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G4C G4LI Day – Microtalks: Research Innovation

Posted: May 27th, 2010 | Author: admin | Filed under: Education, Games for Good, State of the Art, game-based learning | Tags: , , , , | No Comments »

Katherine Isbister – NYU Poly
Games are customiable, provide rich data, and are popular with kids so should be good for learning
Unfortunately, it’s incredibly easy to make terrible games
So, G4L! is trying to develop useful theories for making good learning gmaes
Trying to get best practices from commercial developers – interviewed 41 professional game developers and reserach-practitioners mostly at professional events
Focus on design tactics
Donald Schon’s “The Reflective Practitioner”
Found recurrent recommendations, and now has a massive archive of these interviews

Key concepts include:
Fun – hate the term engaging, and think most learning games are crap
Polish – most learning games not polished enough
Mechanics aren’t ‘bolted on’ – learning games fail to integrate learning and mechanics

Inviting commercial developers to critique learning games

Katie Culp – CCT
Looking at building research into the front end of game design–designing based on who the audience is
Looking at building inquiry skills in middle school students
Too many games make assumptions about student/player thinking skills without considering where kids are developmentally
Kids at this stage have trouble recognizing what they don’t know/what they need to learn
In order to understand this, formative research–a type of research pioneered by Sesame Workshop is useful.
The methodology is very early in the design process use activities and content that’s central to the game concept and bring it to kids to play with
This does not create broad understanding, is not like a RCT, but does allow particular insights into specific audiences’ specific thinking
Researcher may already have an understanding based on the literature about kid misconceptions, but formative research brings forth the specific language and cognitive associations and ways of thinking.

Greg Chung UCLA/CRESST/CATS

How can meaningful information be extracted from a high volumen low quality data set? (I’m paraphrasing, may be off)
Developing math game focusing on fractions and addition of fractions
Worked with USC to develop game ideas and what gameplay info will show player understanding of fractions

Sorry…Zoned out here

Jan Plass NYU/G4LI
Looking at design patterns for good learning
Building Augmented Reality games for science learning, Adventure games for science learning, math games,
Looking for general solutions to commonly occuring problems in learning game design
–Strong narratives provide sufficient incentive to solve hard puzzles
–One challenge is we don’t know how to measure engagement well–behavioral, cognitive, social, and emotional
Individual engagement–self report, survey, interview, biomentirs, video observation, user logs
group engagement–video observation, classroom observation, user logs
One challenge is that studies on a certain scale it becomes impossible to always observe

Requires Theoretical model of Interactivity – some paper with plass, schwartz, and another guy
Using a lot of bio data to measure enegagment
Important: triangulation–each measurement only measures a certain kind of engagement in a certain context, and a theorietical framework is needed to tie it all together–but it’s still setting, task, genre, and platform specific



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