Leo VS Robots a Spelling Aid: A narrative game used for aiding students in improving spelling scores. A Thesis Submitted to the Faculty of the Interactive Design and Game Development in Partial Fulfillment of the Requirements for the Degree of Master of Fine Arts in Interactive Design and Game Development at Savannah College of Art and Design Alex Damarjian eLearning © November 2016 David Meyers, Committee Chair Sari Gilbert, Committee Member Dr. Greg Corness, Committee Member Acknowledgements Thesis Committee Chair David Meyers Thesis Committee Sari Gilbert and Dr. Greg Corness Participating Artists Brendan Hannahan Tony Damarjian Survey Participants Aurora and Chicago Public Schools and Chicago Toy and Game Fair Attendees Table of Contents List of Figures 1 Abstract 4 Introduction 5 Why games are effective tools for learning 9 Narrative’s Connection to Games and Learning 13 Hero's Journey connects games with cherished history through narrative 13 Two narratives exist in every effective learning game 14 Narrative and Gameplay related to learning 16 Scaffolding and Learning 17 Rewards System 18 Video Game Aesthetics and Learning 19 Animation Performance and Game learning. 20 Overview of the Project 21 Leo VS Robots narrative and how it relates to learning 21 Leo VS Robots Scaffolding AI engine 24 Universally Accessible Game Development 26 Leo VS Robots characters, animations, environment, and colors encourages learning 26 Current teaching aids for spelling 27 Paper and Pencil 27 Spelling City 28 Methods 28 Materials 29 Procedure 29 Results 29 Charted Data 30 Analysis 31 Conclusion 33 APPENDIX A: Thesis Project Download Links 34 APPENDIX B: Supplemental Videos 35 Bibliography 36 List of Figures 1. Caveman on a hunt for food, image taken from http://hcslms.hardin.kyschools.us/ 5 2. AARP Senior Spelling Bee Champions, image taken from http://states.aarp.org/are- 6 you-a-champion-speller-enter-the-national-senior-spelling-bee/ 3. Gardner’s learning modalities, image taken from 7 http://www.connectionsacademy.com/Libraries/blog/multiple-intelligences-learningstyle s.jpg 4. Matthew Syed table tennis champion, image taken from 9 http://www.experttabletennis.com/bounce-by-matthew-syed/ 5. Exergame WiiFit, image taken from http://wiifitu.nintendo.com/ 9 6. Spelling City website, image taken from https://www.spellingcity.com/ 11 7. Interface for users to enter words in word bank, image taken from 11 https://www.spellingcity.com/ 8. Fill in the letters spelling game, image taken from 12 https://www.spellingcity.com/initial-speller-game.html?listId=27009992 9. Letter fall spelling game, image taken from https://www.spellingcity.com/letterFall- 12 spelling-game.html?listId=27009992 10. The Hero’s Journey chart, image taken from http://www.yeahwrite.org/wp- 14 content/uploads/Heros-journey_2.jpg 11. Arcanum game cover, image taken from http://arcanum.wikia.com/ 15 1 12. Zone Of Proximal Development sketch, image taken from 17 http://www.sketchplanations.com/post/62942306085/zone-of-proximal-developmentbas ed-on 13. Tetris game screenshot, image taken from http://tetris.com/play-tetris/ 19 14. GTA environment screenshot, image taken from www.rockstargames.com 19 15. Isbister’s babyface character example, image taken from Better Game Characters 20 by Design: A Psychological Approach, pg 11 16. Isbister’s Facial Feedback Hypothesis example, image taken from Better Game 21 Characters by Design: A Psychological Approach, pg 150 17. Sixth grade students playing Leo VS Robots, image taken with permission from 21 parents at a school in Aurora 18. Cinematic still of Leo’s parents being kidnapped, image taken from Leo VS 22 Robots 19. Filbert Fienstien Leo’s mentor, image taken from Leo VS Robot 22 20. Leo facing his fears a giant robot scorpion, image taken from Leo VS Robots 22 21. Filbert Fienstien mentioning classroom teacher, image taken from Leo VS Robots 23 22. In game menu for tracking progress, image taken from Leo VS Robots 23 23. A word spelled by the player, image taken from Leo VS Robots 24 24. A word spelled by the enemy, image taken from Leo VS Robots 25 25. Batteries emerging from deactivated robot, image taken from Leo VS Robots 25 26. Leo main character card, image taken from Leo VS Robots 26 27. Non-Playable characters offering tools, image taken from Leo VS Robots 27 2 28. Table illustrating number of words spelled correctly, Data Collected From A 30 School In Aurora, Il. 29. Pie chart illustrating percentage of words spelled correctly, Data Collected From 31 A School In Aurora, Il. 3 Leo VS Robots a Spelling Aid: A narrative game used for aiding students in improving spelling scores. Alex Damarjian © November 2016 Abstract This thesis examines the role animated narrative within a video game can play to effectively aid in spelling instruction. Traditionally used spelling methodologies and top-rated web games provide rote rehearsal approach, which is only part of what is needed to aid in spelling instruction for students. In order to be effective, instruction should combine rote rehearsal with scaffolded learning, multi sensory engagement and engaging narrative. Furthermore, the narrative should be integrated with real world experiences to enable the student to draw a stronger connection to the material being learned. The video game, Leo VS Robots, is a spelling aid that will improve spelling scores in sixth grade students. It does this through the combination of multisensory gameplay, scaffolded learning, narrative, and a connection to the students’ classroom environment. Keywords: rote rehearsal, multisensory gameplay, scaffolded learning, narrative, spelling aid 4 Introduction In order to understand why Leo VS Robots can be a useful spelling aid, it is important to describe the effectiveness of narrative-based educational games and the necessity for students to learn to spell. Narrative has been used as a device for teaching, from the first cave drawings to the creation of educational games for tablets (Tevzadze 92). Figure 1 Caveman on a hunt for food, http://hcslms.hardin.kyschools.us/ Scholars such as Joseph Campbell have written about the use of narrative as a tool to educate and help draw connection between subject matter and our lives. Literature about video game design also cites narrative as the foundation for effective game instruction. Applying narrative to a spelling game can aid in improving spelling instruction. In an age of spell checkers and autocorrect features, some may question why learning to spell is necessary. “Good spelling frees up attention that no longer needs to be focused on technical aspects of writing, it allows people to write confidently and quickly, and with greater accuracy and descriptive power, as they have strategies to spell unusual and more difficult words” (Konza 116). A poor understanding of spelling may cause poor reading and writing skills in children, which may result in a lack of confidence when it comes to writing personal narratives or other creative works. The result of this can have long term effects on an individual's ability to learn. With a limited vocabulary, students may not attempt to read more difficult works of literature and therefore limit expansion of their knowledge. Reading is a necessary part of almost every academic discipline. Later, as students move on to the workforce, poor spelling 5 skills may have a negative effect on their success. Poor spelling skills can lead to not attaining a position or promotion, or to possible termination from a position. Employers view poor spelling as a direct reflection of one's overall education level (Konza 6). Research has also shown that as a person ages and leaves the workforce, cognitive skills decline. One warning sign of dementia is a loss of spelling and language ability. In order to slow the progress of dementia, experts in the field of gerontology have created spelling practices and bees for the elderly. Spelling bees involve practicing and recalling spelling words, activities which have been found to strengthen cognitive abilities in older individuals (Westwood 180). In an age when children are born with technology that is readily available, tools that improve spelling ability are necessary for cognitive performance throughout life. Figure 2: 2015 AARP Senior Spelling Bee Champions, states.aarp.org Current teaching methodologies and games do not meet all of the needs required to aid in spelling instruction. According to Barry E. McNamara, a leading researcher and educator in the field of language arts and special education, current teaching methodologies such as writing words multiple times, having students create their own spelling tests and having students write words in the air are highly ineffective. Students learn best when approaching a problem using a variety of learning modalities. Many students who have difficulty with spelling and reading also have difficulty with systematic ways of learning (McNamara 72). “The most effective way to convince struggling students that they can learn is to show them by teaching to their learning modality strength” (Winebrenner, Kiss 50). Students who 6 receive higher marks on spelling tests use a variety of learning methodologies in their process of learning to spell (Winebrenner, Kiss 50). Howard Gardner of Harvard University, a leading American developmental psychologist and educational theorist, argues that individuals learn best through multi-sensory engagement. Gardner identified eight learning modalities : Visual-Spatial, Bodily-kinesthetic, Musical, Interpersonal, Intrapersonal, Linguistic, Logical -Mathematical and Visual. In order for effective learning to take place, two or more of these modalities must be present in instruction (Gardener 48). Figure 3: Gardner’s Learning Modalities, www.connectionsacademy.com David A. Sousa explains that when these learning modalities are used effectively together, students view the learning of spelling as a tangible process, rather than a random act of chance based on rote memorization. Rote memorization alone does not aid in the long term retention of words. Information retention occurs when there are physical changes in the brain. These physical changes involve increasing the size of brain cells, forming new branches between brain cells, and forming new neural pathways between both halves of the brain (Sousa 83). Sousa further asserts that each half of the brain has its own distinct functions. The left hemisphere of the brain dominates the functions of logical reasoning, communication and language processing. The right hemisphere of the brain is more dominant in spatial tasks, such as 7 construction and recognition of objects by sight or touch. Students who truly master a skill utilize tasks that take into account both parts of the brain. Students who have developed the ability to switch between the two hemispheres of the brain very quickly can accomplish a task more quickly (Sousa 27). Since each hemisphere of the brain handles a given set of tasks differently, both hemispheres of the brain require the use of multiple learning modalities as illustrated by Howard Gardener (Gardener 83). In his book, Bounce: Mozart, Federer, Picasso, Beckham, and the Science of Success, Matthew Syed gives accounts of how genius can be constructed. In an example from his own life, he attributes his success to the combination of different learning modalities. Syed was once considered the number one table tennis player in the world. When he was growing up, table tennis was voted the number one sport in the U.K. He attributes his success to a combination of thousands of hours of practice, his family's deep emotional connection to table tennis and the inclusion of the sport by his teacher in his studies in school. Every student at school was required to try out for the team regardless of skill level (Syed 4,5). Whenever a table tennis player practices a new skill, nerve impulses travel to the synapses of the brain, triggering neurotransmitter chemicals. Neurotransmitter chemicals are responsible for the increase in brain cell size as well as the forming of new neural pathways. The triggering of the neurotransmitter chemical once is not enough to form a new learned skill. The combination of continuously practicing a skill as well as a connection to both a real world event and the inclusion of another learning modality must be present for learning to occur (Sousa 84). For Syed, it was the connection to fame, his continuous practice of table tennis with his family and the inclusion of table tennis as a learning tool by his school teacher, Mr. Charters, the nation’s top table tennis coach (Syed 5,6). 8 Figure 4: Matthew Syed table tennis champion, /www.experttabletennis.com Why games are effective tools for learning Educational game development has grown over the past few years. This is due to strong evidence that learning takes place as an individual plays games. Playing video games has been shown to enhance problem solving and reasoning skills, both of which may be required in a classroom. “Recent findings also show that executive functioning may be enhanced through the playing of exergames” (e.g., WiiFit). Figure 5: Exergame WiiFit, Wiifitu.nintendo.com Recent findings also indicate that frequent action game play may facilitate neural plasticity and the enhancement of cognitive skills that help prepare us for “learning to learn” ( Blumberg 44). In order for effective game learning to occur, a student must have a judgment-free environment and the opportunity to role play. Also, the lesson must coincide with, or challenge in a 9 productive way, the learners’ preconceived notions of themselves. Video games allow all of these elements to occur (Gee 59). James Paul Gee makes the case that video games can be an excellent tool for learning and literacy because they embody all of the elements required to learn (Gee 7). Video games have the potential to offer a learning environment in which learners can feel safe to make mistakes. Effective video games allow students to practice skills at their own pace and repeat skills they may not have succeeded at previously (Gee 68). Also, video games scaffold learning in a way that allows players to practice new skills in ascending order of difficulty, while also allowing them to periodically practice previously learned skills (Gee 71). Once a player is comfortable practicing these skills, they have the opportunity to share these skills with others within their semiotic domain. Gee defines semiotic domain as a collection of “images and symbols, sounds, gestures and objects” that take on meaning to a group of people which he refers to as an affinity group (Gee 17) . Video games form their own semiotic domains with their own affinity groups. Members of these affinity groups share information and create content that helps in the growth of that video game’s semiotic domain. With respect to educational video games, this can reinforce the content being taught in the classroom and video game, as well as aid in engagement with the subject (Gee 32). This is important considering that so much of learning is done through a social aspect. This social aspect is tied not only to the environment in which the learning takes place but also the learner's past experiences. Joining a semiotic domain helps the learner overcome previous assumptions about one's own limitations, such as education level and socioeconomic status. Video games can be an excellent transition into a new semiotic domain (Gee 44). This is because they require new learning and sharing of information between affinity groups. Video games provide a form of learning that involves different learning modalities and sensory stimulation (Gee 108). Currently, there are spelling games on the market that do not meet the requirements 10 set forth by Gee as effective tools for teaching. One such example is the collection of games located on the Spelling City website. Figure 6: Spelling City website,Spellingcity.com According to SimilarWeb.com, a leading user tracking website, SpellingCity.com currently has 1.3 million active users and is ranked first in site traffic out of all current spelling games sites. The SpellingCity website allows the user to form a word bank. Figure 7: Interface for users to enter words in word bank Spellingcity.com This word bank can later be imported into a variety of games on the website. The site is a tool for allowing users to practice spelling a given set of words. All of the games on the site follow one of two patterns. First, players are presented with a word that has missing letters. In order to win, the game players must effectively guess the missing letter within a given number of turns. 11 Figure 8: Fill in the letters spelling game, Spellingcity.com The second type of game involves a word being displayed on the screen. Then a series of letter tiles drop vertically towards the player's avatar. The avatar must catch the letters in the same order as the word displayed (Murray 173). Figure 9: Letter Fall SpellingCity game, Spellingcity.com When players are drilled with a series of quiz questions or asked to catch a series of letters in order to receive a reward, such as the games on Spelling City’s site, students are not engaging in new forms of learning. They are simply rehashing old forms of ineffective learning, such as rote rehearsal, within a digital game environment. Chocolate Covered Broccoli is a term that has been coined by Amy Bruckman, a leading educational games theorist, for this type of gameplay (Toppo 82). In respect to the gameplay mechanic used by Spelling City’s games, the chocolate component would be the movement of a character or the reward for accomplishing a task. The broccoli is the spelling tasks. Educational games that are found to be effective teaching tools integrate the learning component with gameplay. This is not the case with Spelling City. 12 Narrative’s Connection to Games and Learning Hero's Journey connects games with cherished history through narrative Another area where Spelling City falls short is in its lack of personal connection to the player’s life through narrative. Joseph Campbell, best known for his work in comparative mythology and comparative religion, discovered the story structure he coined as The Hero’s Journey. The Hero’s Journey story structure is one of the most utilized tools for designing game narratives. “Narrative in adventure games provides a type of support for problem-solving by serving as a cognitive framework and by outlining the affordances and constraints with the environment and storyline”(Dickey 63). The Hero’s Journey story structure begins with the main character in an ordinary world. They are then called to an adventure which they refuse. A mentor then appears who encourages them to take the adventure. This in turn forces them to cross a new threshold, transforming them into a different person. They are rewarded by this with new knowledge that strengthens them, allowing them to accomplish their task as well as receive greater recognition. According to Campbell, people experience this path almost daily, which is why stories that follow this narrative resonate with people and aid in their personal growth (Campbell 49). Campbell found that many of the life stories about major figures in religious texts follow the Hero's Journey. An example of this is found in many of our most popular media, including video games. “As in Hero’s Journey we strive to create learning environments where the student is truly committed to the quest of ‘making the material their own’. Just as the hero fears to accept the call to adventure, students have fears that prevent them from fully engaging in an activity. If we have done well in gaining their attention with a compelling adventure we hope to see engagement” (Ferdig 1227). 13 Figure 10: The Hero’s Journey chart, www.yeahwrite.org Two narratives exist in every effective learning game Another example from the real world relates back to the previous example of Matthew Syed. Despite all of his training, he was still hesitant to join his school’s table tennis team. Through the coaching of his teacher, he felt a bit more assured and joined. This was his transformative period, which he credits for leading him to become a world class table tennis champion. Furthermore, a dual narrative existed for Syed. The media reported his rise to the highest ranks in table tennis in terms of both the records he set and his victories over the greatest opponents from around the world, labeling him as a form of mythic hero. This dual narrative propelled him to reach a hero-like status (Syed 4). Dual narratives, or embodied stories as coined by Gee, must exist in every effective learning game. The first narrative is generated by the game designers and the other by the player/players. When the game designer crafts an interesting story or game mechanic, this hooks the player into the game universe. A second narrative must be present to create a stronger connection between the player and the game (Gee 82). Gee states that the second narrative is formed by the combination of three identities: 14 virtual, world and projective (Gee 54). The combination of these three identities can help the player either succeed or fail in a game. An example Gee gives to demonstrate these identities is the character, Bead Bead, from the game Arcanum (Gee 52). Figure 11: Arcanum game cover, http://arcanum.wikia.com/ Virtual Identities are the strengths or limitations given to the virtual character as developed by the game designers. Bead Bead’s virtual identity is a female, Half-Elf thief. The character is limited by her combat and lock-picking skills, both of which are necessary to progress through the game. Like Bead Bead, players also have shortcomings of their own (Gee 45). World identities are the players’ strengths or shortcomings as they relate to the game being played. Gee is fairly new to playing video games, and is without great knowledge of how to use the game’s controls. Gee’s character Bead Bead will eventually fail in areas such as combat. This is due to Gee’s lack of experience playing video games. Furthermore, story elements of the game also violate certain moral aspects of Gee’s upbringing (Gee 57). Projective identity is how the players’ ethics affect game choices. Gee is a former devout Catholic and this hinders his ability to progress through the game. Certain aspects, such as visiting a brothel, violate his moral standing (Gee 55). Switching between the two narratives creates a stronger emotional bond between the player , character and game. The shifting between these two narratives forms a “narrative play,” as 15 described by Katie Salen and Eric Zimmerman (Salen, Zimmerman 378).For example, the player may feel upset by how they died in the story; more importantly, the player can get angry because they have failed at a task. This feeling of failure can then motivate the player to go back and reattempt gameplay (Gee 82). Narrative and Gameplay related to learning There are many types of game genres, and each can incorporate narrative in different ways. The Adventure Game genre is thought to incorporate narrative and game design better than any other (Dickey 59). In order to do this, Adventure Games utilize elements of narrative, such as plot hooks, which are typically used at the beginning of a game to help build intrigue. Effective plot hooks leave the player with questions about the story. These questions can build suspense and intrigue. By having characters with interesting back stories displaying both strengths and weaknesses, players can develop an emotional connection to the characters and game. The narrative elements, backstory and cut scenes solidify the game’s mechanics to the game’s story. A backstory provides a reference to the various storyline elements. A cutscene interrupts gameplay to deliver instruction to the player. The way this instruction is delivered can vary but usually takes the form of a movie or puzzle within the game (Dickey 60). According to Patrick Parrish, the culmination of all of these narrative elements must be present in classrooms as well as in effective learning games. Parrish adds that in order for narrative to be an effective teaching tool, five principles must exist: “Principle 1: Learning experiences have beginnings, middles and endings. Principle 2: Learners are the protagonists of their own learning experiences.Principle 3: Learning activity, not subject matter, establishes the theme of instruction. Principle 4: Context contributes to immersion in the instructional situation. Principle 5: Instructors and instructional designers are authors, supporting characters and model protagonists.” Effective video game instruction mirrors these five principles (Dickey 4). In addition, the game’s aesthetics also affect its effectiveness as a teaching tool (Connolly 5). 16 Scaffolding and Learning Serious games can be effective tools for mirroring effective classroom instruction. In effective classroom instruction, students are presented with a problem they do not have the background experience to solve. As the child begins to solve this problem, a great deal of help is required by a teacher or peer. As the students progress in experience, they need less help from the teacher. Eventually, the students are able to solve similar problems on their own with little or no help from the teachers. Figure 12: Zone Of Proximal Development sketch, www.sketchplanations.com The name scaffolded learning was created by Jerome Bruner for this type of instruction. Bruner developed the instructional method of scaffolded learning from Lev Vygotsky’s Zone Of Proximal Development concept. Zone of Proximal Development, as stated by Vygotsky, is "the distance between the actual developmental level as determined by independent problem solving and the level of potential development as determined through problem solving under adult guidance, or in collaboration with more capable peers" (Kapp 66). According to Karl M. Kapp, the implementation of scaffolded learning has the added benefit of increasing engagement in the game being played as well as a greater feeling of success as it relates to the learning done in the game. As players begin a game, they are given a task which may seem insurmountable. As they progress through a game, the game becomes more difficult. They are not be able to complete a game if they do not accomplish all of the tasks at the 17 preceding level. When game learning is presented in this way, students feel a greater sense of accomplishment.(Kapp 67). According to Susan L. Coleman, another important aspect required to improve ingame instruction is that gameplay must be spaced out (Coleman 77). According to Simon Egenfeldt-Nielsen, a problem can arise where scaffolded learning can leave the player with the feeling that they are not in control. A way to resolve this problem is by utilizing a reward system (Egenfeldt-Nielsen 93). Rewards System Games can provide a platform where learning can be rewarded. “Games are systems of meaning. It is within their artificial boundaries that rewards and punishments are interpreted as positive or negative and gain force to shape player behavior. Operant conditioning reminds game designers to pay attention to the way a game encourages or discourages certain behaviors. In creating rewards and punishments, game designers shape the actions players are likely to take in the future. This is an important game design concept, especially in digital games, where the program automates so much of the play activity”(Salen 345). Simply rewarding a player is not enough to keep them motivated to to play a game; data must be collected and feedback based on that data must be implemented (Ritterfeld, Cody, Vorderer 334) . Video game feedback can take on many forms, such as auditory, graphical or text. In order to integrate feedback seamlessly into a video game, data is collected, used to monitor player progress and to provide them with a reward. For example, biofeedback games are used to train children to deal with asthma. Players’ heart rates and breathing patterns are monitored by the game. If players act in a way that can benefit their health, they are rewarded. This approach aids players/learners in gaining new life skills as well as learning about the learning process (Ritterfeld, Cody, Vorderer 338). 18 Video Game Aesthetics and Learning Video games are primarily a visual medium. The visual elements can range from just a few objects with a variety of colors, such as in Tetris, to environments that can seem to span forever with dozens of characters, such as in Grand Theft Auto IV. Figure 13: Tetris game screenshot, tetris.com Figure 14: Grand Theft Auto Environment Screenshot www.rockstargames.com Both of these games require a color palette, music and visual elements that are unique to them. Some games intensify the color palette as the game becomes more difficult whereas others desaturate as the player loses health (Call, Whitlock, Voorhees 82). Game environments also utilize specific color palettes to evoke emotions similar to those used by real world interior designers. Color has been utilized by interior designers in the creation of spaces to aid in learning. For example, according to Karyn Wellhousen and Ingrid Crowther, greens are often used in libraries because they encourage “concentration and relaxation,” which can aid in learning. Shape of Characters Help With Learning 19 The placement of objects or characters within environments can also affect learning (Dickey 108). Katherine Isbister states that this could be due to the way humans have evolved. For example, when players experience game characters that are designed as more baby faced, with a smaller nose, large, round eyes and cheeks, they find the characters to be warmer and more trustworthy. Trustworthy looking characters can be utilized in games as virtual teachers. Isbister goes on to say that beyond game play, in reality, when baby-faced people are convicted of a crime they are not judged as harshly (Isbister 8). Figure 15: Isbister’s babyface character Example, Better Game Characters by Design: A Psychological Approach, page 1 1 Animation Performance and Game learning. “Body cues have a pervasive influence on social relationships and are therefore an important part of crafting truly engaging game characters that feel lifelike and that evoke social reactions from players” (Isbister 161). The shape of a virtual character is not enough to gauge whether or not it is trustworthy; character animation must be taken into account. A virtual character's face and body movements make an impression on a game player.(Isbister 135) “Players can engage in social learning from well-designed characters just as they do with people” (Isbister 149). 20 Figure 16: Isbister’s Facial Feedback Hypothesis Example, Better Game Characters by Design: A Psychological Approach, page 150 Overview of the Project This thesis examines the role animated narrative plays in aiding sixth grade students in the retention of spelling words using an interactive spelling game, Leo VS Robots. I hypothesize that by combining spelling instruction and a narrative based video game that integrates real world elements from the students’ classroom within the narrative, learning can be improved upon. Testing will be conducted on sixth grade students utilizing three spelling aids. Figure 17: Sixth Grade Students Playing Leo VS Robots Leo VS Robots narrative and how it relates to learning Leo VS Robots incorporates Gee’s assertions of dual narrative, the one created by the designer, and the second embodied narrative as it relates to the player. The first narrative in which all other narratives exist revolves around the story of Leo’s quest to save his parents after their capture by the robots of Genius City. 21 Figure 18: Cinematic still of Leo’s parents being kidnapped, Leo VS Robots This narrative is structured to follow the twelve steps of Joseph Campbell’s Hero’s Journey. Leo begins the game in his bedroom, which is the ordinary world of Campbell’s adventure narrative. Leo then witnesses the capture of his parents and he is called to adventure. He is afraid to combat the robots; he believes that he is just a child and refuses his call to be a hero and save his parents. Leo then meets Filbert Fienstien who becomes his main mentor and reassures him that he can prevail. Figure 19: Filbert Fienstien Leo’s mentor, Leo VS Robots Leo accepts the challenge and crosses the threshold, leaving his ordinary world to enter a new world of extraordinary adventure. Leo is tested by enemy robots and his approach deals with the aid he receives from the scientists he meets on his journey. His greatest ordeal is confronting his fear of insects in order to defeat a giant robot scorpion. Figure 20: Leo Facing His Fears a giant robot scorpion, Leo VS Robots 22 With each new encounter, Leo is rewarded with new abilities such as the power to regenerate his own health. Leo becomes a stronger person after all of these encounters and is no longer afraid of insects or fighting robots. Eventually, Leo will save his parents and return home. The second narrative is structured to allow the player to experience Gee’s theory of multiple identities. With respect to virtual identity, the player takes the form of Leo, a young boy who begins the game with limited abilities which improve as the player progresses. World identity is also present for the player because Leo VS Robots incorporates elements from the player's classroom. For example, the classroom spelling words are used by both Leo and the player to defeat the enemies in the game. Ingame non playable characters mention the classroom teacher and material in dialogue boxes. Figure 21: Filbert Fienstien mentioning classroom teacher, Leo VS Robots The third identity, projective, is also present. Leo VS Robots affords students the opportunity to project their identity within the game. For example, if a student’s projective identity is one who must always complete a task to perfection, an ingame menu allows them to track their progress. Figure 22: In game menu for tracking progress, Leo VS Robots 23 A student who does not like conflict can still progress through the game while battling the least number of robots. Problem solving is taught through stories that involve a personal connection more than hard facts. This is also done by entering a new semiotic domain which Leo VS Robots creates. Leo VS Robots has its own characters, environments, images and vocabulary. All of these elements combine to form a semiotic domain. For example, while testing Leo VS Robots in the classroom, students discussed their progress with each other using elements and vocabulary specific to the game. Leo VS Robots Scaffolding AI engine Unlike any other game on the market, Leo VS Robots AI engine is programmed based on Jerome Bruner’s educational theories of scaffolding. Data is collected so that difficulty can be adjusted based on user responses. The player helps Leo to combat robots and complete his quest though the spelling of words. Figure 23: A word spelled by the player, Leo VS Robots These words have an assigned numerical value based on their complexity. This number is recorded and used to determine future gameplay. For instance, the robot counter attacks with words that have a slightly higher numerical value. This exposes the player to more difficult words from the word list supplied by the teacher. 24 Figure 24: A word spelled by the enemy, Leo VS Robots On the player's next turn they are introduced to letter tiles with higher point values than in their previous turn to introduce a higher level of difficulty. The player is rewarded for spelling words with higher complexity and by defeating enemies. Rewards take the form of new animations, player power-up objects (animated batteries) and sounds. Leo VS Robots Rewards System At any point in the game, students can see their current progress.This includes the number of robots defeated, the most difficult word spelled, the number of unique words spelled and the number of batteries collected. Batteries are the main currency within the Leo VS Robots game world. They are used to reward the player for spelling words of greater complexity and to inform them that they are improving in their spelling.For example, if the player spells a word of greater complexity, more batteries are given. Within the game narrative, batteries are also used to power up the main character, Leo. Figure 25: Batteries emerging from deactivated robot, Leo VS Robots 25 Universally Accessible Game Development Leo VS Robots can be adapted to a variety of instructional needs and learning modalities. Words are generated by the game master such as a teacher, fellow student or guardian. This aids with instructional adaptations for children experiencing difficulty with spelling. Students can select between two versions of the game. One version allows the player to control the main character with a control pad. The other version was developed for students who have impaired motor function (Stephanidis, Antona pg 494). A specific font is used to aid student who may struggle with dyslexia. This font is widely used by educational institutions and major companies that specialize in print educational materials. Leo VS Robots characters, animations, environment, and colors encourages learning Research has shown that animation aids in learning by taking on the form of a virtual teacher, and by directing the player to game elements that provide new information (Currie 46). The scientist characters in Leo VS Robots take on this role. The main character Leo was designed in such a way to relate to the target audience. He has soft baby-like features which invoke a feeling of trust in the player. His color palette uses calming hues such as greens and blues. Figure 26: Leo Main Character Card, Leo VS Robots It is important that a main character has a relatable personality. Leo expresses many common emotions, such as fear and happiness. If a main character's attributes are outlandish in any way, players disassociate with narrative and gameplay (sloan 81). 26 The environment in Leo VS Robots also utilizes strategically placed objects to aid in learning, lower player burnout and increase spelling retention. Character movement is controlled through object placement. For example, after the player successfully defeats several enemy robots at the first level of difficulty, they are introduced to a non-enemy character. This character provides the player with a new tool and an opportunity to contemplate their next move (Dickey 113). Figure 27: Non-Playable Characters Offering Tools, Leo VS Robots Current teaching aids for spelling Paper and Pencil A traditional method of teaching spelling, often called rote rehearsal, is conducted by having students write a given set of spelling word several times. This method of drill and practice does have its benefits if instruction is combined with multi sensory engagement (Sousa pg 58). Leo VS Robots incorporates rote rehearsal by consistently reintroducing spelling words. These words are introduced in order from easiest to most difficult. In order to aid in word retention, the players’ other senses are taken into account. For example, words are spelled with touch, sight and sound. There are current digital spelling aids on the market that are similar, such as the games located on the Spelling City Website. 27 Spelling City The Spelling City website hosts several games that teachers can use as spelling aids. Within each game a teacher's word list can be used. The student then play the games which allow them to practice spelling words before their tests (Antonacci, O’Callaghan, Berkowitz 39). Leo VS Robots also allows the teacher to incorporate their classroom wordlist. Unlike Spelling City, a narrative is present that supports spelling instruction, a scaffolding engine adjusts difficulty based on student performance, and progress can be monitored at any point in the game. Methods Within a sixth grade classroom I observed the usage of three spelling aids. The first was the traditional rote rehearsal, paper and pencil spelling method. The second was Spelling City. The last method was the game created for this thesis project, Leo VS Robots. Three different spelling tests were given on separate weeks. Each spelling test consisted of 20 words total. The words in the spelling test were divided into fifteen new, two review and three high frequency words. This test followed both the spelling lesson and the use of one of the three spelling aids for that week (paper and pencil, Spelling City, Leo VS Robots). The wordlists were different each week. However, there were constant testing methodologies. The word list did not vary in difficulty based on the rating provided by the source material and instructor. The number of words tested each week did not change. The same thirteen students were tested in the same classroom. Tests were given at the same time and day every week. Students were allowed thirty minutes each day to practice that week’s spelling aid. The teacher’s testing method did not vary. She stated the words aloud and the students wrote them on paper. She graded and recorded the scores in the same manner. 28 Materials The materials that were used in the process of testing were paper, pencils, laptop cart, Spelling City access and thirteen copies of Leo VS Robots. Procedure The procedure conducted for the spelling aid utilizing paper and pencil involved the following steps. I observed the instructor say the words aloud each day for one week. Students were then required to write each word five times. On the Friday of that week, a spelling test was given. Based on the teacher’s recorded scores, I entered the number of words correct in a spreadsheet. The procedure conducted for the spelling aid utilizing Spelling City involved the following steps. The teacher provided the students with a short introduction on how to navigate the Spelling City website and the words to be used. Students were given thirty minutes to work on the Spelling City website. On the Friday of that week, a spelling test was given. Based on the teacher’s recorded scores, I entered the number of words correct in a spreadsheet. The procedure conducted for the spelling aid utilizing Leo VS Robots involved the following steps. I aided the instructor in a short explanation of how the game was played. Students then played the web version of Leo VS Robots for approximately thirty minutes. On the Friday of that week, a spelling test was given. Based on the teacher’s recorded scores, I entered the number of words correct in a spreadsheet. Results Out of the thirteen students, seven students showed higher test scores utilizing the Leo VS Robots than they did using the other two spelling aids. Four students improved with Spelling City. Two students improved utilizing the traditional paper and pencil method. 29 Charted Data Student Paper And Pencil SpellingCity.com 1 16 18 19 2 17 17 20 3 16 12 14 4 11 8 9 5 9 7 13 6 11 14 16 7 7 5 9 8 6 9 7 9 17 15 19 10 10 20 14 11 2 4 6 12 14 17 16 13 11 15 11 Leo VS Robots Total Figure 28: Table illustrating number of words spelled correctly, green indicates Spelling City, blue Leo VS Robots and yellow Traditional Pencil And Paper. Data collected from a school in Aurora, Il. 30 Figure 29: Pie Chart Illustrating Total Percentage Of Words Spelled Correctly, A School In Aurora, Il. Analysis An analysis of the results demonstrates that narrative-based spelling aids led to improvement in test scores. By utilizing Joseph Campbell’s Hero’s Journey story structure, Leo VS Robots provided students with the opportunity to connect with the material in a way that fostered performance. This was apparent in the improved scores and in the way certain students connected by creating their own semiotic domain. For example, after playing Leo VS Robots, several students created their own written narratives about certain characters in the game with hopes of them later being included within the game's narrative. Furthermore, students formed affinity groups within the semiotic domain in which they shared stories of their strategies and progress. With respect to progress, the scaffolding engine’s data could be accessed through a user interface which allowed students to monitor their progress and share it with others. Based on research conducted on learning environments and on the improved scores, it can be inferred that the color palette, character and environment design of Leo VS Robots also aided in learning. Furthermore, Leo VS Robots incorporates multiple sensory gameplay by requiring 31 the player to touch, see and hear. This incorporates the research that shows that rote rehearsal, combined with the players’ other learning modalities, can improve test scores. During gameplay, students verbally remarked that they enjoyed the story, art and game play. Further, during one of the ingame sequences, the main character Leo is asked if he is one of the teacher’s students. Leo responds “yes”. This resulted in several students asking the teacher if she created the game, which led to a connection to the real world classroom environment for students. As research indicates, this connection is needed to aid in engagement with the material given. 32 Conclusion Leo VS Robots has been shown to be an effective aid in improving test scores in sixth grade students. Overall, the majority of students showed improved scores by utilizing the Leo VS Robots game as opposed to the other spelling aids tested. The narrative-based game was shown to improve student engagement with the material. This was demonstrated by the fact that students formed new affinity groups within a Leo VS Robots semiotic domain. The implication of this study is that narrative-based games can be shown to improve test scores when they are designed based on specific aesthetic elements, story arcs, scaffolded learning and multi sensory gameplay. 33 APPENDIX A: Thesis Project Download Links Apple IOS Version of Leo VS Robots: https://itunes.apple.com/us/app/id1167063778 Figure1:Screenshot Of iTunes Store Version Google Android Version of Leo VS Robots: https://play.google.com/store/apps/details?id=com.DamarjianInteractive.Leo Figure2: Screenshot Of Google Play Store Version 34 APPENDIX B: Supplemental Videos Figure 1: Girl Rating Game Link:https://www.youtube.com/watch?v=kueG-kEBZ88 Figure 2: Alex Damarjian Explaining Game At Chicago Toy And Game Fair Link:https://www.youtube.com/watch?v=altTeoKV5Hc Figure 3: Group Of Kids Talking About Leo VS Robots Link:https://www.youtube.com/watch?v=WVUsJwgXTKU Figure 4: Group Of Kids Talking About Leo VS Robots Link:https://www.youtube.com/watch?v=dy5hNZhV_4w 35 Bibliography ● Blumberg, Fran. 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