The Power of Tangential Learning

September 20th, 2008
  •  http://www.youtube.com/watch?v=rN0qRKjfX3s   

The video above is a collaborative work between James Portnow and Daniel Floyd discussing the concept of Tangential Learning. It is based off an article by James Portnow, the full text of which can be found below.Winston Churchill once said: “I am always ready to learn although I do not always like being taught.”We have known for some time that games are the answer to this problem. The problem is that most of the games we create to solve this dilemma attempt to teach rather than allow the player to learn.This article will discuss ‘tangential learning’, the concept of exposing players to knowledge rather than actively trying to teach them.Simply by presenting the player with opportunities to discover interesting ideas that they may not have otherwise come across you are setting the groundwork for learning. This investigation will focus on how to build on that groundwork and lower the barrier to autodidactic learning…without substantially raising development costs or taking away ‘fun’.

The Problem

When someone flips off the switch or puts down the controller they should walk away refreshed, having enjoyed their leisure, but should that be the limit of what they experience? Does it have to be? Clearly not.When someone walks away from a play experience they should have the opportunity to bring something from their recreation into their life. Because we are an interactive media we have the greatest opportunity to facilitate learning and bring real benefit to the interactor, yet so often do we deny our users that opportunity.Why? Because there is a divide between games which are meant to do good and those meant to entertain. This divide is unlike that in any other media. We seemed paralyzed by a past paradigm where games that were intended to do good for the user were made by a totally separate group than those meant simply to be enjoyed. This separation was reinforced and encouraged until those two groups finally became two separate industries, the ‘videogame industry’ and the ‘edutainment’ or ‘simulation’ industry. The problem is that, in digging this trench, both sides discarded something very valuable. Though this is not universally true, it is my opinion that the edutainment and simulations industry gave up “fun”, while we gave up “good”.

Tangential Learning: The Basics


Ever watch a movie where they hold you down and hit you in the face with the point? A lot of modern educational games are like that. Why don’t we want that? Because really, getting hit in the face is not very fun. So what’s the answer?

To enable and facilitate learning rather than to educate…  (I think the rest of this article is going to be deconstructing that sentence.)

So what does it mean to educate? In this context ‘to educate’ is to set out with the goal of teaching a person a specific thing. Games like the Math Blaster or Dafur is Dying or even Typing of the Dead take this approach. The problem with this approach is that it’s laborious, heavy handed, and often slower/less effective than just picking up a textbook or newspaper.

Study after study has shown that kids and adults alike assimilate information better when they are studying topics which they are interested in rather than things which they are forced to learn for school or work. The real failing of the above approach is that it simply attempts to jazz up things which the user doesn’t inherently care about rather than trying to get them engaged in the topic, caring in a personal way.

The advantage that traditional video games have is that the user inherently cares about what they are doing. This enthusiasm is (comparatively) easy to channel or transfer to other activities, which brings us to the topic of tangential learning.

Tangential learning is not what you learn by being taught but rather what you learn by being exposed to things in a context which you are already highly engaged in. The simplest example is, of course, film. I’ll use The 300 as an example. That film was hardly intended to educate and yet everyone I know now knows who Leonidas is (though I think I’m still the only one who knows what it says on his tomb…).

The film didn’t educate, it served to stir discussion and spur interest. People who knew anything about the battle of Thermopylae would naturally disseminate that information in conversation in a way that was palatable and acceptable to their peers. Additionally this simply exposed people to something they didn’t know they were interested in, which is one of the often one of the biggest barriers to learning.

I knew several people who googled The 300 and ended up at the Wikipedia page for the historical battle of Thermopylae. This spidering of ideas and correlation of interests is what tangential learning is all about.
(And we haven’t even discussed the people who simply said to themselves, “This Leonidas guy is pretty cool…I’d like to learn about him.”)

So, Tangential Learning is simply the idea that some portion of your audience will self educate if you can facilitate their introduction to topics they might like in a context they already find exciting and engaging. Is this enough?

First, my answer is an emphatic yes. It costs nothing, it does some good.

Second, my answer is, “No, there is more we can do.”

Tangential Learning and Games: A Common Misperception


A question I get a lot is, “Is tangential learning possible in games without limiting yourself to historical themed games? “ Yes. Absolutely and indubitably!

I’ll give an example of how tangential learning, barely implemented and taking no development time, can serve to introduce players to new ideas. Do you know how many RPG gamers who have never gone to Temple know what the Sephiroth is simply because the Final Fantasy team decided to name a character after it? If .1% of their audience discovered what it is they’ve just facilitated the learning of 10,000 people.


Tangential Learning and Games: Better Implementation


Setting up kernels of fact or parables regarding real events in the midst of a fantastic sea of game fiction is not, as you may have guessed, the best way to invite players to educate themselves. So how do you highlight what elements of your game have more to them?

You could take the straightforward tact of games like Xenosaga and simply make everything referential. Of course this takes a lot of effort and preplanning. Alternatively, you can take the simplistic approach of simply highlighting the names of things which are referential; effective but a little tacky. But really, there are more subtle approaches that games can take to clue in the interactor to potential learning opportunities.

There are a million such techniques, but I’ll give you two as examples:

I personally like games that give information or quotes during the loading screens. This allows you to utilize otherwise dead space and point the player in the right direction regarding tangential learning opportunities.

The inclusion of clearly referential objects also informs the player of prospects for potential learning. For example, if you include Excalibur as a sword in your game, it is much more likely that your audience will connect the fact that the sword Masamune in your game might have some basis in “fact”.


There are other options, however. From things like the Civilopedia to the Mass Effect Codex, games have attempted to provide a space for players to access tangential topics from within the game. Making these things more accessible is indubitably a good idea, but is this approach too intensive? To heavy handed?

First, I’ve had a passing thought on the ‘Civilopedia’ of the future…Wikipedia. Wikipedia links could be easily implemented for any PC game and requires no development time or additional storage space. Additionally Wikipedia would allow the user to follow their interests in a way that a traditional in-game encyclopedia simply never could.

As far as it being too heavy handed, after much debate I’ve come to the conclusion that, so long as the player never has to interface with it, things like a Codex or Civilopedia are not too heavy handed. Done well, they can add to the depth of a player’s experience without making them feel like they’re being forced to partake in an educational experience.


Of course this is just the surface, and there are a myriad of other techniques I haven’t even begun to envision to encourage tangential learning. I hope this has inspired a few of you to try and think through this problem. I look forward to playing through your thoughts.

We have become a mass media. This is a fact that we cannot fight. Our actions have consequences. Where we can, where it costs us nothing, we must do what we can. At least this is my belief.

I want to end this by apologizing to the edutainment industry. They embody this philosophy. Their efforts are often the noblest for the least reward. I believe that they have the right approach to humanity…perhaps just not the best method to merge that with “games”.

I do not believe we should sacrifice the soul of what we do in order to give it meaning. Games, first and foremost, need to be fun.

But what they must be is not all they can be.


 

The Olympic Torch is now over to London - Now to keep the flame burning…

September 9th, 2008

The Beijing Olympics were truly spectacular. The venue’s were breathtaking….if you could get up close to them at all. So there were some great things, some not so great things, and ideas generated in which London can take forward and have an equally spectacular Olympic Games.

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Great Things about Beijing

The venue and park has to be number one - amazing buildings

The cheapness of transport - taxi costs were minimal and the underground equated to 20p for a day ticket

With your games ticket, you could use this on the underground for free travel

The cultural experience - squeezing in Tianamen Square, The Great Wall, The Forbidden City, Ming Tombs and Sacred Way (and believe me, these attractions were no where close together)

TV screens - lots of TV screens (if you can find them in the massive city)

Outside viewing points (if you had a ticket) - This was the Place - with the largest TV screen in the world! (below)

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The people were friendly, and welcoming

Chinacomm had a fantastic internet facility - pay one dollar and have access online for the entire length of the Olympics. This gave info about the games, directions, emergency services etc

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The Dutch Heineken Tent - this was at the Agriculture Conference Centre - The Dutch took it over! It was fantastic, early morning breakfast with a newspaper and list of daily events, screenings of the events on large TVs, evening entertainment and lots of Dutch beer and food. Perfect.

A local publication printed with the best places for watching the games, they even had a bar with 65 TV screens! A good way to kill time inbetween being at the stadium.

The Not so Great Things….(this was the difficult one)

The Olympics felt ‘lost’ in such a huge city

Even though the shows and everything to entertain, were beyond expectations, the failure to communicate what was going on at different times, was a bit dissapointing

When we collected our tickets, we expected to get a pack or some kind of guide with the daily listings of events, including external events supporting the games, but there was nothing. The only way to access info was thorugh websites, if they werent blocked! More information upfront please…

The GB lodge was only for Olympians and family. If the Dutch could have such a great set up, why couldnt GB? One thing organisers must have forgotten is people travel quite far to attend the events, and in some cases, have quite some time in between events.  An idea of what is going on and where would be useful….

Only having access to the Olympi Park when you had a ticket was really annoying. Unless you went to the park 2 hours before the event started, there really wasnt a great amount of time to see around the various stands and shows they had set up. And it was heartbreaking seeing Chinese locals standing outstand of the park, trying to catch a glimpse of what was going on inside. Which was impossible because the place was so well guarded

Taxi drivers not speaking any English at all - we got over this in the first days through the ‘point at the map’ method, but before this realisation, it was a little weird.

Not having made the most out of modern technology for the spectator - mobile phones, screens in taxis, virtual worlds and gaming etc, all could have been used to increase visitor experience…

 

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London - make the best use out of technology for the spectator, and make the best use out of the businesses supporting London. For the BBC article on the follow up afterthe 2008 Olympics, check out


http://news.bbc.co.uk/go/em/fr/-/sport1/hi/olympics/london_2012/7579856.stm


Designing Serious Games for Measurable Performance Outcomes

September 9th, 2008

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Trainingindustry.com hosted a webinar focussing on designing Serious Games. Tim Sosbe, General Manager of Training Industry Inc introduced the session stating that Serious Games is an important subject for all important businesses! This rings true as serious games is now even more important for all businesses who take themselves seriously.

The session started with Jerry Heneghen, CEO of Virtual Heroes Inc, a Serious Games development company based in the US. Jerry gave a very comprehensive overview of Serious Games including the distinction between Serious Games and Virtual Worlds, which is very important to not get the 2 areas mixed up.

Polls were run for viewer feedback, with some very interesting responses. When asked which solution is most widely used; simulations for training, serious games or virtual worlds, the response which came out top was simulations for learning with 87% of the vote, serious games had 8% and virtual worlds had 5 %.  The second poll question was; Are you using serious games in your organisation - 55% stated yes, 36% stated not yet and 9% were a straight no.

Virtual Heroes have a great collection of videos and other resources. The ABC video is interesting - http://www.virtualheroes.com/collateral.as . Interestingly, they have created a game for Hilton Hotels for  customer satisfaction training. Jerry stated that he sees the serious games market growing in ‘waves’ starting with military, health and now corporate are picking up interest and the next wave to be education and creating learning applications for young people who dont necessarily learn in a linear way, but more spatial and graphical way.

The session ended with an overview of Adobe Connect Proffesional by Helen Kelly. The software packages looks and sounds fantastic. Usability is smooth and intuative.

Training Industry Inc have frequent webinars about the training industry. Check out their website for updates on the next session - www.trainingindustry.com

Olympic Research - D20 in Beijing for 2012 prep

August 19th, 2008

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Jude Ower from Digital 2.0 is out in Beijing for the 2008 Olympics to see what Britain can learn from the use of technology used to promote the Beijing Olympics.  How are the Olympics being promoted to young people? How are the Olympics being promoted to the disperate local audiences? How easy is it for a spectator to navigate around the Olympics - what technology is being used and what is it used for (mapping, emergency services, general info etc)? To be continued…..