Towards Tangible Gamificaiton of Co-design Contexts: Two Studies in Primary Schools

Preview:

DESCRIPTION

Co-design is an ideal approach to design with users. It allows designers to create products, such as games, with their intended users and in their natural environment, e.g., children and their teachers in their school. Nowadays school contexts, however, pose their own requirements to co-design, which can affect its success. For instance, school contexts tend to be associated to boring rote by learners, who are used to interactive digital games. Gamification can then help in creating a positive engaging experience for school classes that co-design, as games do. This paper takes up such a view: it gamifies co-design contexts in order to positively engage school classes. To this end it presents two studies with gamified co-design in primary schools: heterogeneous teams co-designed prototypes by resolving missions as in a game, in the first short-term study; they did it in an even more gamified context, in the second long-term study. Results of both studies are encouraging for the approach. The paper also advances basic guidelines for tangibly gamifying co-design at school, grounded in the studies and literature.

Citation preview

GAMIFICATION OF CO-DESIGN CONTEXTS

Gabriella  Dodero

Rosella Gennari

Santina  Torello

Alessandra  Melonio

Computer  Science  Faculty  http://www.inf.unibz.it

Two Studies in Primary Schools

CHI PLAY

GAMIFICATION OF CO-DESIGN CONTEXTS

Gabriella  Dodero

Rosella Gennari

Santina  Torello

Alessandra  Melonio

Computer  Science  Faculty  http://www.inf.unibz.it

Two Studies in Primary Schools

CHI PLAY

GAMIFICATION OF CO-DESIGN CONTEXTS

Gabriella  Dodero

Rosella Gennari

Santina  Torello

Alessandra  Melonio

Computer  Science  Faculty  http://www.inf.unibz.it

Two Studies in Primary Schools

CHI PLAY

Primary  school  is  our  context…

Friedericks  2011

Primary  school  is  our  context…

learner  engagementEngagement:

Friedericks  2011

Primary  school  is  our  context…

behavioural  engagementemotional  engagementsocial  engagement

Dimensions:

physical  engagementcultural  engagement…

learner  engagementEngagement:

Friedericks  2011

Primary  school  is  our  context…

behavioural  engagement  emotional  engagement  social  engagement

physical  engagement  cultural  engagement…

learner  engagementEngagement:

Friedericks  2011

Dimensions:

I N G R E D I E N T SGaC C

Co-­‐design  with  children

how  designers  can  create  for  and  with  children

Why:

Co-­‐design  with  children

techniques  for  conceptualizing,  developing  and  evaluating  low-­‐fidelity  prototypes  with  children

What:

how  designers  can  create  for  and  with  children

Why:

Cooperative  learning  groups

how  to  foster  cooperation  of  small  groups  by  leveraging  on  differences

Why:

Cooperative  learning  groups

strategies,  rules  and  roles  for  group  work

What

how  to  foster  cooperation  of  small  groups  by  leveraging  on  differences

Why:

Gamified  contexts

how  to  foster  positive  achievement  emotions  for  motivating  students

Why:

Gamified  contexts

creating  a  game-­‐like  context

What:

how  to  foster  positive  achievement  emotions  for  motivating  students

Why:

P R OTO C O LS F O R S T U D I E SGaC C

P R OTO C O LS F O R S T U D I E SGaC C

S T U D I E S F O R G A M E SGaC C

S T U D I E S F O R G A M E SGaC C

2 0 1 3 : s h o r t e r

S T U D I E S F O R G A M E SGaC C

2 0 1 3 : s h o r t e r 2 0 1 4 : l o n g e r

2013 shorter-term study

Study  design

Study  design

2  challengesMission 1:

Study  design

2  challengesMission 1:

4  challenges:          (1)  idea                  (2)  setting                      (3)  rules                    (4)  interaction

Mission 2:

Study  design

2  challengesMission 1:

4  challenges:          (1)  idea                  (2)  setting                      (3)  rules                    (4)  interaction

Mission 2: 2  challengesMission 3:

paper based

Study  results:  output

video

paper based

Study  results:  output

paper based

app

Study  results:  outputvideo

Study  results:  output

G. Dodero, R. Gennari, A. Melonio and S. Torello. A Lean Experience of Game Fabrication: From School to University and Back. In the FabLabs in Educational Context Workshop 2014

design +

evaluation

Study  results:  co-­‐design  activity

behaviour

challenges

Study  results:  co-­‐design  activity

behaviour

challenges

cooperation

missions

emotions

missions

Study  results:  co-­‐design  activity

behaviour

challenges

cooperation

missions

emotions

missions

Study  results:  co-­‐design  activity

behaviour

challenges

cooperation

missions

emotions

missions

Study  results:  co-­‐design  activity

behaviour

challenges

cooperation

missions

emotions

missions

Study  results:  co-­‐design  activity

?

2014 longer-term study roles

Teacher  for:    recapping  the  previous  week’s  work  and  introducing  the  new  one;  concluding  by  collecting  feedback

Game  design  expert  for:    rapid  formative  feedback;    validating  game  design  choices  at  specific  moments

Passive  observer  for:  tracking  behaviour  and  emotions;    tracking  group  dynamics

2014 longer-term study more tangibly gamified contexts

Gamification of - cooperative learning roles - cooperative learning rules - co-design tasks and environment across the

long-term activity

Gamification of - cooperative learning roles - cooperative learning rules - co-design tasks and environment across the

long-term activity

Progression  bar  across  missions

Progression  bar  across  missions split  in  challenges

Coins:  contingent  completion  rewards  for  challenges

At  the  shop

At  the  shop a group can spend coins

At  the  shop a group can spend coins for buying prototyping objects

At  the  shop

… but how todecide which?

a group can spend coins for buying prototyping objects

Game-­‐like  objects  for  voting

Game-­‐like  objects  for  voting and choosing, e.g., the expert card

Expert  card  at  work:  “help,  game  expert”

2014 longer-term study GaCoCo missions

Training,  roles  and  gamified  material  exploration,  group  formation  and  badge  creation

1st  mission  @  school

Mission  solved:  big  applause

1st    mission  @  school

Game  idea  doc  +  avatar  prototyping2nd    mission  @  school

Groups  are  split  in  pairs,  each  works  on  a  game  level:  doc  +  prototyping

3rd  mission  @  school

Groups  are  rejoined,  jointly  revising  and  continuing  game  levels:  doc  +  prototyping

4th  mission  @  school

Assembling  levels  and  passage  conditions  on  a  given  A0  form

5th  mission  @  school

Rehearsing  presentation  of  game  prototype  (A0  form)

5th  mission  @  school

(Ch.  1)  Presentation6th  mission  @  university

(Ch.  1)  Presentation6th  mission  @  university

(Ch.  2)  Gallery  tour  of  each  game  with  final:

(Ch.  1)  Presentation6th  mission  @  university

game prototypes (A0 form);(Ch.  2)  Gallery  tour  of  each  game  with  final:

(Ch.  1)  Presentation6th  mission  @  university

Il#personaggio#principale#di#questo#gioco#è#Giovannino.#Giovannino#si#trova#in#un#posto#dove#c’è#il#mare#ma#fa#molto#freddo#e#al#posto#di#una#spiaggia#ci#sono#metri#e#metri#di#neve.##Questo# posto# è# abitato# da# una# famiglia# di# alieni.# Ci# sono# degli# oggetti#particolari#in#questo#posto:#un#tavolo#volante#ed#una*rosa*aliena#con#delle#spine#senza#punta.##!

Dove si svolge il gioco e quali oggetti e personaggi ci sono?

Lo# scopo# del# gioco# è# quello# di# riuscire# a# sottrarre# il# tavolo# volante# alla#famiglia#di#alieni#e#raggiungere#prima#che#muoia# la#rosa#con# le#spine#senza#punta# che# permetterà# a# Giovannino# di# tornare# sulla# terra,# nel# paese# senza#punta.##

Cosa fanno i personaggi e che sfide devono affrontare?

Sfide nel PRIMO livelloVite; Punti e Poteri"

Giovannino#ha#a#disposizione#2*vite#per#riuscire#a#superare#questo# livello.#Per# sconCiggere#gli# alieni#e# rubare# il# tavolo#magico#può#usare#due#oggetti:#una#mazza#ed#una#cintura#magica#che#una#volta#premuta#si#trasforma#in#una#spada.##Ci# sono# anche# degli# oggetti# speciali# che# compaiono# di# tanto# in# tanto# che#sono#un# fungo:# che# permette# a#Giovannino#di# diventare# piu# potente# e# un#cuore# che# fa# guadagnare# a#Giovannino#due#vite.# Se# si# perde# si# ricomincia#direttamente#da#questo#livello.#

Quando si perde il 2° livello appare"

Quando si vince il 1° livello appare"

Quando#si#vince#nel#primo#livello#appaiono#delle#monete#che#corrispondo#a#dei#punti.

Appare#una#scritta#GAME#OVER#e#bisgona#cominciare#tutto#da#capo.

Gli Essenzali_TITOLO DEL GIOCO

game prototypes (A0 form); game design document with color coding(Ch.  2)  Gallery  tour  of  each  game  with  final:

Evaluation  of  other  groups’  work6th  mission  @  university

Evaluation  of  other  groups’  work6th  mission  @  university

I liked…

I’d change…

Evaluation  of  other  groups’  work6th  mission  @  university

I liked…

I’d change…

I’d vote…

2014 longer-term study data

Data

DataFOR  MATERIAL

Behaviour:  usability  issues  with  gamified  material  

Emotions:    

satisfaction  with  gamified  material  (post)

DataFOR  MATERIAL

Behaviour:  usability  issues  with  gamified  material  

Emotions:    

satisfaction  with  gamified  material  (post)

FOR  ACTIVITY

Behaviour:  success  in  challenges    time  on  missions  Cooperationinclusion  in  GaCoCo  (pre-­‐post)Emotions:  

5  positive  +  5  negative  achievement  emotions  in  missions  as  in  Pekrun  control-­‐value-­‐theory  

FOR  MATERIAL FOR  ACTIVITY

Emotions:     Emotions:  

satisfaction  with  gamified  material  (post)

5  positive  +  5  negative  achievement  emotions  in  missions  as  in  Pekrun  control-­‐value-­‐theory  

Results: Highlights

FOR  MATERIAL FOR  ACTIVITY

Emotions:     Emotions:  

satisfaction  with  gamified  material  (post)

5  positive  +  5  negative  achievement  emotions  in  missions  as  in  Pekrun  control-­‐value-­‐theory  

Results: Highlights

M1

M2M3

M4M5

FOR  MATERIAL FOR  ACTIVITY

Emotions:     Emotions:  

satisfaction  with  gamified  material  (post)

5  positive  +  5  negative  achievement  emotions  in  missions  as  in  Pekrun  control-­‐value-­‐theory  

Results: Highlights

Game over

innaffiatoio

Acknowledgements

innaffiatoio

Acknowledgements

thank you

G.  Dodero,  R.  Gennari,  A.  Melonio  and  S.  Torello  (2014).  GAmi0ied  CO-­‐design  with  COoperative  Learning.  In  alt  of  CHI  2014,  ACM    

G.  Dodero,  R.  Gennari,  A.  Melonio  and  S.  Torello  (2014).  Gami0ication  of  Co-­‐design  Contexts—Two  Studies  in  Primary  Schools.  In  CHI-­‐Play  2014,  ACM    

Kahu,  L.  ,  Stephens,  C.,  Leach,  L.,  &  Zepke  (2014).  Linking  Academic  Emotions  and  Student  Engagement.  Journal  of  Further  and  Higher  Education  

Pekrun,  R.  (2006).  The  Control-­‐Value  Theory  of  Achievement  Emotions.  Educational  Psychology  Review,  18,  315–341  

Original  images  by:  N.  Mastachi

Main  references

Recommended