Games for Learning: Understanding what makes an Effective Game for Learning Ken Perlin and Jan Plass, NYU Research Objectives Guiding Principles • Focus on STEM (Science, Technology, Engineering, & Mathematics) fields • “NSF programs planned for FY 2008 that will make investments in computing education …” – Jeanette Wing, Assistant Director for CISE • Understanding effective uses of games in middle school curricula Problem Statement Underserved populations • Specific populations – – – • Children from Inner-cities Children in rural communities Children in impoverished nations regions Problems they face – – – – Lack of access to computers Lack of engaging materials relative to their experiences Poorly funded educational environments Rapidly fluctuating, intensely varied technology platforms Platforms Of particular interest: Making games for learning on mobile platforms • Mobile gaming platforms – – Sony PSP Nintendo DS Platforms Making games for learning on mobile platforms • Cellular Phones – – J2ME (Java 2 Mobile Environment) Flash Overview Game-based Learning Approach Curricular Educational Game Design Principles Educational Games Integration Factual Knowledge Conceptual Knowledge Procedural Knowledge Meta-cognitive Knowledge Affective Outcomes Research Plan Research Questions • Identify Design factors (cognitive, emotional, socio-cultural) for effective educational games • Study how the way games are integrated into authentic settings affects their educational effectiveness – What are effective integration practices? – What support do teachers require? • Study impact of learner characteristics (gender, age, prior knowledge, cognitive ability, self-regulation skills) on educational effectiveness of games Research Plan Overview Observation of Game Play Features of Effective Educational Games Review Research on Games Development Team: Implement Game Prototypes Education Team: Empirical Research Game Design Principles Research Plan Measures • Learner Characteristics – – – – Survey of gaming experience Tests of cognitive abilities Tests of interest, motivation, attitudes Embedded measures in game: Self-regulation, prior knowledge • Learning Process – Log file data (pattern analysis) – Video data (rubrics); Think-aloud protocols (rubrics) – Fun, Engagement (multiple measures) – Embedded measures in game • Learning Outcomes – Learning outcome tests on multiple levels – Embedded measures in game Research Plan Learning Outcome Measures • Retention (Recall of factual knowledge) – • Comprehension (Understanding of key ideas) – – – • Metacognitive test, Cued recall (open-ended) Concept maps Game behavior/performance Transfer (Ability to apply knowledge to new situations) – – – • Metacognitive test Problem solving test (open-ended) Design tests (open-ended) Game behavior/performance Metacognitive knowledge (Learning/exploration strategies) – Game behavior/performance (logs) Research Plan Affect Outcome Measures • Fun, Engagement – – – – • Self-reports In-Game behavior/performance Flow experience Overall player behavior: SNS, game play usage patterns Interest, Motivation, Attitudes – Self-reports – Game behavior/performance • Subject-specific self-efficacy – Self-reports Results Anticipated Outcomes – Validated Design Principles for Educational Games – Series of Validated Educational Games – Data Analysis Toolkit for Educational Game Research WILL ALLOW US TO • • • • Positively influence Positively influence Positively influence into curriculum Positively influence the field of educational game design educational game research models the integration of educational games students’ achievement in STEM areas Funding Sources • NSF Opportunities, based on the mandate for computational thinking and education – • E.g., Repunsel- www.repunsel.org/ Corporate Funding – Negotiation ongoing • Educational Partners – Teaming with several other universities and researchers to optimize skills, while minimizing expenses
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