer games, including iPhone. Both big budget Triple-A releases and small apps model new ways of interacting with content and deliberately developing new skills and perspectives in users.

Design books. There are some interesting design books out there, hopefully including my own.

Comic books and graphic novels. Every good sim designer should have a few dozen "graphic novels" on their shelf. Just the other day, I had to create some images depicting paranoia, and happily could draw from Maus (Art Spiegelman), Daredevil: Born Again (Miller and Mazzucchelli) and School is Hell (Matt Groening).

Dvd's/Blu-rays. For character animations and "feel," nothing beats a good DVD library. Again, for paranoia images, I recently grabbed from The Departed and The Lives of Others.

Magazines and Catalogs. These show the specifics of clothes and body types. If one is looking to design characters for a science sim, cut and paste pictures from profiles of real people in a current scientific magazine.

Favorite web sites. Great web sites are always a nice model of clean aesthetics and intuitive interactions.

Conclusion: Of Our Time and Timeless

So can computer games be Art? Of course, by the pre-Art standards that we define today. But we, collectively, need to shoot higher.

Simulations and Serious Games have taken on most directly the historical challenge of Art - to predictably help make people have more control of their lives and be better stewards of their family, community, and planet. Having said that, our own lack of examples, experience, funding, and channels frames us as hacks and amateurs, even crackpots. Fair enough. That might be the strongest proof of all that we are truly artists.

The final question is, where is the best talent going? In media creation, I would argue that it was to the movies and PC games in the '90's and television, console games, and apps in the 00's.

Might it be sims in the '10's? I hope so.

Book review of "Learning Online with Games, Simulations, and Virtual Worlds" in Learning Solutions Magazine

Learning Solutions Magazine has just published a review of Learning Online with Games, Simulations, and Virtual Worlds. It begins:

Sometimes, skinny little books manage to distill a great deal of information into highly usable form. When they can do this without over-simplifying the subject matter, you know that you are reading something that is destined to be a classic. Clark Aldrich has produced one of these books in Learning Online with Games, Simulations, and Virtual Worlds.

Read the whole review here. Next, William Brandon will be taking on the decidedly unskinny "The Complete Guide."

Weekly Poll: What will Significantly Change The Education System?

This week's poll question is: What will significantly change the education system?

  • Nothing. It needs to be tweaked, not changed.
  • Nothing. It is too entrenched to change significantly in our lifetime.
  • Mandates and direction from Washington DC.
  • Role models in new methodologies from corporations.
  • Virtual schools.
  • Role models from innovative schools (outside of virtual schools).
  • For profit schools and universities.
  • Spiraling cost of education.
  • Hiring practices of corporations.
  • Demands and context of students.
  • A consensus on a new clear vision for education.
  • The widespread authoring and use of sims.
  • The widespread use of social media.
  • Global business competition.
  • Dropout rates in high school and college.
  • Homeschooling.
  • Greater use of standardized testing.
  • ***More use of Pay-for-Performance for Instructors.
  • Increased K-12 budgets.
  • Other.
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