Looking For Group: Applying MMO Techniques to Learning and Business

Lee Sheldon, Assistant Professor at Indiana UniversityPlayers of massively multiplayer online (MMO) games have long known that working cooperatively and competitively within the game space has improved not only their leet gaming skillz but also real life abilities, including leadership, communication skills, creative thinking and adaptability. Lee Sheldon, assistant professor in the Department of Telecommunications at Indiana University, has taken the use of MMO design and terminology to the next level and applied it to his classroom education.

Referenced by Professor Jesse Schell in his talk at DICE, Sheldon has applied basic elements of MMOs to his classroom, including forming guilds (small groups within the classroom), quests (activities and projects – both “solo” and “guild” based), offering “Boss battles” (exams), and using XP points instead of grades. While the media has focused mostly on Sheldon’s use of a non-traditional grading system, they’re missing the bigger picture.

According to Lee Sheldon, the use of the MMO system for classroom instruction has resulted in better attendance, greater class participation and more quality coursework. By utilizing terminology that students understand, Sheldon’s ideas may help students become better prepared for the real world, having expanded their collaborative skills, adaptive thought patterns, communication abilities, and leadership.

While Lee Sheldon’s classes are specifically tailored for game design—he teaches courses in Theory and Practice of Game Design and Multiplayer Game Design—these MMO principles (and game design theory in general) could be applied to nearly any classroom situation.

It’s not so far-fetched for the workplace, either. According to IT News in Australia, companies are already adapting some of the basic tenets of good game design and applying them to the work place, even though they’re not necessarily using the terminology of “guilds,” “raids” and “questing.” Some workplace game-like offerings include clear, well-defined goals and gradual, incremental rewards, such as points for showing up on time…

Simple psychology explains the benefits of using gameplay principles in all aspects of our lives. Offer rewards, get better results; you don’t have to be Lee Sheldon to understand that.

Afterword: Later this year, Lee Sheldon will be reporting more of his findings and detailing this project in his book “Practical Game Design: A Toolkit for Educators, Researchers and Corporations.”

Video Games and the Human Brain

Video games challenge players to solve problems, overcome obstacles and, in many cases, learn. While some argue that games can be extremely effective education tools, researchers have just started to scratch the surface of what actually happens in our brain when we play games.

Cerebral Cortex, a research journal for papers about the study of the cerebral cortex, published a recent report by the University of Pittsburgh’s Kirk Erikson, Assistant Professor of Psychology, about certain regions of the brain that seem to facilitate advanced understanding of interactive media. In other words, Erikson discovered four distinct areas of the brain that might actually make us better at playing video games.

The caudate nucleus, putamen, nucleus accumbens and hippocampus, were all discovered to have an impact on a person’s ability to comprehend and engage interactive digital media. Even more, it was noted that participants with larger nucleus accumbens were noticeably more proficient in the early, learning stage of a game, what we often refer to in the industry as the, “learning curve.” Conversely, those with a larger than average caudate nucleus and putamen were better at adapting to changing strategies within the game. It would seem that while the nucleus accumbens helps the player establish a firm understanding of the overall game world, the caudate nucleus and putamen help the player understand how it evolves and changes with their input.

Here's an image of the brain showing the caudate nucleus (blue), putamen (red), nucleus accumbens (orange spot) and hippocampus (green).

The study is problematic, as Arizona State’s James Gee points out in response, because the internal structure of the brain and external stimuli interact in very complex ways. As Gee points out, ” it is hard to tell whether a set of experiences led to a brain difference (e.g., more reading leading to changes in the brain) or a brain difference led to people wanting, getting, and being better at some experiences (e.g., seeking out reading and liking it more and being better at it).” This kind of brings us back to the nature v. nurture argument, except we’re talking about one’s ability to play video games, rather than the ability to adapt and survive.

If anything, this study shows just how little we actually do know about the cognitive faculties that are engaged during game playing. It’s clear that there is a positive correlation between video game interaction and cognitive development, and if there are scientists out there that want to claim that you have to be smart to play video games, I’m okay with that.

The Conrad Foundation: Education and Entrepreneurship

The Conrad Foundation is a non-profit science education organization that connects brilliant high school students with today’s science and business leaders to foster an educational community to inspire the next generation of innovators. Before I go on, you should know that TriplePoint represents The Conrad Foundation on a pro-bono basis. The Conrad Foundation is working incredibly hard these days to get recognition for students across the country that are making a difference by stepping up and contributing solutions to some of our out planets biggest challenges, and I wanted to take a moment to recognize them and tell you a bit more about what they do.

Continue reading The Conrad Foundation: Education and Entrepreneurship

High School Students Honored by Pete Conrad Foundation

Final Frontier Apparel, winners in the personal spaceflight category, prepare their video presenation for the competition.
Final Frontier Apparel, winners in the personal spaceflight category, prepare their video presenation for the competition.

This past week we were fortunate enough to work with the Pete Conrad Foundation in promoting the Pete Conrad Spirit of Innovation Awards, a competition for high school students to design the products of the future, facilitating commercial success in either of three categories: personal spaceflight, lunar exploration or renewable energy. The finalist teams all came up with some extremely fascinating projects including, a stationary bike that charges your electrical devices while you ride, a mechanical counter-pressure space suit that keeps an astronaut’s muscles, bones, blood vessels and nerve cells in top condition and a bioreactor that uses hydrogen cells and genetically modified bacteria to generate electricity. Wow!

It was truly a pleasure helping the Conrad Foundation give these students the recognition they deserve. The guidance they recieve from the advisors on the Conrad Foundation’s Advisory Board will be invaluable to them as they grow into careers of their own. For us, it’s all about promoting the stories of these hard-working students that take time out of their schedule to tackle real-world problems head on. These students are an example to all of us that the challenges our future brings will not be easy, but with dedication, and the support of organizations like the Conrad Foundation, we will find success. For more information about the Conrad Foundation and the winners of the Pete Conrad Spirit of Innovation Awards, visit their homepage: www.conradawards.org.