The Transforma?ve Games Ini?a?ve: Blending Undergraduate Research with Games-‐Based Learning Robert O. Duncan, Department of Behavioral Sciences, [email protected] INTRODUCTION The National Council for Undergraduate Research encourages faculty to mentor students or infuse classrooms with research-like experiences. However, faculty members are typically overwhelmed with requests for mentorship, and student-faculty interests do not always align. The Transformative Games Initiative provides students with opportunities to design games for education, behavioral intervention, or social impact. The design of each game is rooted in the Learning Sciences. Games are excellent learning management systems that are capable of teaching and assessment. Many games were designed to benefit matriculating freshmen who are underrepresented in STEM and who might be the first in their family to attend college. An iterative design-based research program was developed to answer the following foundational questions: (1) What can be learned about the process of learning by blending game-based learning with undergraduate research; (2) What skills can be taught; and (3) What data need to be collected to assess learning outcomes? The Transformative Games Initiative benefits freshmen, undergraduate research students, and research faculty. By designing behavioral interventions or games for social impact, undergraduate research students may deepen their understanding of domain-specific problems, applied behavioral design, programming, and design-based research. Matriculating freshmen may benefit when informative games are incorporated into freshmen orientation programs and seminars. Research faculty can create a pedagogic research program that complements their primary research program. Game-based learning allows faculty to work with more students on a wider number of topics without jeopardizing their primary research program. These experiences may be scaffolded to prepare students for the primary research program. RESULTS ! ! Figure 1: Screenshot from “Restaurant Rockstar,” a student-designed videogame to educate peers about Nutrition Facts labels. Obesity has reached epidemic proportions in urban youth. Poverty is known to be the single most reliable predictor of obesity in the United States. Yet, food awareness is another major covariate with obesity. Consequently, Sade McIntosh, an undergraduate student at York College, designed a game to inform urban youth about the nutritional content of common food items. The game incorporated over 8000 food items and 53 macro- and micronutrients from the NDL/FNIC SR-25 Abridged Nutritional Facts database. It was predicted that students who played the game were more likely to score higher on a post-game assessment of nutrition than students who were merely told to memorize the content. ! Figure 2: Screen shot from “tSNE Viewer,” student-designed visualization software. Mass cytometry affords measurement of as many as 37 specific proteins in a single cancer cell (see schematic). Analysis of this data is complicated by limitations in visualizing more than three dimensions at once. t-Distributed Stochastic Neighbor Embedding (t-SNE) is a robust multidimensional scaling algorithm for mapping higher-order datasets to lower-order dimensions. Undergraduate students Nicholas Weir and Rawnok Reyeka incorporated t-SNE into their visualization software, tSNE Viewer, to better understand multidimensional cancer datasets. tSNE Viewer provides intuitive, real-time interactivity with data, including fast axial rotation, cell type labeling, and using a mouse hover function to return expression values for individual cells. ! CONCLUSIONS METHODS The overall effectiveness of the program was evaluated from the perspective of faculty members, undergraduate researchers, and participating freshmen. Satisfaction was assessed for faculty members using qualitative surveys and interviews. Satisfaction in undergraduate researchers was assessed using a nationally recognized survey for such programs (Student Assessment of Learning Gains). Quantitative data include faculty/student participation, the number of projects that terminated in a research product, and measurements of individual learning outcomes for each game. Review of faculty surveys/interviews indicated that there was a significant learning curve for launching a games-based research program. However, those who created a program served a greater number of students. Faculty reported that students were deeply engaged in the primary literature, and students learned skills independently to achieve research milestones. All undergraduate students produced a terminal research product. A few students excelled by presenting at national conferences (n=2), winning awards (n=3), or preparing journal manuscripts (n=1). SALG surveys indicated satisfaction with the research programs, but more structure was desired. Most reported that their experience benefitted learning. A method for independently verifying these claims is needed. Faculty (n=18): The total number of faculty who continued after 5 years was 13. Four faculty left the college and one moved to a full-time administrative position. Several grants were written, but no extramural funding was awarded. Few papers were published in peer-reviewed journals. A large number of conference proceedings were published with students. A “Maker Space” was developed to promote development of hardware and robotics. An interdisciplinary course on the art and music of video games was developed. An interdisciplinary group was formed to use simulations in the Health Sciences. Faculty in Math and Business used games in the classroom, but GBL was not integrated with undergraduate research. The PI generated a majority of the research projects with his students over the years (>50). Undergraduate Research Students (n=173): All participants generated a research project that culminated in a conference presentation. Survey results indicated that students were satisfied. Gains were reported for Thinking and Working Like a Scientist, Personal Gains, and Gains in Skills. The lowest reported gains were for “Ease in locating a mentor,” “Ease in securing a research position,” and “Support and guidance from support staff.” Incoming Freshmen (n>15,000): Volunteers from the York College Research Subjects Pool participated as research subjects in several student-designed games. The sample population was composed of freshmen enrolled in introductory Behavioral and Social Science courses. Learning outcomes for many games were inconclusive, but several games demonstrated improvements in learning outcomes. This report serves as a summative evaluation of work completed thus far, which will be used to guide the next iteration of program development. Immediate plans include designing interdisciplinary courses in game design. Such courses will provided much needed structure for the program. RESOURCES ! ! Figure 3: Sample cards from Panic Attackers, a game to teach students about anxiety. The American Psychological Association has identified anxiety as a leading mental health issue in the United States. College freshmen are particularly susceptible to anxiety, but these stressors appear during a developmental stage when students may be less physiologically prepared to mitigate the effects of stress. Incoming classmen who are less able to cope with new stressors may make poor decisions that affect their academic standing. Consequently, Bilal Bashir, an undergraduate at York College, developed a card game to teach incoming students about the various types of anxiety and several appropriate therapies. ! Figure 4: Students and faculty members collaborate to make educational games. Left: Students from the York College Summer Research Program collaborate on a paper prototype of a game that teaches students about the limits of attention. Right: Approximately 200 faculty members interested in game-based learning shared their ideas at the 2015 CUNY Games Festival. Center: Faculty members demonstrate their latest tabletop game at the CUNY Games Festival.! 1. Brown, A. L. (1992). Design Experiments: Theoretical and Methodological Challenges in Creating Complex Interventions in Classroom Settings. Journal of the Learning Sciences, 2(2), 141-178. 2. Karukstis, K. K. & Elgren, T. E. (Eds.) (2007) Developing and Sustaining a Research-Supportive Curriculum: A Compendium of Successful Practices. Washington, D. C.: Council on Undergraduate Research. 3. National Research Council. (2011). Learning Science Through Computer Games and Simulations. Committee on Science Learning: Computer Games, Simulations, and Education, Margaret A. Honey and Margaret L. Hilton, Eds. Board on Science Education, Division of Behavioral and Social Sciences and Education. Washington, DC: The National Academies Press. 4. Report of the NSF Task Force on Cyberlearning (2008). Fostering learning in the networked world: The cyberlearning opportunity and challenge. A 21st Century Agenda for the National Science Foundation. C.L. Borgman (Ed.). Report No. NSF-08-204. Washington, D. C.: National Science Foundation. Retrieved from http://www.nsf.gov/pubs/2008/nsf08204/nsf08204_1.pdf
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