“How to Fail Your Research Degree” An educational game for postgraduate students Daisy Abbott [email protected] @DAbbottResearch Academic Context • GSA Core Research Skills programme – Range of modules delivered to PG (taught) students – Similar programme for PG (research) students – Specific module: “Academic Skills for Masters Research” • Challenges – – – – Postgrads require more independent modes of learning Subject can be seen as ‘dry’ Limited class size restricts access Lecture-based delivery Rationale for a serious game • Game = constructivist/experiential learning – Deep understanding of research skills – Embed knowledge/skills into practice – Risk-taking (in a safe environment) • Memorable, enjoyable, high-impact • Motivation/enjoyment of research Game Design: Learning Outcomes 1. 2. 3. 4. Understand the various risks affecting research and their impact on projects Recognise dependencies between tasks at different stages of research Understand the interrelations of different risks with the activities to negate or mitigate them Be aware of the time-critical nature of short research projects Iterative Development Evaluation: Lessons What did the game teach you (or reinforce in your mind) about doing research? 90 80 The game taught/reinforced my knowledge of the different types of risks that can be faced during research. 70 60 The game helped me to understand the impact of risks on research. 50 40 The game helped me to understand how early activities can affect later activities 30 20 The game reflected the time-critical nature of short-term research projects. 10 0 Strongly agree Slightly agree Neither agree nor disagree Slightly disagree Strongly disagree % who agreed with each ILO statement: 93.8%, 90.7%, 95.9%, 80.4%, respectively. N=97 Qualitative Evaluation: Lessons • • • • The interconnectedness/dependencies in research activities. The importance of planning to mitigate risks. The impact of both internal and external risks. That the game would be most useful played early in the research process/course. – “I wish we could have done this or had it required at the beginning of our proposals.” • Familiarising students, novice researchers, and those with English as an additional language with research terminology. Evaluation: Experience • Keller’s Attention Relevance Confidence Satisfaction (ARCS) model • Uses an extensive review of motivational literature to cluster motivational concepts into four categories • ARCS Model (Keller, 2010, p.45) Major Categories Attention Relevance Confidence Satisfaction Definitions Capturing the interest of learners; stimulating the curiosity to learn Meeting the personal needs/ goals of the learner to effect a positive attitude Helping the learners believe/ feel that they will succeed and control their success Reinforcing accomplishment with rewards (internal and external) Process Questions How can I make this learning experience stimulating and interesting? In what ways will this learning experience be valuable for my students? How can I via instruction help the students succeed and allow them to control their success? What can I do to help the students feel good about their experience and desire to continue learning? Evaluation: Experience How did you feel while playing the game? 70 60 The game gained and sustained my attention. 50 The game felt relevant to my situation. 40 30 The game helped to increase my confidence about undertaking academic research. 20 I found playing the game a satisfying/rewarding experience. 10 0 Strongly agree Slightly agreeNeither agree nor disagree Slightly disagree Strongly disagree % who agreed with each motivation statement: 93.3%, 92.0%, 56.8%, 85.4%, respectively. N=89 Qualitative Evaluation: Experience • “In a subtle way it teaches the essentials of research” • “Thoroughly enjoyed playing.” • “This game is extremely interesting. It can make me to understand quickly.” • “I think this was very accurate to myself” • “I hope my classmates do this” Longitudinal Evaluation – “I think overall the game had a positive impact on my approach to planning my research project, as I took a lot of it into consideration when planning the next stages of my project.” – “It was a fun and engaging way to understand what the steps for a research project are.” – “It was a good laugh at the time but now, more than half way through the dissertation project, I can appreciate the take home message from the game more.” Conclusions • Succeeds emphatically in all four intended learning outcomes. – Functions as a crash course in doing a research project – Lessons appear to be retained over time – Learning arises from ‘failure’ paradigm: e.g. “our experience provided us with a relatively pain-free route to the thesis - it was only seeing how other teams ran into difficulties that underlined risks” Conclusions • Experience is very strongly positive in three of Keller’s four motivational categories (attention, relevance, and satisfaction). – Implies increased motivation for learning and embedding research skills into practice. Conclusions • Slightly positive results for increasing confidence. – Negative outcomes can have very strong learning potential (but can decrease confidence) – Knowing what you don’t know; removing ‘blissful ignorance’ – Frustration over pure luck/lack of control Conclusions • Unexpected outcome: much wider applicability than just being used to teach Master’s students. • Unexpected outcome: success relies heavily on tutor guidance, interpretation, performance. Further development – Rules have been altered to increase player agency using a ‘work late’ card – Illustrations for cards – Final release: FREE/print-on-demand www.howtofailyourresearchdegree.com Future work? – Video to explain game rules – Raise awareness (please tweet about it!) @DAbbottResearch – Design and run comparative experiment? Questions? [email protected] @DAbbottResearch
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