gamified learning activities in situ: lessons learnt with teachers and students
TRANSCRIPT
GAMIFIED LEARNING ACTIVITIES IN SITU:Lessons Learnt with Teachers and Students
Javier Melero, Davinia Hernández-Leo, Josep BlatInteractive Technologies Group
Universitat Pompeu Fabra
EEE Meeting – Leganés, 27-28 May 2013
OUTLINE
EEE Meeting – Leganés, 27-28 May 2013
1. Introduction
2. A conceptual model for puzzle-based games design
3. Methodology
4. Evaluation
5. Results on teachers and students
6. Conclusions and future work
INTRODUCTION
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• M-learning: Situated learning activities in physical spaces
• Benefits: Exploration skills and cooperation (Jeng et al. 2010)
• Previous Work: “QuesTInSitu” (Santos et al. 2011)
• Explorative and Spatial Skills
• Foster students’ motivation and self-assessment
Further research work involve improving students’ reflexion when performing situated learning activities
EEE Meeting – Leganés, 27-28 May 2013
INTRODUCTION
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How can we support more fruitful learning activities in situ that can be designed by teachers?
• Adopted approach: A metaphor based on puzzle games
• Educational Games: strengthen and support school achievement, cognitive abilities, motivation towards learning, reflection, attention and concentration.
• Puzzles: arrangement of a set of pieces into a single, well-fitting structure that interrelates them
• Benefits:
• Puzzle-based games can engage students in the subject topics, foster students’ problem solving, analytical and memory skills (Huang 2007; Bottino 2008).
• The nature of puzzle-based games seems relevant to consider as potential educational strategy to feasibly involve teachers as game designers (Huang 2007; Crawford 1982)
Research Question
EEE Meeting – Leganés, 27-28 May 2013
INTRODUCTION
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Main objectives:
• To propose a conceptual model, and its associated binding, for the design and computational representation of puzzle-based games
• To support the teachers the creation of in situ learning activities following the conceptual model
• Enactment with students
Objectives
EEE Meeting – Leganés, 27-28 May 2013
PUZZLE-BASED GAMES
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• Previous research studies about game design elements that have to take into account when designing educational games (Fisch, 2005; Jones, 1998; Kirriemuir et al., 2004; Malone, 1981; Sandford et al., 2005; Squire et al., 2003)
• A 4-dimension framework, considering the role of teachers, intended to evaluate the potential of using games- and simulation-based learning (de Freitas et al., 2006)
A Conceptual Model (1/2)
The proposed conceptual model considers:
EEE Meeting – Leganés, 27-28 May 2013
PUZZLE-BASED GAMES
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A Conceptual Model (2/2)
Graphical representation:
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We explore how can we apply the puzzle-based game metaphor in the creation of question item-based activities
Considering students:
• Applying the puzzle-based game metaphor in situated learning activities enhance the students’ learning experience
• Aim: to engage students in reflecting on the correct solutions
• Similar to jigsaw puzzles: players could try to solve the different questions as many times as needed until reaching a correct solution
• Ways to find the correct solutions: reflecting on wrong past choices, consulting resources provided by the gamified application, discussing with other students, asking people, searching by the Internet, etc.
PUZZLE-BASED GAMESThe metaphor to design situated activities (1/2)
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Considering teachers:
• Flexible metaphor for the design of gamified situated learning activities (independent of the subject matter)
• Elements considered in the metaphor to design the (assessment) in situ learning activities:
PUZZLE-BASED GAMESThe metaphor to design situated activities (2/2)
Board Geographical zones or museums rooms
Slots Questions designed for the gamified learning activity
Pieces Options associated to each question
Puzzle Groups of slots
Level Contains a puzzle. Levels as
Points Correct/Incorrect answers, consulting hints.
Bonus Extra points when all questions from a level have been correctly answered
Feedback Information associated to ranges of points
Hints Information of help to guide students to find the correct answer
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• The teachers became co-participants in the design and analysis
• Involves social interactions with the teachers:
• Sharing ideas
• Looking at multiple aspects of the design and developing
• Involves different participants in the design (researchers and teachers
METHODOLOGYDesign-based Research Methodology (1/2)
Design
Enactment
Analysis
Re-design
• The methodology (Barab et al., 2004; Collins et al. 1992; DBRC, 2003) involves continuous cycles of:
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Applying the design-based research methodology:
• Context: The puzzle-based game metaphor as an approach to create gamified in situ learning activities
• Participants: Teachers (designers) and students (end users) of secondary education
• Design: filling the templates containing the different key elements of the conceptual model
• Enactment: QuesTInSitu: The Game
• Analysis: Mixed evaluation method considering:
• Observations, tests, questionnaires, and log files (with students)
• Interviews and questionnaires (with teachers)
METHODOLOGYDesign-based Research Methodology (2/2)
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EVALUATIONThree gamified situated learning activities (1/2)
MNAC Discovering Vic Discovering l’H
Teachers Involved
1 teacher 1 teacher 7 teachers
Purpose Activity associated to a subject, as a learning activity
Activity associated to a subject, as part of its formative assessment
Transversal activity in the school
Context Learning about different contemporary pictures of the MNAC
Learning about the city of Vic and its art history (unfamiliar city for most of the students)
Discovering and learning about the heritage of the city of l’Hospitalet (their own city)
Secondary teachers of different schools were involved in the design of their own gamified situated learning activities considering the puzzle-based game metaphor:
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EVALUATIONThree gamified situated learning activities (2/2)
MNAC Discovering Vic Discovering l’Hospitalet
Number Levels 4 levels 4 levels 10 levels
Number Questions 20 questions 75 questions 55 questions
Points Correct Answers
50 points more 1 point more 250 points more
Points Incorrect Answers
10 points less 0.3 points less the first attempt, 0.5 point the second one, 1 point the third one.
100 points less
Number Hints 19 hints 25 hints 52 hints
Points Hints 50 points less 0.2 points less 100 points less
Extra Bonus 50 points more 1.5 points more when all the questions correctly answered at the first attempt, 0.75 points otherwise.
Proportional to the number of questions
Hints Content Short text about the context related to the question
Short text about the context related to the question
Suggestions rather than clues (ask people, read the information that appears next to the statue, etc.)
Levels Information Short sentence of the museums room
Short sentence of the geographical zone General information about the zone and particular information about the questions
Feedback Messages
Informal Formal Informal
Summary of the game design task for creating situated learning activities:
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RESULTS
MNAC Discovering Vic Discovering l’Hospitalet
Educational benefits (metaphor)
Metaphor perceived as motivating, entertaining, educational
Metaphor allows consolidating knowledge and learning from mistakes
Metaphor is stimulating, encouraging, and motivating
Approach (answering as many times as needed)
Useful to help students to reflect but difficult for the teachers to know the students’ difficulties
The teacher totally agrees on the importance of the approach
Different ratings when asking about the importance of the approach*
Data gathering techniques: questionnaires (once the teachers finished their game design task) and interviews
Summary of results (according to the teachers’ opinions) [1/2]:
* A teacher pointed out that “I find the bonus, hints and punctuation more motivating and interesting than trying and trying to reach the correct answer or having a free hint. It is not bad, but I find these elements dispensable”
EEE Meeting – Leganés, 27-28 May 2013
Teachers’ opinions (1/2)
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RESULTSTeachers’ opinions (2/2)
MNAC Discovering Vic Discovering l’Hospitalet
Elements understanding
No problems understanding what the different elements mean
No problems understanding what the different elements mean
The “Level” element was the most problematic*. “Slot” and “pieces”, just at the beginning**
Hints Hints are useful to guide students, but not each question should have
Hints are important to guide students in case that they are lost or stuck
Hints are a good mechanism to advance in the game, but not all the questions should have
Bonus Important to keep students motivated
Important to keep students motivated
Important to keep students motivated
Punctuation Important since it may stimulate students to reflect on their decisions when selecting an answer
Highlights the importance of designing adapted punctuation depending on the number of wrong attempts
Good approach to allow students self-reflecting on their performance. 5 out of the 7 teachers found very important the adapted punctuation depending on the number of wrong attempts.
Feedback Important to students to reflect on their actions
The teacher did not find very important the feedback
Feedback are perceived as motivating and necessary
Summary of results (according to the teachers’ opinions) [2/2]:
* 6 out of the 7 teachers quite or totally agreed that they had difficulties understanding what a level means
** During the discussion of a meeting, some teachers argued that at first the metaphor is quite abstract, and it is needed to recall and interpret the meanings of each element [Observer-1]; but once the elements were understood, it was easy [Observer-2]
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RESULTS
MNAC Discovering Vic Discovering l’Hospitalet
Following the metaphor
16/36 students don’t like to be forced to answer the questions until reaching the correct solution
52/63 students followed the metaphor
25/56 students fully followed the metaphor
18/36 students preferred having only one chance to solve the questions
45/63 students preferred this approach to only having one chance
32/56 students preferred this approach to only having one chance
28/36 students did not try to do it better in next attempts
53/63 students think more about the possible solutions and pay more attention
36/56 students totally agree that think better the solutions and pay more attention
Data gathering techniques: questionnaires (once the students finished the activity), observations (from researchers during the activity), log files (from the app.)
Summary of results (according to the students) [1/4]:
EEE Meeting – Leganés, 27-28 May 2013
Students' Opinions (1/4)
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RESULTS
MNAC Discovering Vic Discovering l’Hospitalet
Punctuation 29/36 students didn’t find appropriate and (30/36) motivating the amount of points when solving correctly the questions
47/63 students found appropriate and (47/63) motivating the amount of points when solving correctly the questions
45/56 students found (30/56) appropriate and motivating the amount of points when solving correctly the questions
14/36 students didn’t find appropriate and (14/36) discourage the amount of points when solving correctly the questions
30/63 students didn’t find appropriate and (16/63) discourage the amount of points when solving correctly the questions
20/56 students didn’t find appropriate and (4/56) discourage the amount of points when solving correctly the questions
Extra bonus 19/36 students didn’t find appropriate the amount of points
37/63 students found appropriate the amount of points
42/56 students found appropriate the amount of points
17/36 students didn’t find it motivating
46/63 students found it motivating
31/56 students found it motivating
Summary of results (according to the students) [2/4]:
EEE Meeting – Leganés, 27-28 May 2013
Students' Opinions (2/4)
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RESULTS
MNAC Discovering Vic Discovering l’Hospitalet
Hints No data gathered 9/14 groups of students accessed to the hints (max. 2 hints)
7/14 groups of students accessed to the hints (max. 5 hints)
0/18 Students found hints useful because (0/15) help them not to be stuck
13/28 Students found hints useful because (10/25) help them not to be stuck
4/20 Students found hints useful because (9/19) help them not to be stuck
3/16 students found appropriate the amount of points subtracted
14/27 students found appropriate the amount of points subtracted
4/19 students found appropriate the amount of points subtracted
2/20 students carefully accessed because of the points*
24/28 students carefully accessed because of the points*
11/20 students carefully accessed because of the points*
* Strategies followed by the students were: looking the information of the surroundings, asking people, searching by the Internet, all the members agreeing on the answers, and divide the questions among the members of the group [data from questionnaires and observations]
Summary of results (according to the students) [3/4]:
EEE Meeting – Leganés, 27-28 May 2013
Students' Opinions (3/4)
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RESULTSStudents' Opinions (4/4)
MNAC Discovering Vic Discovering l’Hospitalet
Information’s levels
4/36 students found it helpful
31/63 students found it helpful
26/56 students found it helpful
17/36 students it found unnecessary
17/63 students found it unnecessary
5/56 students found it unnecessary
Feedback 7/36 students it found motivating
31/63 students found it motivating
21/56 students found it motivating
16/36 students it found unnecessary
12/63 students found it unnecessary
9/56 students found it unnecessary
Summary of results (according to the students) [4/4]:
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RESULTSComparing Students’ Performance
EEE Meeting – Leganés, 27-28 May 2013
Particular case: students from the MNAC experiment using the gamified application vs. not using the gamified application:
• Post-test containing 8 random questions already answered in the app.
• Comparison of correct answer: gamified application vs. not gamified application
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The conclusions, considering the teachers’ opinions, are:
• The metaphor allows the design of gamified learning activities in situ depending on the teacher’s purpose
• Concerns about having the possibility of answering several times the questions are mainly about knowing what the most problematic questions are to the students
• Problems understanding the “level” element
• The teachers can design their own punctuation depending on the activity’s purpose
• Different approaches followed to design hints: textual information vs. clues
• Results suggest that not all the questions should have associated hints
• Extra bonus valued as a good approach to motivate students
• Levels’ information design depends on the purpose: concrete vs. generalize
CONCLUSIONS AND FUTURE WORKConclusions (1/2)
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CONCLUSIONS AND FUTURE WORKConclusions (2/2)
The conclusions, considering the students, are:
• Not to force students to answer all the questions for a given level. Like in jigsaw puzzles, one could leave it without finishing it
• Punctuation is not the most important information when situated activities are as a part of the students formative assessment
• Does not make sense having bonus when forcing the students to answer all the questions.
• Hints are not consulted because students follow other strategies to find the answers
• Feedbacks are necessary and motivating
• When interpreting these results, we should also consider contextual aspects (relation teachers-students, students age, socioeconomics factors, sense of freedom, etc.), and the teachers’ decisions for the game design
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Future work includes:
• Evaluating the students’ performance on “Discovering l’Hospitalet”
• Evaluating a gamified design for “Discovering Sant Sadurni” in which 7 teachers have been involved
• Evaluating an authoring tool with teachers (excepted end of June)
CONCLUSIONS AND FUTURE WORKFuture Work
EEE Meeting – Leganés, 27-28 May 2013
THANK YOU!!
EEE Meeting – Leganés, 27-28 May 2013
Questions? Suggestions? Doubts?