AWWWARE – a “game for teaching” to improve children’s internet literacy Cornelius Müller Zurich University of the Arts (ZHdK) [email protected] Dominik Petko University of Teacher Education Central Switzerland (PHZ) [email protected] Ulrich Götz Zurich University of the Arts (ZHdK) [email protected] Abstract AWWWARE v. 1.0 is the prototype of a browser-based serious game, intended as a teaching tool in schools to develop the media competence of children in their use of the Internet. It makes the case for a “game for teaching” for the design of games that are targeted to be used in classrooms. It is explicitly aimed at supporting discussions during lessons between educators and students about the quality of Internet sites. The internal game-editor allows the continual composition of theme-based groups by teachers and learners. SERIOUS GAME, INTERNET, EDUCATION, MEDIA LITERACY Introduction Despite expectations that serious games can be used in a wide range of educational contexts, their actual use in school teaching comes with a number of challenges (Klopfer, Osterweil & Salen, 2009; Sandford et al., 2006; BECTA, 2002). Based on given research and practical considerations, it can be argued that “games for teaching” (contrasting the term “games for learning”) should be specifically designed to take the given educational context of the classroom and its didactic setting into account. Instead of providing a self-sufficient learning experience for students they try to give teachers tools to supplement and shape that experience. This can be accomplished by following a number of recommendations (see e.g. Blamire, 2010; Felicia, 2009; Petko, 2008): - Target a topic of the school curriculum: games should be explicitly linked to specific topics of the curriculum, especially those topics that cannot easily be taught without an interactive and playful environment – such as complex reasoning, situated cognition, learning strategies, transfer and application of knowledge – or topics for which it is hard to motivate students to study. - Make prior or posterior teacher input or student research necessary: the application of relevant knowledge should be essential for success in the game. Games for teaching should be supplemented by additional teaching material or linked to existing textbooks and other background information. - Provide tasks that accompany gameplay: teachers should assign students clear tasks during gameplay, to minimise distracted use of the game. Examples of the types of tasks that can be assigned include experimentation tasks to systematically change certain variables or observation tasks to answer specific questions. 1 The design of such tasks should be an integral part of the design of “games for teaching”. - Provide in-game-hooks for tutoring during gameplay: the game should include hints and prompts that foster in-game reflection. Consequently, it should also be possible to pause the game during tutoring discussions and to trace back steps in the game in order to allow different approaches to be followed. - Keep game time short: games for teaching should adhere to normal lesson schedules, including time for introduction and evaluation and as such should be constructed as simply as possible to minimize time loss in mastering game controls. - Keep technical affordances low: games for teaching should be designed to take into account of the fact that computers in schools are often outdated – often even lacking a dedicated sound or graphic card or other than the most common browser plug-ins – and cannot handle demanding multimedia applications. - Publish for free (or at least low cost): games for teaching should take account of schools often not having the funds to pay for classroom sets of licenses. Expensive games will have difficulties finding their way into schools. - Make it suitable for the audience: teachers will only integrate games in their teaching that have been approved for the age group they are teaching. - Provide possibilities to compare and discuss outcomes: outcomes should be presented beyond highscores, and be extended to include detailed accounts of relevant decisions during gameplay and their impact on the final score. - Give teachers and students tools to create and edit game content: e.g. a level editor or advanced gameplay settings to change fundamental game mechanics to explore different rule sets. Designing a “game for teaching” children internet literacy AWWWARE v. 1.0 was developed by a research group of the Institute for Design Research with specialization in game design at the Zurich University of the Arts (ZHdK) in co-operation with the University of Teacher Education Central Switzerland in Schwyz (PHZ), and subsidized by the Gebert Rüf Foundation. It is the result of an iterative development process that follows the approach of „Design Based Research“ (Wang & Hannafin, 2005). Explorative prototypes provided an effective means of allowing the widest possible space for design and sequential concretization of the game concept. In this manner fundamental aspects of gameplay could be discussed in the project team from the perspectives of media educators and game designers, and the prototypes incrementally refined. As a “game for teaching” ideas were also discussed with practitioners in the field where also early prototypes were tested. The team tried to develop and implement the guidelines above to find out whether or not this will affect the usual process of serious game design. Additionally, the development process had to take into account a number of content specific requirements that will be described subsequently. The game is aimed at ten- to twelve-year-old primary school children with varied prior experience using computers and computer games. This age-group is particularly vulnerable to dangers found on the Internet (Livingstone et al., 2011). The overarching learning goals of the game are to foster in children the capacity to distinguish between potentially threatening or dangerous and harmless online content for minors, and to 2 identify other problematic content on the Internet. The game also aims to build the capacity to recognize and follow relevant links to particular themes and to contribute to the general information competence in children in relation to use of the Internet. A significant problem in the sensitization of children and youth to potentially damaging websites on the Internet is that it is impossible to actually show them such material. The game has to come very close to relevant Internet content without breaching the boundaries set for the protection of minors. Using edited screenshots, AWWWARE offers children the opportunity to navigate through examples of potentially dangerous areas of the Internet without ever putting them in danger of coming into contact with real, dangerous content. While doing this, AWWWARE tries to avoid the educational “pointed finger” that usually comes with attendance to this topic. In contrast to comparable interactive material around this issue (e.g. games of the Canadian Media Awareness Network: www.media-awareness.ca/english/games/ or of the Swiss Action Innocence: www.netcity.org/), which work with clear good/bad dichotomies, the intention is that children develop stronger exploratory lines of reasoning about which online content is suited to their use. AWWWARE v. 1.0 is particularly sensitive to the need for gender-neutral design of game figures taking into consideration the particularly strong gender stereotyping prevalent in the target age-range. Game figures and color concepts have to be equally suitable for boys and girls. Finally, the game takes account of the need to provide the possibility for educators to change game-content and create their own game-levels, to reflect the rapidity of change of relevant content on the Internet. Essential game elements, visual metaphors and conveyance methods AWWWARE incorporates a number of properties that are essential to qualify it a game and not as a simulation or some other sort of interactive material (Sauvé et al., 2007; Gredler, 2004). This includes the specification of distinct rulesets and sets of goals, combined with the motivation of winning and achieving a new highscore. However, it remains true that AWWWARE incorporates images from real websites (although only partially visible) that might qualify it as some sort of simulation with playful elements. The idea of the game is described in detail further below. The instinctively usable design of certain websites, and the high speed of connection from one site to another, can bring children in an exceedingly short time into contact with potentially harmful material. A method for discussion in schoolroom education of how to increase awareness in the navigation of the Internet in order to achieve a targeted selection of content, must include, as a central tenet, the deceleration of navigation by the user. AWWWARE uses a number of different strategies in design in order to slow down navigation and to achieve a considered selection of sequential links within the game setting: indirect navigation combined with an additional dexterity component. The game figure represents a stylized raven, carrying a kite. The kite mimics an in-game mouse. The left/right keys determine the position of the raven (and pull the kite with it). The up/down keys determine the length of the string of the kite. The kite behaves like a mouse in that when it moves over a linkable area, its graphic changes into a mouse pointer and can choose an active link. The kite is affected by wind and gravity. The effect of these forces is supported by a physics game engine. A virtual wind direction is generated for each website by the in-game-editor. The kite must be pulled against the direction of the wind to rise (otherwise it sinks). In this way, attaining a certain link requires deliberate choice of target; steering becomes a game of dexterity that must be 3 practiced. Nevertheless, game controls are kept deliberately simple to account for the different levels of experience of children with PCs or computer games, and ease-of-use by the teacher. The interface is composed of a screen and keyboard of an internet-linked PC with browser and up-to-date Flash plug-in. A mouse is only required to call-up extra functions. Graphic design and visual metaphors AWWWARE is set in 2D graphics. Any unnecessary or distracting elements or animations are avoided. Particular attention has been paid to target-group-appropriate metaphors and graphic design. A raven flies a kite against the backdrop of a windy autumn landscape. The kite flies in front of a floating browser-window and can be brought to navigate from site to site. Thus, the game combines screenshots of existing websites in gameplay, and at the same time acts as an extra level between the recipient and the medium. This has the effect of establishing, without complicated game-mechanics or narrative devices, an effective distance to the usual, direct navigation of the Internet. It advances, in a playful manner, a more knowledgeable, aware navigation between websites, and the decisions to follow certain links. The game figure is gender-neutral. The game uses full-screen mode; the setting, however, concentrates on screenshots from the Internet – see figure 1. Figure 1. In-game-screen. Figure 2. Game results and scoring. Game mechanics and scoring When a player calls up a site, s/he receives a certain number of points, depending on the set valuation on a five-point scale, of the site (see below AWWWARE Editor). If the player considers the site particularly positive or valuable, s/he marks it by adding a ribbon to the tail of the kite (it is, so to speak, a bet against the game-engine). The color of the ribbon is the first indicator of the actual value assigned by the game to the content of the website – green indicates that it is positive, red that it is negative. A varying background in the game environment – from bright sunshine to thunderstorms – gives the player additional feedback on the quality of his/her actions. When all the ribbons are used up, the game ends automatically and goes to scoring. As figure 2 shows, the scoring visualizes the gameplay, using a chronological diagram, while the curve gives an indication of the value of each individual site. A symbol in the given color shows the point at which the player marked the kite and so made a bet, in the moment, about the value of the site visited. The scores of visited sites are adjusted using a multiplicator to arrive at the final cumulative score. The goal of the game is, in addition to answering a given query with the fewest possible clicks, to have visited the highest number of posi4 tive sites using those clicks, and to have correctly recognized these as valuable. The graphic presentation of the gameplay is a useful support for the discussion between teacher and pupil about the websites visited. The score sheet can be printed for documentation. Integrating a game-editor for teachers and students AWWWARE comes with a game-editor that allows users to create and upload new levels for the online-game. Generally, the game is not limited to particular themes, narratives or degrees of difficulty. Any type of image material (preferably JPEG image file format 800x600 pixel) can be uploaded into the game-editor and interlinked with others to create a maze-like structure of screens that form a level. It allows a varying number of screenshots or images to be interlinked. The size and location of clickable areas within each screenshot and their target image can be chosen freely. Areas in the screenshots can be graphically blurred, in order to defuse material dangerous to minors. For each game screen additional comments or hints can be added. A central tenet is the valuation and description of individual screenshots with a specific number of points on a five-point scale (from ++ to --). In addition, it is possible to set the number of ribbons used to mark positive content that can be added to the tail of the kite. When uploading a level to the online game, level designers choose a password for their level that has to be distributed to players in order to open the level. The game-editor is a locally installed PC- or Mac-compatible Adobe Air application. Discussion AWWWARE v. 1.0 represents the prototype of a browser-based serious game for the advancement of critical media competence in dealing with the risks of the Internet, for children between the ages of ten and twelve. It is explicitly intended for use guided by teachers during school lessons, and tries to make the case for a “game for teaching” rather than just a “game for learning”. Considering the final product against the recommendations listed in the beginning of the article it can be concluded that many but not all of them have been met. AWWWARE targets a relevant topic for many schools, but one that is rapidly changing and has not yet consistently been integrated into teaching curricula; the development of additional teaching material and tasks is under way, but remains a continuing challenge for each level and topic of gameplay; the game-editor allows for the creation of in-game hints and the game has a pause function for tutoring and discussion; playing time is supposed to be around ten minutes which is reasonably short to integrate gameplay into standard lessons; software and hardware requirements are low and the game is free. The biggest achievement of this particular game might be seen in the potential provision of near-reality experiences of potentially harmful content for minors without overstepping the boundaries of child protection. Although it deals with a highly sensible topic, it is still suited for the age group of ten- to twelve-year-old students. The final highscore is accompanied by a chart that details the success of each in-game decision. It can be printed, compared and discussed in class. Finally, the gameeditor allows for the creation of game levels by teachers and students, making the game easy to adapt to different topics and even subjects. The ability to create variations in game-levels, allows AWWWARE v.1.0 to be used as an entry-point for a series of studies on the use of serious games in schools. Meeting the recommendations proposed in the first chapter of this article will likely remain an evolving challenge. 5 Acknowledgements We would like to thank Michael Burgdorfer and Mario von Rickenbach for their contributions to the realization of the project, through, respectively, software development and graphic design. References BECTA. (2002). Computer Games in Education. Project Report. 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