Page 54 - Developer
P. 54

STUDENT gamE PROFILES
                 educated play!





           RefRaction                                             http://games.cs.washington.edu/RefRaction/RefRaction.html



            The hisTory of “eduTainmenT” is liTTered wiTh failed games ThaT weren’T fun enough To deliver Their educaTional payloads. The posT-grad Team behind fracTion-
            Teaching puzzler refracTion is deTermined To noT be anoTher hisTorical fooTnoTe—which is why They’ve also creaTed “playTracer,” a piece of analysis sofTware
            ThaT Tracks players’ acTions and TranslaTes Them inTo visualizaTions ThaT The developers can use To balance refracTion’s difficulTy, educaTional poTenTial, and fun.

            Alexandra Hall: What inspired   and try to make as large an   to iterate and improve the game,
            you to make an educational   impact as possible on this specific   and study its effectiveness. We’re   publisher/developer
            game about fractions?   topic before tackling other areas.   actually working on an entire set   center for Game Science
            Yun-En Lu: i’ve always liked   our goal is to create games and   of fraction games, two of which   Release date
                                                                                     September 2010
            teaching. Helping out in an   tools to supplement existing   are nearly ready for initial release.   development time: ~1 year
            elementary math class is a   classroom curricula and make   each of these games can tailor   development budget: $150,000
            lot of fun. every student has a   teachers more effective.  the play experience to each player   # of lines of code in the game:
            slightly different way of looking               individually through procedurally   ~100,000
            at things, and trying to come up   AH: You’ve worked on RefRaction   generated levels and progressions   a fun fact: Players have commented
                                                                                     on the difficulty of getting the coin on
            with examples that students can   for a couple years now—unusual   along with sophisticated analysis   level 2-5 more than any other. in fact,
            reason through to find conceptual   for a student game. Have your   tools to measure individual   Michael John (senior creative director
            truths is a really interesting   goals shifted?  student learning.       at ea) thought it was impossible to
            challenge. Games are a natural   YL: as Ph.D. students, creating         obtain when he first played through
                                                                                     the game.
            way for this to happen, since   RefRaction and its sister games   AH: Is it tricky to find a
            they’re all about exploration   is more like a job than school—  balance between fun and
            of strategies and interactions   we’re paid, we have funding, we   educational value?  created a tool that shows how
            between complex rule sets, so it   take very few classes, and so   Erik Anderson: Difficulty   hundreds or thousands of players
            seems only natural that we could   on. Since we can devote a lot   balancing for educational games   move through a game’s state
            let students experiment with math   more time to these games than   is not really that different from   space by creating graphs in which
                                                            other games. all games involve   circles represent game states and
                                                            learning, even those without an   arrows represent player actions.
                                                            explicit educational purpose.   PlaytRaceR uses multidimensional
                                                            However, one key difference of   scaling to ensure that similar
                                                            designing educational games is   game states are shown close to
                                                            that our learning goals restrict   each other, and vice versa. this
                                                            our choices of game mechanics.   allows game designers to rapidly
                                                            although game designers   find where players are getting
                                                            sometimes bend reality in   stuck and what strategies they
                                                            order to improve usability or   are using.
                                                            playability, we have no choice but
                                                            to implement target educational   AH: Are you planning to offer
                                                            concepts exactly as they appear   Playtracer as a tool for use by
                                                            in the real world.      other developers?
                                                                                    EB: Yes, we plan to make our
                                                            AH: Did Playtracer spring from a   Playtracer tool publicly available
                                                            desire for finer-grained difficulty   in the future. in the meantime,
                                                            and experience-tuning?  we have published the technical
            in the same way using games. it’s   undergraduates taking a game   EA: We developed Playtracer   details of Playtracer in a few
            my hope that through our games   course could, it also means we   because we needed a tool that   different research papers,
            we can convince a generation of   can go much deeper into the really   could effectively visualize player   allowing developers to integrate
            kids that everyone can learn math   interesting problems, such as   behavior in games without a   these ideas and methodologies
            if they put their minds to it—and   running experiments to see how   virtual environment. Heat maps   into their own tools. none of the
            even find it fun.       players react to different tutorials   are highly effective for games   ideas are particularly complicated
            Eric Butler: Why fractions   or optional rewards, trying out   such as first-person shooters   to implement; we know a few
            specifically? the original plan for   algorithms to predict what people   because a game designer can   developers who wrote their
            our group was to generically make   are likely to do so we can adjust   mark the map each time a player   own version of Playtracer to
            educational games about science,   the game experience for them,   dies, for example, and determine   analyze their games. We are also
            but we quickly discovered that   creating new data visualization   the most dangerous sections of   currently working with some
            basic algebra and mathematics   and analysis tools, and so on.   that map. However, for puzzle   external developers to plug
            was a huge stumbling block for a   EB: the project cannot really be   games like RefRaction, there is   their games into our in-house
            lot of students. So we decided to   called a success until we make   no equivalent “map,” so we need   infrastructure. (You can read
            focus very narrowly on the early   a measurable impact to early   some other way to visualize   more about Playtracer in this
            education problem of fractions   math education. So we continue   player actions. therefore, we   paper: bit.ly/playtrcr)

          52  game developer   |   october 2012
   49   50   51   52   53   54   55   56   57   58   59