Saturday, 11 January 2014

High stakes tutorials

Most computer games start with some kind of tutorial, in which you as a novice player learn how to play the game. Game tutorials used to be somewhat bland: being afterthoughts, planned only once the rest of the game was largely complete, nothing of significance could happen in them. You were introduced to the controls and given the chance to find out what kind of moves you could make - and that was it.

But the two most recent games I've played have tutorials which both work as tutorials - technically simple and offering extra support to the player - AND advance the plot, indeed start it off with a bang.



"Cognition" starts with FBI agent Erica Reed racing to the cemetery where the serial killer whom she's been pursuing has taken her kid brother. Dialogue with her partner ramps up the tension and increases the urgency: she has to find Scott before the killer does something awful to him. Arriving at the cemetery, checking the gates and finding them locked teaches you how to examine and manipulate objects; having Erica draw her gun and shoot off the padlock teaches you how to use objects from your inventory - as well as increasing the tension still further. Inside the cemetery, the tutorial shows you how to use Erica's psychic powers - the "cognition" of the title - to find where Scott is and to enter the vault where he's been taken. Inside, you discover him strapped to a table beneath a machine which is clearly going to kill him if you tamper with it. This is your summative assessment: as a timer ticks down from ten minutes, you need to use everything you've learned in the tutorial to deactivate the machine; if you take too long, or cut the wrong wire, Scott will die. (He's going to die shortly anyway, but that's part of the story.)



The tutorial in "Ghost Trick" is similarly founded on jeopardy: you start by seeing a woman about to be shot by a hit man. Your character's ability to do anything about this is restricted by the fact that you're dead yourself; you are in fact a ghost. A disembodied voice (you find out whose it is later) instructs you how to use your "ghost tricks" to inhabit and move between objects and manipulate them to produce physical effects - which you then use to distract the hit man and make him miss his target. The woman is saved, but only briefly, because when she runs away the hit man catches up with her and this time he does not miss. The disembodied voice then introduces you to your most powerful ghost trick: to rewind time to four minutes before a death and prevent it from happening. Working against the clock, you need to figure out how to get around the junkyard in which the events are taking place and move objects into a position from which you can save the woman's life. When you release the wrecking ball above the head of the hit man just before he pulls the trigger, it's an enormously satisfying moment.

Educational courses too have traditionally been rather bland and boring in their opening sections. As with old-fashioned game tutorials, the thinking has been that you can't present too much of a challenge while your learners are still finding out how things work. This has been compounded by well-meaning pedagogical ideas about the proper way to start a course - for example, with an academic overview of the subject, or a discussion of its principles, or a reflective exercise to get the learner to find out what they know about it already - which tend to produce teaching which is general and abstract, and hence boring, or which relies on learners to supply the content, and hence is dull and bland unless they put in a lot of effort. I think this is a problem: we know how difficult it is for learners to keep finding the time to stay with a distance learning course, whether in print or online, which is why the biggest challenge for all learning designers is arousing and sustaining learner motivation.

Is it possible to design course openings which are not bland and boring? These two game tutorials suggest to me that it is. I've previously blogged about the principle of starting with your best and most exciting material, instead of saving it for later, in order to remind learners of why they're doing your course. To that, I'm now adding the principle of high stakes: giving them something to achieve which they can feel is really meaningful and important. Of course it still needs to be sufficiently simple for them to accomplish, no matter what their previous skill and knowledge. But that doesn't mean that it needs to be bland or boring.

When I say that course openings should be more like these two games tutorials, I don't mean that they need to have action and violence. Excitement, in an educational context, has different roots, but we still need to tap into it. What gives a learner the biggest buzz? It's finding they can do something they couldn't do before and which is really meaningful and important to them. Get that at the start of your course, and you'll have your learners as thoroughly hooked as they can be.

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