Methods of using game technology in higher education: a review of the development of FAST, a feedback & assessment support tool John Twycross Oxford Brookes University [email protected] http://f-a-s-t.org.uk Abstract An investigation into using game technology as a method of enhancing student engagement has led to the development of a bespoke software package. It enables rapid feedback cycles, continual assessment and peer learning. It has been designed to support a range of media types and has been trialled with Media Technology students. The methodology has relevance to all coursework-based assessments. Keywords student engagement, game-based learning, continual feedback 1. Introduction This study addresses the needs of lecturers in traditional face-to-face teaching contexts. It is concerned with how technology can be used in higher education to enhance student learning. It aligns video game technology with pedagogical research aiming to suggest ways of augmenting traditional teaching methods. The project set out to address the following issues. • The dichotomy between academic study and industrial practice • The management of assessment and feedback • Critical self-awareness • Industries “need computer science and art graduates who can hit the road running as well as those with excellent general STEM and art skills." (Livingstone, I, and Hope, A, 2010). Academics need to develop a teaching methodology that fosters a deep approach to learning, "providing more feedback and helping to pace student learning". (Rust, C, 2002). Metacognition, the highest level of learning in Bloom’s (1984) revised taxonomy requires “teachers to help students make accurate assessments of their self-knowledge, not inflate their self-esteem” (Pintrich, P.R., 2002:219). The project started by defining games as “rule-based activities; they offer rewards, provide feedback, record progress and rate performance” (Twycross, J, 2014). It responded to the "new opportunities with game-based learning for reconsidering how we learn” (de Freitas, S, 2010:60) and how the role of lecturer will change "towards one of facilitator, collaborator, producer or author" (de Freitas, S, 2010:57). 2. Methods The focus was on creating a tool that which graphically illustrated students’ progress. It was intended to be part of a blended learning experience, used in the lecture theatre, studio, laboratory, or workshop space. It would be delivered face-to-face as a catalyst to discussion and action. Ethical considerations of the project prevented an open source development methodology. The action research approach (Reason, P, and Bradbury, H, 2006), led me to develop the work using real data on students and so it was not released online. To avoid data security issues the software was run locally on a laptop. Student numbers were used as identification of individuals, providing a form of anonymity. Core to the concept was a weekly progress review, especially in the formative weeks early in the semester. This was informed by a “Threshold Concept” (Meyer, J, and Land, R, 2003) methodology in which the fundamental learning required to progress in the module was documented. Activities set in practical sessions required a submission that would be reviewed prior to the next lecture where feedback would be given to all in the cohort. This would build over time to provide evidence of student progress. To make the review process manageable work would be required to follow a specific naming convention. This was based on the student’s identification number, for example 1234567.jpg or 1234567.txt, and software developed to automatically open and display these files for review. Student progress was recorded on a spreadsheet, which was fed into a MySQL database. This data would then be accessed via a PHP script and displayed in a format similar to a video game high score table. Figure 1. Software design overview A wireframe prototype was developed. The high score system expanded into a matrix aligned with the learning objectives for the module. It displayed students’ progress on screen alongside their submitted work. To keep this simple and manageable the student was graded in binary form - positive or negative. A student who was able to demonstrate the achievement of the learning objectives would automatically receive a pass for the module. A subsequent coursework would use traditional assessment methods to assess higher level learning and advanced demonstration of the concepts taught. This would enable the award of higher grades of merit or distinction. Figure 2. Screen shots of FAST, software menu and image / data display state 3. Results The teaching tool succeeded in creating a rapid feedback cycle. Students were receiving formative advice that was directly aligned with the grading criteria in a manner to which they could respond to and improve on without fear of failure. I had created a method of continual assessment. This reduced stress on both teacher and students by providing a more even workload. Benefits to the students were evident in the students’ module evaluations. Compared to the previous year there was a significantly improved response to the questions relating to feedback. The table below shows extracts of data from two modules used as a pilot. Questions were asked as a multiple choice of A through E (strongly agree to strongly disagree). The numeric score for each question shows the percentage of respondents answering ‘positively’ to that question (the sum of A and B answers). The letter indicates the median response. Figure 3. Module evaluation data prior to using project (2011-12) and cohort using FAST system (2012-13) By automating the display of the students’ work in progress I was able to rapidly provide feedback. Further to this, because students were privy to the feedback given to the whole cohort their overall exposure to feedback was greater, even though the majority of this was directed at their colleagues rather than themselves. Discussion on progress, problems and future plans created a fertile learning environment. Students were encouraged to discuss techniques shown resulting in an informal process of peer review. Students’ critical reflection improved, as they were aware of the standard of work of their peers. The images below show coursework submissions from a digital modelling module, comparing the submissions of students equivalent in ability. This module is very challenging and requires students new to 3d modelling to demonstrate the advanced skills of character modelling and rigging. The work prior to the project shows errors in missing textures and many students fell short creating animation ready work. The subsequent work shows these issues resolved and students achieving results well beyond expectations with fully rendered sequences. Visual data comparing coursework submissions from students of equivalent ability (2011-12 and 2012-13) These methods embraced the just-in-time workflow that both industry and students rely on. The adoption of industrially relevant methods of assessment required a level of discipline that put the emphasis firmly on the student to provide work regularly and in the correct format. It was explained to the students that in a production environment, there would be strict naming conventions for all files and that adherence to this is a fundamental requirement. The competitive nature of the students became apparent immediately. Students are generally aiming for merits and distinctions in their grades. Learner Performance showed marked improvement, high achievers were increasingly motivated by peer review. Others, feeling the steep learning curve, were supported by the transparency of the process. Collaboration was hard to gauge quantitatively in terms of change, but it was observed that informal discussion increased and became a positive aspect of the learning environment. 4. Conclusion What has been developed is a visualisation tool allowing a clear and graphical representation of student progression. Its function in terms of continual assessment is manageable. It is however, useful to remember that this tool is designed only to aid the documentation of lower level learning, that is, the fundamental concepts of a module. Further assessment of higher-level learning is currently not suited to the restrictions of this method. This work is relevant to all disciplines that have a coursework that builds over a number of weeks. A wider range of media could be facilitated by the system. There is already available a range of tools supporting the administration of essays and it is beyond the scope of this project to address this topic. However, in some cases it is useful to include text-based work. We are extending the software to allow the automatic display of short texts. This method could be applied to automatically call program functions in work submitted by students of computer science. This project relies on established pedagogy augmented by technology. At its heart is a framework designed to provide feedback for both teacher and learner. Student progression is documented using a spreadsheet, a familiar and trustworthy method of logging achievement. The face-to-face delivery to the whole cohort or on a one-to-one basis provides an opportunity to know the students work in detail and manage expectations. Interestingly, my attitude has changed through this action research process. Prior to starting I had considered my teaching role to be that of a facilitator. The focused rapport with students built through using this system and the structured dialogue framework led me to redefine this as mentor. This shift in my personal perspective has evolved throughout the project and was an unpredicted result of this investigation into using game technology in teaching. References: Biggs, J. and Tang, C. (4th ed.) (2011) Teaching for Quality Learning at University. Maidenhead: Open University Press. de Freitas, S. (2006) Using games and simulations for supporting learning. Learning, Media Technology. 31 (4) 343-58 de Freitas, S. (2010) Learning in immersive Worlds: A review of game-based learning. JISC Publications. Available at: http://www.jisc.ac.uk/media/documents/programmes/elearninginnovation/gamingreport_v3.p df (Accessed on: 12/9/2012). Gray, C. & Malins, J. (2004) Visualizing Research: A Guide to the Research Process in Art andDesign, Aldershot: Ashgate. Kolb, D. A. 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Rust, C. (2002) The Impact of Assessment on Student Learning: How Can the Research Literature Practically Help to Inform the Development of Departmental Assessment Strategies and Learner-Centred Assessment Practices? Active Learning in Higher Education. 3:145-158. Twycross, J. (2014 In Press) Ahead of the Game: Enhancing Student Engagement through Contemporary Modes of Delivering Learning Material. Media Education Research Journal. Whitton, N. (2010) Learning with digital games: a practical guide to engaging students in higher education. London: Routledge. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on servers or to redistribute to lists, requires prior specific permission. © 2014 The Higher Education Academy
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