Theories of Learning: A Computer Game Perspective Ang Chee Siang, Radha Krishna Rao Multimedia University Jalan Multimedia, 63100 Cyberjaya, Selangor Malaysia Tel.: +603-83125458 Fax.: +603-83125264 Main author email: [email protected] Abstract Computer games provide a good environment for learning. Players learn to play the game without being taught didactically as the learning process takes place naturally in the virtual world. Learning is no longer a process of knowledge transfer from the expert to the novice. Learners need to construct the knowledge themselves by interacting with the environment. It is beneficial to study the theory underpinning computer games: how players learn and respond in the game environment. In this paper, the theories of learning, i.e. behavioural learning theory, cognitive learning theory and motivation theory, are elucidated in the context of computer game. Psychology provides a way to apprehend the learning that occurs naturally in games and also helps in developing an environment in which the player can learn a particular domain of knowledge extrinsically. By studying the psychology and its relatedness to computer games, we can know the players more comprehensively, thus predict their responses. The understanding of psychology offers a framework to developing an educational game that promotes learning while maintaining high motivation of the player. This paper also attempts to shed some light on how players learn in computer games based on the theory, thus infers better techniques in supporting game-based learning. Keywords: Computer game, Behavioural Learning, Cognitive Learning, Motivation Theory 1. Introduction Among all application software, computer games are having a shorter learning curve. Compared to the user of business software, who has to read a thick manual before being able to use it, the computer game player goes directly into the software, instead of the manual, which ironically consists of only several pages. It is not because games are simple to use by nature; some games involve intricate rules that one must master in order to win. Players understand the rules of game and know how to play the game without being instructed. Therefore, it is beneficial to study the theory underpinning computer games: how players learn and respond in the game environment. This study is conducted by employing the theory of learning, one of the most prominent fields in psychology. Though some of these theories are applied implicitly in the game design, seldom are they elucidated their implication on games explicitly. This paper attempts to shed some light on how players learn in computer games based on the theories, thus infers better techniques in supporting game-based learning. 2. Behavioural learning theory Most of the game that needs sensorimotor and eyehand coordination skills to play involves behavioural learning to a certain extent. In these games, such as action games, fighting games and sport games, players act and react in response to stimuli. The explanation of learning that emphasises on observable changes in behaviour is called behavioural learning theory. Behaviourists treat the learner as a black box that receives stimuli, and what is happening inside the black box can be studied only by observing the overt behaviour elicited by the stimulus [1]. In this section, some important theories and their relatedness to computer games are examined. 2.1 Classical conditioning While studying the digestive reflexes of a dog, Ivan Petrovich Pavlov accidentally discovered that the dog salivated not only to food, but also to the mere sight or food steps of the experimenter who was bringing the food. This serendipity resulted in the definition of a new paradigm in psychology – classical conditioning [2]. It is a process of associating a previously neutral stimulus with an unconditioned stimulus to evoke a conditioned response. An unconditioned stimulus is a stimulus that evokes a particular involuntary response known as unconditioned response. In a First Person Shooter (FPS) game, players open fire involuntarily when seeing the bandit. In a side-scrolling action game, players jump spontaneously to avoid the monster. These unconditioned responses, unlike the salivation, are in fact learned Proceedings of the IEEE Fifth International Symposium on Multimedia Software Engineering (ISMSE’03) 0-7695-2031-6/03 $17.00 © 2003 IEEE responses through operant conditioning, which is discussed in the next section. In some computer games, a player might become vigilant and cast magic when seeing monsters. Supposing that a monster growls each time before it appears. After several pairings of growl and the sight of monster, the player becomes vigilant and casts magic when only hearing the growl. The process is depicted as follows: Before learning: Monster (unconditioned stimulus) elicit Becoming vigilant, casting magic (unconditioned response) elicit Becoming vigilant, casting magic (unconditioned response) elicit Becoming vigilant, casting magic (conditioned response) During learning: Monster (unconditioned stimulus) + Growl (nuetral stimulus) After learning: Growl (conditioned stimulus) Figure 1. Classical conditioning A stimulus, which is initially neutral, becomes a conditioned stimulus after learning, while the conditioned response is in fact the learned response. This theory has had a significant implication in learning in the game environment. number of pairing between the unconditioned stimulus and the conditioned stimulus, the less generalisation as players have learned to discriminate stimuli. Discrimination is the perception of and response to differences in stimulus. Players learn to distinguish the different growl of the different monster. This however can be achieved only if the frequency of pairing is high. 2.2 Operant conditioning According to Burrhus Frederic Skinner, there are two kinds of behaviour: respondent behaviour, which is elicited by a known stimulus, and operant behaviour, which is not elicited by a known stimulus but is simply emitted by the organism [3]. Casting magic is an example of respondent behaviour because it is elicited by stimuli, i.e. the sight of monster. Walking about and jumping without a particular reason are operant behaviour because there are not correlated with known stimuli. Skinner tried to condition the lever-pressing response of a rat in the Skinner box. The box was arranged so that a small pellet of food was sent into the food cup every time the rat depressed the lever. After a few accidental leverpressings, the rat would start pressing the lever more frequently to receive the food pellet. Using consequences to control the occurrence of behaviour is known as operant conditioning [4]. Most games involve this kind of trial and error learning, in which reinforcers are used tactfully to evoke specific behaviour. For example, players receive a certain reward, such as a more powerful weapon after killing the opponent. The weapon serves as a reinforcer that strengthens the behaviour of killing the enemy. yield Killing the opponent (operant response) Recieving a powerful weapon (reinforcer) reinforce Figure 3. Operant conditioning Figure 2. The player holds down the magic button when seeing monsters in Harry Potter In another example, cobwebs are placed together with spiders so that when seeing the cobweb, players know there are spiders lurking around the area. Players learn to act accordingly, depending on different stimuli. Besides, it is noticed that a slightly different stimulus is likely to evoke the same conditioned response. This observation, known as stimulus generalisation, is important in predicting the player’s responses to a new situation. The greater the Operant conditioning is very crucial in moulding unconditioned responses in computer games. It is argued that unconditioned responses do not exist in games until players have learned them. Hence, during this trial and error learning process, punishers or unpleasant consequences given to weaken behaviour should be minimised to keep high motivation of the player, while reinforcers should be given more frequently and appropriately. The feedback of game must be given instantly, as concerned in immediacy of consequences, else the players may take longer to learn because they cannot associate their behaviour with the reinforcer or punisher. There are two types of reinforcers: positive reinforcers, consequences given to strengthen the behaviour, and negative reinforcers, consequences taken away to strengthen the behaviour [5]. In the example explained in figure 3, the powerful weapon works as the Proceedings of the IEEE Fifth International Symposium on Multimedia Software Engineering (ISMSE’03) 0-7695-2031-6/03 $17.00 © 2003 IEEE positive reinforcer. Negative reinforcers are implemented by releasing players from an unpleasant situation. In most Role Playing Games (RPG), when the player is poisoned, his or her health points are reduced gradually. In order to escape from this unpleasant condition, the behaviour of buying antidotes is strengthened. However, the reinforcer should be imposed carefully so that it is commensurate to the behaviour of the player. Players who complete a complicated task expect higher rewards, thus are less motivated if small rewards are given. On the other hand, players would grow tired being awarded for every simple task they perform, and the reinforcer might become ineffective. It is rather difficult to learn if players are reinforced only after they have completed the whole task no matter how substantial the reward is. Using small steps combined with feedback to help learners reach goals is known as shaping. When fighting the enemy’s boss, it is insufficient to reinforce the player only after he or she defeats the boss. Therefore, most of the game provides an enemy health bar to show the remaining health points. Small steps – showing each health point deduction of the monster – are used to help the player reach goals. If no health bar is shown, it is hard for the player to learn that casting certain types of magic (not others) kills the enemy. There are four types of schedule that determine the frequency and predictability of reinforcement. These schedules have an observable impact on the extinction of behaviour, a term used to refer to the eliminating or decreasing behaviour by removing reinforcement for it. In a fixed-ratio schedule, a specified number of behaviour is required for reinforcement. In many RPG, after collecting a fixed number of experience points by killing enemies, the game will introduce level up. Immediately after gaining the level up, the behaviour of killing enemies drops, as players know more experience points are required for the next level up. However, if they are close to the points needed for level up, the behaviour to kill enemies rises. When the reinforcement is removed – killing enemies no longer pays off – the behaviour soon becomes extinct. Thus, if fixed-ratio schedule is used, it is efficient to gradually increase the reinforcement ratio. Early in the game, perhaps 100 experience points are needed for level up. Later it may be possible to reinforce only 500 experience points are collected. In this way players are more able to work without reinforcement and the behaviour is more resistant to extinction. Variable numbers of behaviour are required for reinforcement in a variable-ratio schedule. Killing enemies sometimes yields certain rewards such as coins, weapons and potions. Players never know which enemies they should kill in order to receive the reward. This schedule tends to produce high and stable rates of behaviour and are quite addicting. Even after the reinforcement is removed, the players may keep killing the enemies for a long time and probably not give up. In a fixed-interval schedule, a specified amount of time passes before reinforcement is available. The player may do very little before reinforcement is available, and then exerts a burst of effort as the time for reinforcement approaches. In this schedule, it is always better to have a shorter interval to encourage players to try their best constantly. For the variable-interval schedule, variable amount of time passes before reinforcement is available. This is where randomness in games plays a significant role. Randomness can be very effective in maintaining the behaviour of the player. In some RPG, players never know when the monster would ambush; they have to get prepared all the time. This schedule produces stronger behaviour than the fixed-interval schedule does. Sometimes, players need to be told when their behaviour will be reinforced. Signals as to what behaviour will be reinforced or punished are called cues. When the enemy’s boss emerges, it is common that the mood of background music changes. It is actually a cue to inform the players that they are going to fight a tougher opponent. 3. Cognitive learning theory Cognitive theorists argue that learning is a more complex process that utilises problem-solving and insightful thinking in addition to repetition of a stimulusresponse chain. In contrast to behavioural learning theory, cognitive learning theory is an explanation of learning that focuses on mental process. Most of the game that needs internal mental processing to play involves cognitive learning. Some examples are adventure games, strategy games and all forms of puzzle games. This theory attempts to answer several questions: how are memories encoded, how are memories retained and how are memories retrieved. It is maintained that most initial learning in computer games is behavioural learning. Players learn by trial and error, as well as stimulus associations. When the basic rules of game are understood, players start to think cognitively how they should respond in a new situation, actively update existing knowledge to fit what is newly confronted in the game environment. In this section, some important theories and their relatedness to computer games are studied. 3.1 Memory processing model One classical model of memory proposed by Atkinson and Shiffrin describes how information is processed, stored and retrieved in the mind. Proceedings of the IEEE Fifth International Symposium on Multimedia Software Engineering (ISMSE’03) 0-7695-2031-6/03 $17.00 © 2003 IEEE rehearsal encoding External stimulus Sensory Register attention Short-Term Memory Long-Term Memory retrieval decay/ displacement decay/ displacement interference Figure 4. Memory model of Atkinson and Shiffrin There are three components of memory according to this model: sensory registers, which receive information and hold it for a very short period of time, short-term memory, which can store limited amount of information for a few seconds, and long-term memory, which stores large amount of information for a long period of time [6]. Sensory registers hold a large amount of external stimulus from the game environment, such as background music, sound effects, visual effects, enemies, items, etc for a very brief time: less than a second. These stimuli, without being attended to, will rapidly lose and never enter short-term memory for further processing. So, attention – the process of focusing on certain stimuli while screening out the others – plays an important role. Players must pay attention to information if they are to retain it. For example, items that are important to achieve game goals are designed in specific ways so as to grab the players’ attention. These items may be rotating or glittering so that they stand out from the other parts of the game world. Apart from this, some texts in games are highlighted in different colours to indicate important points. Attention is also attracted by inconsistency. If a magic wand is placed inside a peasant’s cottage, it creates inconsistency and will grab the players’ attention to check the wand. Short-term memory is the component of memory in which current information processing is carried out. The capacity is limited to five to nine “bits” of information [7]. A twenty-item list that is hard to remember in a random order can be organised into a smaller of familiar categories making the list easier to recall. Therefore, unless the information is very well organised, players should not be bombarded with too much information at once. Although short-term memory can hold information for up to 30 seconds, with rehearsal, one can keep the information more than that and probably transfer it to long-term memory. Rehearsal means mental repetition of information to improve its retention. Hence, ample time is essential for the player to rehearse new information. Games, especially real time games, should provide pause function for players to reflect newly learned information. Long-term memory is said to store not only information but also the meaning of information. In order to transfer information from short-term memory to long-term memory, the information needs elaboration so that it is meaningful. The process of thinking about a new material in a way that helps to connect it with existing knowledge is called elaboration. In games, there are usually help systems or Non Player Characters (NPC) that provide hints to elaborate new information so that it connects with the existing knowledge. This helps to encode the information to longterm memory. There are several theories related to the memory model, such as levels of processing theory, an explanation of memory that links recall of a stimulus with the amount of processing it receives. It implies that instead of giving hints immediately players get stuck in a game level, game designers should let them think for a while so that more processing is received by the brain to increase retention. This theory serves as an impetus in constructivism theory in which players think critically to solve an authentic problem. Constructivism is discussed in later section. According to schema theory proposed by Jean Piaget, information is stored in long-term memory in network of connected facts and concepts that provide a structure for making sense of new information. When encountering new enemies, players attempt to assimilate them into the existing schema and decide what should be done. If what is encountered is different from what is understood, disequilibrium is said to occur. Players will try to reduce disequilibrium by developing new schema or adapting old one until equilibrium is restored. Enemy Sky Avoid Land Without shell With shell With thorn Water Without thorn Jump and trample Jump, trumple and push the shell away Figure 5. The network of the enemies in Super Mario Bros. 3 Transfer appropriate theory proposes that memory is stronger and lasts longer when the conditions of performance are similar to those under which learning occurred [8]. Players learn to hold down the magic button when hearing monster growls in an ominous jungle. The behaviour is not likely to be elicited when they hear the sounds in a peaceful castle. 3.2 Remembering and forgetting Proceedings of the IEEE Fifth International Symposium on Multimedia Software Engineering (ISMSE’03) 0-7695-2031-6/03 $17.00 © 2003 IEEE Many theorists believe that information in longterm memory will never lose; it is forgotten because of the loss of ability to find it within the memory. While the information in sensory register and shortterm memory may be forgotten due to decay and displacement of new information, the access to information in long-term memory may be lost as a result of interference, where the information gets mixed up with or pushed aside by other information in the memory. There are two types of interference: proactive interference, where previously learned information interferes with memory for new information, and retroactive interference, where newly learned information interferes with memory for previously learned information. These indicate that similar tasks of learning should be separated so that one task is mastered thoroughly before introducing another. In certain games, players are required to complete a challenge to practice a newly learned skill so that they master it before learning the others. It should be noticed that learning one thing could sometimes help a learner in learning similar information. The increased ability to learn new information due to the previously acquired information is called proactive facilitation, while the increased comprehension of previously learned information due to the acquisition of new information is known as retroactive facilitation. Thus, the learning contents should be designed in such a way that understanding of previous information aids the learning of new information or vice versa. The skills needed in a game should be introduced in a wellplaned sequence to optimise facilitation. Primacy and recency effect suggests that items that appear at the beginning and end of a list are more easily recalled than other items. This effect is particularly apparent in the dialogue of game. The important message should appear at the beginning or at the end of the dialogue. The most mundane technique for committing information to memory is probably practice. Technique in which facts or skills to be learned are repeated many times over a concentrated period of time is called massed practice, while technique in which items to be learned are repeated at interval over a period of time is called distributed practice. Having understood primacy and recency effect, it is clear that distributed practice enhances retention more than massed practice does because players tend to put forth their effort at the beginning and at the end of a particular game task. Games should be divided into sub-goals where players need to complete several small tasks, instead of having only one ultimate goal. Apart from these, game levels that require similar skill to complete should not be put together because practicing a particular skill 60 straight minutes is less effective than practicing it five minutes for 12 times. Automaticity purposes that task that requires highlevel thinking can be done without much attention if they have been learned very thoroughly. The virtual world in some adventure games may appear as a complicated maze at first, however, after exploring it for many times, players can go to a particular place without much thinking. 3.3 Constructivism Ever since 15th century, Galileo Galilei, the famous mathematician and astronomer stated that one cannot teach a person anything, one can only help them discover it down inside themselves. This is what constructivism about. Learners must individually discover and transform complex information, checking new information against old rules and revising them when they no longer work. Discovery learning is one of the instruction models based on constructivism. Discovery learning is an approach to instruction through which students interact with their environment by exploring and manipulating objects, wrestling with questions and controversies, or performing experiments [9]. Computers take discovery learning a step further with the advent of game and simulation. In all forms of game, players do not just sit in the classroom and are lectured about what they need to do in the games. They learn by doing and making mistakes. They literally construct the knowledge internally by immersing themselves into the virtual world. In most of the adventure game, players are given brief visual or/and verbal instructions on the very basic rules of the game. Arming with this basic knowledge, the players venture into the world of fantasy and learn more about it. When they encounter new thing, they learn to adapt it with their existing schema by trial and error or mental reflection. The game gives hints appropriately to help elaborating new information so that it can be connected to the knowledge network easily. In some action games, players know only the basic control of the game and learn by making mistakes and exploring directly in the game world. It explains that top-down approach is harnessed effectively in computer games, in which players begin with a complex and complete task, rather than small parts of the task. 4. Motivation theory Motivation theory is indispensable when discussing theories of learning. Learners who are motivated can learn almost everything. Motivation is the internal process that activates, guides, and maintains behaviour over time [10]. It is contended that using computer games in learning is motivating intrinsically. However, with the rapid growth of the game industry, the mere use of computer game does not promise high motivation. The Maslow’s hierarchy of needs can be adapted to explain the needs of player so as to understand how players are motivated in the game environment. By understanding their needs, game designers can direct the motivation of player to learn in computer games. It is contended that needs at the lower levels are to be fulfilled before moving to the higher levels in the pyramid. Proceedings of the IEEE Fifth International Symposium on Multimedia Software Engineering (ISMSE’03) 0-7695-2031-6/03 $17.00 © 2003 IEEE Self actualisation need Aesthetic need Need to know and understand needs. Startling graphics alone would not save the bad gameplay. The industry has witnessed bestseller without a powerful graphic engine as well as failure with cutting edge 3D engines but with hardly any gameplay. It must be remembered that if players fail to understand the rules of game in the first few minutes, they would simply walk away. 5. Conclusion Esteem need Belongingness need Safety need Rules need Figure 6. Hierarchy of the players’ needs At the bottom level, players are seeking for information to understand the basic rules of game. This is the most fundamental need of the players because no player can be motivated to play without knowing the basic rules. When the rules need is satisfied, players move on to safety need where they need helping information so that they can stay in the game long enough to win and avoid being knocked out. They need to feel safe and secure. Next at the level of belongingness need, the players need to feel comfortable with the game and eventually achieve the game’s goal. At least they need to know it is possible to win. After knowing that they can win, they want to feel great when playing the game. They are looking for information on how their ego can be developed to achieve esteem need. They need to be in possession and have full control over the game. After that, they need to understand and know more about the game such as different strategies, hidden items, etc. They start to expect something more challenging. At the level of aesthetic need, they call for good graphics and visual effects, appropriate music, sound effects, etc. Finally, players want to be able to do anything as long as it conforms to the game rules. They want to play God in the virtual world. Game designers should be able to derive some useful principles of game design from the hierarchy of Using games as learning tools is an interesting field to be explored. Many researchers have been working towards a learning framework of computer game. This paper provides the basic idea on how psychology can be utilised in game design. By studying the psychology and its relatedness to computer games, we can know the players more comprehensively, thus predict their responses. Psychology not only provides a way to apprehend the learning that occurs naturally in game, but also helps in developing an environment in which the players can learn a particular domain of knowledge extrinsically. More can be done to relate these theories to design an educational game where players are highly motivated to learn. 6. Reference [1] W. Huitt, J Hummel, Educational Psychology, College of Education, 1999 [2] Florence R. Sullivan, A Brief Introduction to Learning Theory, Teachers College, 2002 [3] B.R. Hergenhahn, Matthew H, Theories of Learning sixth edition, Olson Prentice Hall, 2001 [4] Robert E. Salvin, Education Psychology, Theory and Practice, fourth edition, Paramount Publishing, 1994 [5] John Hopson, Behavioural Game Design, Gamasutra, 2001 [6] Robert S. Reldman, Understanding Psychology, McGrawHill, 1996 [7] Gerald Grow, Ph.D., A Cognitive Model of Learning, Florida A&M University, 1994, 1996 [8] Robert E. Salvin, Education Psychology, Theory and Practice, fourth edition, Paramount Publishing, 1994 [9] Lloyd P. Rieber, Computer, Graphic and Learning, The University of Georgia, 2000 [10] Marc Prensky, Digital Game-Based Learning, McGrawHill, 2001 Proceedings of the IEEE Fifth International Symposium on Multimedia Software Engineering (ISMSE’03) 0-7695-2031-6/03 $17.00 © 2003 IEEE
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