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Leo VS Robots a Spelling Aid: A narrative game used for aiding students in improving spelling scores. A Thesis Submitted to the Faculty of the Interactive Design and Game Development in Partial Fulfillment of the Requirements for the Degree of Master of Fine Arts in Interactive Design and Game Development at Savannah College of Art and Design Alex Damarjian eLearning © November 2016 David Meyers, Committee Chair Sari Gilbert, Committee Member Dr. Greg Corness, Committee Member

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Leo VS Robots a Spelling Aid:

A narrative game used for aiding students in improving spelling scores.

A Thesis Submitted to the Faculty of the Interactive Design and Game Development

in Partial Fulfillment of the Requirements for the

Degree of Master of Fine Arts in Interactive Design and Game Development

at

Savannah College of Art and Design

Alex Damarjian eLearning

© November 2016

David Meyers, Committee Chair

Sari Gilbert, Committee Member

Dr. Greg Corness, Committee Member

Acknowledgements

Thesis Committee Chair David Meyers Thesis Committee

Sari Gilbert and

Dr. Greg Corness

Participating Artists Brendan Hannahan Tony Damarjian

Survey Participants Aurora and Chicago Public Schools

and Chicago Toy and Game Fair Attendees

Table of Contents

List of Figures 1

Abstract 4

Introduction 5

Why games are effective tools for learning 9

Narrative’s Connection to Games and Learning 13

Hero's Journey connects games with cherished history through narrative 13

Two narratives exist in every effective learning game 14

Narrative and Gameplay related to learning 16

Scaffolding and Learning 17

Rewards System 18

Video Game Aesthetics and Learning 19

Animation Performance and Game learning. 20

Overview of the Project 21

Leo VS Robots narrative and how it relates to learning 21

Leo VS Robots Scaffolding AI engine 24

Universally Accessible Game Development 26

Leo VS Robots characters, animations, environment, and colors encourages learning 26

Current teaching aids for spelling 27

Paper and Pencil 27

Spelling City 28

Methods 28

Materials 29

Procedure 29

Results 29

Charted Data 30

Analysis 31

Conclusion 33

APPENDIX A: Thesis Project Download Links 34

APPENDIX B: Supplemental Videos 35

Bibliography 36

1

List of Figures

1. Caveman on a hunt for food, image taken from http://hcslms.hardin.kyschools.us/ 5

2. AARP Senior Spelling Bee Champions, image taken from http://states.aarp.org/are-

you-a-champion-speller-enter-the-national-senior-spelling-bee/

6

3. Gardner’s learning modalities, image taken from

http://www.connectionsacademy.com/Libraries/blog/multiple-intelligences-learning-

style s.jpg

7

4. Matthew Syed table tennis champion, image taken from

http://www.experttabletennis.com/bounce-by-matthew-syed/

9

5. Exergame WiiFit, image taken from http://wiifitu.nintendo.com/ 9

6. Spelling City website, image taken from https://www.spellingcity.com/ 11

7. Interface for users to enter words in word bank, image taken from

https://www.spellingcity.com/

11

8. Fill in the letters spelling game, image taken from

https://www.spellingcity.com/initial-speller-game.html?listId=27009992

12

9. Letter fall spelling game, image taken from https://www.spellingcity.com/letterFall-

spelling-game.html?listId=27009992

12

10. The Hero’s Journey chart, image taken from http://www.yeahwrite.org/wp-

content/uploads/Heros-journey_2.jpg

14

11. Arcanum game cover, image taken from http://arcanum.wikia.com/ 15

2

12. Zone Of Proximal Development sketch, image taken from

http://www.sketchplanations.com/post/62942306085/zone-of-proximal-development-

bas ed-on

17

13. Tetris game screenshot, image taken from http://tetris.com/play-tetris/ 19

14. GTA environment screenshot, image taken from www.rockstargames.com 19

15. Isbister’s babyface character example, image taken from Better Game Characters by

20

Design: A Psychological Approach, pg 11

16. Isbister’s Facial Feedback Hypothesis example, image taken from Better Game 21

Characters by Design: A Psychological Approach, pg 150

17. Sixth grade students playing Leo VS Robots, image taken with permission from

parents at a school in Aurora

21

18. Cinematic still of Leo’s parents being kidnapped, image taken from Leo VS Robots

22

19. Filbert Fienstien Leo’s mentor, image taken from Leo VS Robot 22

20. Leo facing his fears a giant robot scorpion, image taken from Leo VS Robots 22

21. Filbert Fienstien mentioning classroom teacher, image taken from Leo VS Robots 23

22. In game menu for tracking progress, image taken from Leo VS Robots 23

23. A word spelled by the player, image taken from Leo VS Robots 24

24. A word spelled by the enemy, image taken from Leo VS Robots 25

25. Batteries emerging from deactivated robot, image taken from Leo VS Robots 25

26. Leo main character card, image taken from Leo VS Robots 26

27. Non-Playable characters offering tools, image taken from Leo VS Robots 27

3

28. Table illustrating number of words spelled correctly, Data Collected From A School

30

In Aurora, Il.

29. Pie chart illustrating percentage of words spelled correctly, Data Collected From A

31

School In Aurora, Il.

4

Leo VS Robots a Spelling Aid:

A narrative game used for aiding students in improving spelling scores.

Alex Damarjian

© November 2016

Abstract This thesis examines the role animated narrative within a video game can play to

effectively aid in spelling instruction. Traditionally used spelling methodologies and top-rated

web games provide rote rehearsal approach, which is only part of what is needed to aid in

spelling instruction for students. In order to be effective, instruction should combine rote

rehearsal with scaffolded learning, multi sensory engagement and engaging narrative.

Furthermore, the narrative should be integrated with real world experiences to enable the student

to draw a stronger connection to the material being learned. The video game, Leo VS Robots, is

a spelling aid that will improve spelling scores in sixth grade students. It does this through the

combination of multisensory gameplay, scaffolded learning, narrative, and a connection to the

students’ classroom environment.

Keywords: rote rehearsal, multisensory gameplay, scaffolded learning, narrative, spelling aid

5

Introduction In order to understand why Leo VS Robots can be a useful spelling aid, it is important to

describe the effectiveness of narrative-based educational games and the necessity for students to

learn to spell. Narrative has been used as a device for teaching, from the first cave drawings to

the creation of educational games for tablets (Tevzadze 92).

Figure 1 Caveman on a hunt for food, http://hcslms.hardin.kyschools.us/

Scholars such as Joseph Campbell have written about the use of narrative as a tool to educate and

help draw connection between subject matter and our lives. Literature about video game design

also cites narrative as the foundation for effective game instruction. Applying narrative to a

spelling game can aid in improving spelling instruction.

In an age of spell checkers and autocorrect features, some may question why learning to

spell is necessary. “Good spelling frees up attention that no longer needs to be focused on

technical aspects of writing, it allows people to write confidently and quickly, and with greater

accuracy and descriptive power, as they have strategies to spell unusual and more difficult

words” (Konza 116). A poor understanding of spelling may cause poor reading and writing

skills in children, which may result in a lack of confidence when it comes to writing personal

narratives or other creative works. The result of this can have long term effects on an individual's

ability to learn. With a limited vocabulary, students may not attempt to read more difficult works

of literature and therefore limit expansion of their knowledge. Reading is a necessary part of

almost every academic discipline. Later, as students move on to the workforce, poor spelling

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skills may have a negative effect on their success. Poor spelling skills can lead to not attaining a

position or promotion, or to possible termination from a position. Employers view poor spelling

as a direct reflection of one's overall education level (Konza 6).

Research has also shown that as a person ages and leaves the workforce, cognitive skills

decline. One warning sign of dementia is a loss of spelling and language ability. In order to slow

the progress of dementia, experts in the field of gerontology have created spelling practices and

bees for the elderly. Spelling bees involve practicing and recalling spelling words, activities

which have been found to strengthen cognitive abilities in older individuals (Westwood 180). In

an age when children are born with technology that is readily available, tools that improve

spelling ability are necessary for cognitive performance throughout life.

Figure 2: 2015 AARP Senior Spelling Bee Champions, states.aarp.org Current teaching methodologies and games do not meet all of the needs required to aid in

spelling instruction. According to Barry E. McNamara, a leading researcher and educator in the

field of language arts and special education, current teaching methodologies such as writing

words multiple times, having students create their own spelling tests and having students write

words in the air are highly ineffective. Students learn best when approaching a problem using a

variety of learning modalities. Many students who have difficulty with spelling and reading also

have difficulty with systematic ways of learning (McNamara 72).

“The most effective way to convince struggling students that they can learn is to show

them by teaching to their learning modality strength” (Winebrenner, Kiss 50). Students who

7

receive higher marks on spelling tests use a variety of learning methodologies in their process of

learning to spell (Winebrenner, Kiss 50). Howard Gardner of Harvard University, a leading

American developmental psychologist and educational theorist, argues that individuals learn best

through multi-sensory engagement. Gardner identified eight learning modalities : Visual-Spatial,

Bodily-kinesthetic, Musical, Interpersonal, Intrapersonal, Linguistic, Logical -Mathematical and

Visual. In order for effective learning to take place, two or more of these modalities must be

present in instruction (Gardener 48).

Figure 3: Gardner’s Learning Modalities, www.connectionsacademy.com

David A. Sousa explains that when these learning modalities are used effectively together,

students view the learning of spelling as a tangible process, rather than a random act of chance

based on rote memorization. Rote memorization alone does not aid in the long term retention of

words. Information retention occurs when there are physical changes in the brain. These physical

changes involve increasing the size of brain cells, forming new branches between brain cells, and

forming new neural pathways between both halves of the brain (Sousa 83).

Sousa further asserts that each half of the brain has its own distinct functions. The left

hemisphere of the brain dominates the functions of logical reasoning, communication and

language processing. The right hemisphere of the brain is more dominant in spatial tasks, such as

8

construction and recognition of objects by sight or touch. Students who truly master a skill utilize

tasks that take into account both parts of the brain. Students who have developed the ability to

switch between the two hemispheres of the brain very quickly can accomplish a task more

quickly (Sousa 27). Since each hemisphere of the brain handles a given set of tasks differently,

both hemispheres of the brain require the use of multiple learning modalities as illustrated by

Howard Gardener (Gardener 83).

In his book, Bounce: Mozart, Federer, Picasso, Beckham, and the Science of Success,

Matthew Syed gives accounts of how genius can be constructed. In an example from his own

life, he attributes his success to the combination of different learning modalities. Syed was once

considered the number one table tennis player in the world. When he was growing up, table

tennis was voted the number one sport in the U.K. He attributes his success to a combination of

thousands of hours of practice, his family's deep emotional connection to table tennis and the

inclusion of the sport by his teacher in his studies in school. Every student at school was required

to try out for the team regardless of skill level (Syed 4,5).

Whenever a table tennis player practices a new skill, nerve impulses travel to the

synapses of the brain, triggering neurotransmitter chemicals. Neurotransmitter chemicals are

responsible for the increase in brain cell size as well as the forming of new neural pathways. The

triggering of the neurotransmitter chemical once is not enough to form a new learned skill. The

combination of continuously practicing a skill as well as a connection to both a real world event

and the inclusion of another learning modality must be present for learning to occur (Sousa 84).

For Syed, it was the connection to fame, his continuous practice of table tennis with his family

and the inclusion of table tennis as a learning tool by his school teacher, Mr. Charters, the

nation’s top table tennis coach (Syed 5,6).

9

Figure 4: Matthew Syed table tennis champion, /www.experttabletennis.com

Why games are effective tools for learning

Educational game development has grown over the past few years. This is due to strong evidence

that learning takes place as an individual plays games. Playing video games has been shown to

enhance problem solving and reasoning skills, both of which may be required in a classroom.

“Recent findings also show that executive functioning may be enhanced through the playing of

exergames” (e.g., WiiFit).

Figure 5: Exergame WiiFit, Wiifitu.nintendo.com

Recent findings also indicate that frequent action game play may facilitate neural plasticity and

the enhancement of cognitive skills that help prepare us for “learning to learn” ( Blumberg 44).

In order for effective game learning to occur, a student must have a judgment-free environment

and the opportunity to role play. Also, the lesson must coincide with, or challenge in a

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productive way, the learners’ preconceived notions of themselves. Video games allow all of

these elements to occur (Gee 59).

James Paul Gee makes the case that video games can be an excellent tool for learning and

literacy because they embody all of the elements required to learn (Gee 7). Video games have

the potential to offer a learning environment in which learners can feel safe to make mistakes.

Effective video games allow students to practice skills at their own pace and repeat skills they

may not have succeeded at previously (Gee 68). Also, video games scaffold learning in a way

that allows players to practice new skills in ascending order of difficulty, while also allowing

them to periodically practice previously learned skills (Gee 71). Once a player is comfortable

practicing these skills, they have the opportunity to share these skills with others within their

semiotic domain. Gee defines semiotic domain as a collection of “images and symbols, sounds,

gestures and objects” that take on meaning to a group of people which he refers to as an affinity

group (Gee 17) .

Video games form their own semiotic domains with their own affinity groups. Members

of these affinity groups share information and create content that helps in the growth of that

video game’s semiotic domain. With respect to educational video games, this can reinforce the

content being taught in the classroom and video game, as well as aid in engagement with the

subject (Gee 32).

This is important considering that so much of learning is done through a social aspect.

This social aspect is tied not only to the environment in which the learning takes place but also

the learner's past experiences. Joining a semiotic domain helps the learner overcome previous

assumptions about one's own limitations, such as education level and socioeconomic status.

Video games can be an excellent transition into a new semiotic domain (Gee 44). This is because

they require new learning and sharing of information between affinity groups. Video games

provide a form of learning that involves different learning modalities and sensory stimulation

(Gee 108). Currently, there are spelling games on the market that do not meet the requirements

11

set forth by Gee as effective tools for teaching. One such example is the collection of games

located on the Spelling City website.

Figure 6: Spelling City website,Spellingcity.com

According to SimilarWeb.com, a leading user tracking website, SpellingCity.com

currently has 1.3 million active users and is ranked first in site traffic out of all current spelling

games sites. The SpellingCity website allows the user to form a word bank.

Figure 7: Interface for users to enter words in word bank Spellingcity.com

This word bank can later be imported into a variety of games on the website. The site is a tool for

allowing users to practice spelling a given set of words. All of the games on the site follow one

of two patterns. First, players are presented with a word that has missing letters. In order to win,

the game players must effectively guess the missing letter within a given number of turns.

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Figure 8: Fill in the letters spelling game, Spellingcity.com

The second type of game involves a word being displayed on the screen. Then a series of letter

tiles drop vertically towards the player's avatar. The avatar must catch the letters in the same

order as the word displayed (Murray 173).

Figure 9: Letter Fall SpellingCity game, Spellingcity.com

When players are drilled with a series of quiz questions or asked to catch a series of

letters in order to receive a reward, such as the games on Spelling City’s site, students are not

engaging in new forms of learning. They are simply rehashing old forms of ineffective learning,

such as rote rehearsal, within a digital game environment. Chocolate Covered Broccoli is a term

that has been coined by Amy Bruckman, a leading educational games theorist, for this type of

gameplay (Toppo 82). In respect to the gameplay mechanic used by Spelling City’s games, the

chocolate component would be the movement of a character or the reward for accomplishing a

task. The broccoli is the spelling tasks. Educational games that are found to be effective teaching

tools integrate the learning component with gameplay. This is not the case with Spelling City.

13

Narrative’s Connection to Games and Learning

Hero's Journey connects games with cherished history through narrative

Another area where Spelling City falls short is in its lack of personal connection to the

player’s life through narrative. Joseph Campbell, best known for his work in comparative

mythology and comparative religion, discovered the story structure he coined as The Hero’s

Journey. The Hero’s Journey story structure is one of the most utilized tools for designing game

narratives. “Narrative in adventure games provides a type of support for problem-solving by

serving as a cognitive framework and by outlining the affordances and constraints with the

environment and storyline”(Dickey 63).

The Hero’s Journey story structure begins with the main character in an ordinary world. They are

then called to an adventure which they refuse. A mentor then appears who encourages them to

take the adventure. This in turn forces them to cross a new threshold, transforming them into a

different person. They are rewarded by this with new knowledge that strengthens them, allowing

them to accomplish their task as well as receive greater recognition.

According to Campbell, people experience this path almost daily, which is why stories that

follow this narrative resonate with people and aid in their personal growth (Campbell 49).

Campbell found that many of the life stories about major figures in religious texts follow the Hero's

Journey. An example of this is found in many of our most popular media, including video games.

“As in Hero’s Journey we strive to create learning environments where the student is truly

committed to the quest of ‘making the material their own’. Just as the hero fears to accept the call

to adventure, students have fears that prevent them from fully engaging in an activity. If we have

done well in gaining their attention with a compelling adventure we hope to see engagement”

(Ferdig 1227).

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Figure 10: The Hero’s Journey chart, www.yeahwrite.org

Two narratives exist in every effective learning game

Another example from the real world relates back to the previous example of Matthew

Syed. Despite all of his training, he was still hesitant to join his school’s table tennis team.

Through the coaching of his teacher, he felt a bit more assured and joined. This was his

transformative period, which he credits for leading him to become a world class table tennis

champion. Furthermore, a dual narrative existed for Syed. The media reported his rise to the

highest ranks in table tennis in terms of both the records he set and his victories over the greatest

opponents from around the world, labeling him as a form of mythic hero. This dual narrative

propelled him to reach a hero-like status (Syed 4).

Dual narratives, or embodied stories as coined by Gee, must exist in every effective

learning game. The first narrative is generated by the game designers and the other by the

player/players. When the game designer crafts an interesting story or game mechanic, this hooks

the player into the game universe. A second narrative must be present to create a stronger

connection between the player and the game (Gee 82).

Gee states that the second narrative is formed by the combination of three identities:

15

virtual, world and projective (Gee 54). The combination of these three identities can help the

player either succeed or fail in a game. An example Gee gives to demonstrate these identities is

the character, Bead Bead, from the game Arcanum (Gee 52).

Figure 11: Arcanum game cover, http://arcanum.wikia.com/

Virtual Identities are the strengths or limitations given to the virtual character as

developed by the game designers. Bead Bead’s virtual identity is a female, Half-Elf thief. The

character is limited by her combat and lock-picking skills, both of which are necessary to

progress through the game. Like Bead Bead, players also have shortcomings of their own (Gee

45).

World identities are the players’ strengths or shortcomings as they relate to the game

being played. Gee is fairly new to playing video games, and is without great knowledge of how

to use the game’s controls. Gee’s character Bead Bead will eventually fail in areas such as

combat. This is due to Gee’s lack of experience playing video games. Furthermore, story

elements of the game also violate certain moral aspects of Gee’s upbringing (Gee 57).

Projective identity is how the players’ ethics affect game choices. Gee is a former devout

Catholic and this hinders his ability to progress through the game. Certain aspects, such as

visiting a brothel, violate his moral standing (Gee 55).

Switching between the two narratives creates a stronger emotional bond between the player ,

character and game. The shifting between these two narratives forms a “narrative play,” as

16

described by Katie Salen and Eric Zimmerman (Salen, Zimmerman 378).For example, the player

may feel upset by how they died in the story; more importantly, the player can get angry because

they have failed at a task. This feeling of failure can then motivate the player to go back and

reattempt gameplay (Gee 82).

Narrative and Gameplay related to learning

There are many types of game genres, and each can incorporate narrative in different

ways. The Adventure Game genre is thought to incorporate narrative and game design better than

any other (Dickey 59). In order to do this, Adventure Games utilize elements of narrative, such

as plot hooks, which are typically used at the beginning of a game to help build intrigue.

Effective plot hooks leave the player with questions about the story. These questions can build

suspense and intrigue. By having characters with interesting back stories displaying both

strengths and weaknesses, players can develop an emotional connection to the characters and

game. The narrative elements, backstory and cut scenes solidify the game’s mechanics to the

game’s story. A backstory provides a reference to the various storyline elements. A cutscene

interrupts gameplay to deliver instruction to the player. The way this instruction is delivered can

vary but usually takes the form of a movie or puzzle within the game (Dickey 60).

According to Patrick Parrish, the culmination of all of these narrative elements must be

present in classrooms as well as in effective learning games. Parrish adds that in order for

narrative to be an effective teaching tool, five principles must exist: “Principle 1: Learning

experiences have beginnings, middles and endings. Principle 2: Learners are the protagonists of

their own learning experiences.Principle 3: Learning activity, not subject matter, establishes the

theme of instruction. Principle 4: Context contributes to immersion in the instructional situation.

Principle 5: Instructors and instructional designers are authors, supporting characters and model

protagonists.” Effective video game instruction mirrors these five principles (Dickey 4). In

addition, the game’s aesthetics also affect its effectiveness as a teaching tool (Connolly 5).

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Scaffolding and Learning

Serious games can be effective tools for mirroring effective classroom instruction. In

effective classroom instruction, students are presented with a problem they do not have the

background experience to solve. As the child begins to solve this problem, a great deal of help is

required by a teacher or peer. As the students progress in experience, they need less help from

the teacher. Eventually, the students are able to solve similar problems on their own with little or

no help from the teachers.

Figure 12: Zone Of Proximal Development sketch, www.sketchplanations.com

The name scaffolded learning was created by Jerome Bruner for this type of instruction.

Bruner developed the instructional method of scaffolded learning from Lev Vygotsky’s Zone Of

Proximal Development concept. Zone of Proximal Development, as stated by Vygotsky, is "the

distance between the actual developmental level as determined by independent problem solving

and the level of potential development as determined through problem solving under adult

guidance, or in collaboration with more capable peers" (Kapp 66).

According to Karl M. Kapp, the implementation of scaffolded learning has the added

benefit of increasing engagement in the game being played as well as a greater feeling of success

as it relates to the learning done in the game. As players begin a game, they are given a task

which may seem insurmountable. As they progress through a game, the game becomes more

difficult. They are not be able to complete a game if they do not accomplish all of the tasks at the

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preceding level. When game learning is presented in this way, students feel a greater sense of

accomplishment.(Kapp 67). According to Susan L. Coleman, another important aspect required

to improve ingame instruction is that gameplay must be spaced out (Coleman 77).

According to Simon Egenfeldt-Nielsen, a problem can arise where scaffolded learning

can leave the player with the feeling that they are not in control. A way to resolve this problem

is by utilizing a reward system (Egenfeldt-Nielsen 93).

Rewards System

Games can provide a platform where learning can be rewarded. “Games are systems of

meaning. It is within their artificial boundaries that rewards and punishments are interpreted as

positive or negative and gain force to shape player behavior. Operant conditioning reminds

game designers to pay attention to the way a game encourages or discourages certain

behaviors. In creating rewards and punishments, game designers shape the actions players are

likely to take in the future. This is an important game design concept, especially in digital

games, where the program automates so much of the play activity”(Salen 345).

Simply rewarding a player is not enough to keep them motivated to to play a game; data

must be collected and feedback based on that data must be implemented (Ritterfeld, Cody,

Vorderer 334) . Video game feedback can take on many forms, such as auditory, graphical or

text. In order to integrate feedback seamlessly into a video game, data is collected, used to

monitor player progress and to provide them with a reward. For example, biofeedback games

are used to train children to deal with asthma. Players’ heart rates and breathing patterns are

monitored by the game. If players act in a way that can benefit their health, they are rewarded.

This approach aids players/learners in gaining new life skills as well as learning about the

learning process (Ritterfeld, Cody, Vorderer 338).

19

Video Game Aesthetics and Learning

Video games are primarily a visual medium. The visual elements can range from just a

few objects with a variety of colors, such as in Tetris, to environments that can seem to span

forever with dozens of characters, such as in Grand Theft Auto IV.

Figure 13: Tetris game screenshot, tetris.com

Figure 14: Grand Theft Auto Environment Screenshot www.rockstargames.com

Both of these games require a color palette, music and visual elements that are unique to them.

Some games intensify the color palette as the game becomes more difficult whereas others

desaturate as the player loses health (Call, Whitlock, Voorhees 82). Game environments also

utilize specific color palettes to evoke emotions similar to those used by real world interior

designers. Color has been utilized by interior designers in the creation of spaces to aid in

learning. For example, according to Karyn Wellhousen and Ingrid Crowther, greens are often

used in libraries because they encourage “concentration and relaxation,” which can aid in

learning.

Shape of Characters Help With Learning

20

The placement of objects or characters within environments can also affect learning

(Dickey 108). Katherine Isbister states that this could be due to the way humans have evolved.

For example, when players experience game characters that are designed as more baby faced,

with a smaller nose, large, round eyes and cheeks, they find the characters to be warmer and

more trustworthy. Trustworthy looking characters can be utilized in games as virtual teachers.

Isbister goes on to say that beyond game play, in reality, when baby-faced people are convicted

of a crime they are not judged as harshly (Isbister 8).

Figure 15: Isbister’s babyface character Example, Better Game Characters by Design: A Psychological Approach,

page 11

Animation Performance and Game learning.

“Body cues have a pervasive influence on social relationships and are therefore an

important part of crafting truly engaging game characters that feel lifelike and that evoke social

reactions from players” (Isbister 161). The shape of a virtual character is not enough to gauge

whether or not it is trustworthy; character animation must be taken into account. A virtual

character's face and body movements make an impression on a game player.(Isbister 135)

“Players can engage in social learning from well-designed characters just as they do with people”

(Isbister 149).

21

Figure 16: Isbister’s Facial Feedback Hypothesis Example, Better Game Characters by Design: A Psychological

Approach, page 150

Overview of the Project This thesis examines the role animated narrative plays in aiding sixth grade students in

the retention of spelling words using an interactive spelling game, Leo VS Robots. I hypothesize

that by combining spelling instruction and a narrative based video game that integrates real world

elements from the students’ classroom within the narrative, learning can be improved upon.

Testing will be conducted on sixth grade students utilizing three spelling aids.

Figure 17: Sixth Grade Students Playing Leo VS Robots

Leo VS Robots narrative and how it relates to learning

Leo VS Robots incorporates Gee’s assertions of dual narrative, the one created by the

designer, and the second embodied narrative as it relates to the player. The first narrative in

which all other narratives exist revolves around the story of Leo’s quest to save his parents after

their capture by the robots of Genius City.

22

Figure 18: Cinematic still of Leo’s parents being kidnapped, Leo VS Robots

This narrative is structured to follow the twelve steps of Joseph Campbell’s Hero’s

Journey. Leo begins the game in his bedroom, which is the ordinary world of Campbell’s

adventure narrative. Leo then witnesses the capture of his parents and he is called to adventure.

He is afraid to combat the robots; he believes that he is just a child and refuses his call to be a

hero and save his parents. Leo then meets Filbert Fienstien who becomes his main mentor and

reassures him that he can prevail.

Figure 19: Filbert Fienstien Leo’s mentor, Leo VS Robots

Leo accepts the challenge and crosses the threshold, leaving his ordinary world to enter a

new world of extraordinary adventure. Leo is tested by enemy robots and his approach deals with

the aid he receives from the scientists he meets on his journey. His greatest ordeal is confronting

his fear of insects in order to defeat a giant robot scorpion.

Figure 20: Leo Facing His Fears a giant robot scorpion, Leo VS Robots

23

With each new encounter, Leo is rewarded with new abilities such as the power to

regenerate his own health. Leo becomes a stronger person after all of these encounters and is no

longer afraid of insects or fighting robots. Eventually, Leo will save his parents and return home.

The second narrative is structured to allow the player to experience Gee’s theory of multiple

identities. With respect to virtual identity, the player takes the form of Leo, a young boy who

begins the game with limited abilities which improve as the player progresses. World identity is

also present for the player because Leo VS Robots incorporates elements from the player's

classroom. For example, the classroom spelling words are used by both Leo and the player to

defeat the enemies in the game. Ingame non playable characters mention the classroom teacher

and material in dialogue boxes.

Figure 21: Filbert Fienstien mentioning classroom teacher, Leo VS Robots

The third identity, projective, is also present. Leo VS Robots affords students the

opportunity to project their identity within the game. For example, if a student’s projective

identity is one who must always complete a task to perfection, an ingame menu allows them to

track their progress.

Figure 22: In game menu for tracking progress, Leo VS Robots

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A student who does not like conflict can still progress through the game while battling the least

number of robots. Problem solving is taught through stories that involve a personal connection

more than hard facts. This is also done by entering a new semiotic domain which Leo VS Robots

creates.

Leo VS Robots has its own characters, environments, images and vocabulary. All of these

elements combine to form a semiotic domain. For example, while testing Leo VS Robots in the

classroom, students discussed their progress with each other using elements and vocabulary

specific to the game.

Leo VS Robots Scaffolding AI engine

Unlike any other game on the market, Leo VS Robots AI engine is programmed based on

Jerome Bruner’s educational theories of scaffolding. Data is collected so that difficulty can be

adjusted based on user responses. The player helps Leo to combat robots and complete his quest

though the spelling of words.

Figure 23: A word spelled by the player, Leo VS Robots

These words have an assigned numerical value based on their complexity. This number is

recorded and used to determine future gameplay. For instance, the robot counter attacks with

words that have a slightly higher numerical value. This exposes the player to more difficult

words from the word list supplied by the teacher.

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Figure 24: A word spelled by the enemy, Leo VS Robots

On the player's next turn they are introduced to letter tiles with higher point values than in

their previous turn to introduce a higher level of difficulty. The player is rewarded for spelling

words with higher complexity and by defeating enemies. Rewards take the form of new

animations, player power-up objects (animated batteries) and sounds.

Leo VS Robots Rewards System

At any point in the game, students can see their current progress.This includes the number

of robots defeated, the most difficult word spelled, the number of unique words spelled and the

number of batteries collected. Batteries are the main currency within the Leo VS Robots game

world. They are used to reward the player for spelling words of greater complexity and to inform

them that they are improving in their spelling.For example, if the player spells a word of greater

complexity, more batteries are given. Within the game narrative, batteries are also used to power

up the main character, Leo.

Figure 25: Batteries emerging from deactivated robot, Leo VS Robots

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Universally Accessible Game Development

Leo VS Robots can be adapted to a variety of instructional needs and learning

modalities. Words are generated by the game master such as a teacher, fellow student or

guardian. This aids with instructional adaptations for children experiencing difficulty with

spelling. Students can select between two versions of the game. One version allows the player to

control the main character with a control pad. The other version was developed for students who

have impaired motor function (Stephanidis, Antona pg 494).

A specific font is used to aid student who may struggle with dyslexia. This font is widely

used by educational institutions and major companies that specialize in print educational materials.

Leo VS Robots characters, animations, environment, and colors encourages learning

Research has shown that animation aids in learning by taking on the form of a virtual

teacher, and by directing the player to game elements that provide new information (Currie 46).

The scientist characters in Leo VS Robots take on this role. The main character Leo was designed in such a way to relate to the target audience. He has soft

baby-like features which invoke a feeling of trust in the player. His color palette uses calming

hues such as greens and blues.

Figure 26: Leo Main Character Card, Leo VS Robots

It is important that a main character has a relatable personality. Leo expresses many common

emotions, such as fear and happiness. If a main character's attributes are outlandish in any way,

players disassociate with narrative and gameplay (sloan 81).

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The environment in Leo VS Robots also utilizes strategically placed objects to aid in

learning, lower player burnout and increase spelling retention. Character movement is controlled

through object placement. For example, after the player successfully defeats several enemy

robots at the first level of difficulty, they are introduced to a non-enemy character. This character

provides the player with a new tool and an opportunity to contemplate their next move (Dickey

113).

Figure 27: Non-Playable Characters Offering Tools, Leo VS Robots

Current teaching aids for spelling

Paper and Pencil

A traditional method of teaching spelling, often called rote rehearsal, is conducted by

having students write a given set of spelling word several times. This method of drill and practice

does have its benefits if instruction is combined with multi sensory engagement (Sousa pg 58).

Leo VS Robots incorporates rote rehearsal by consistently reintroducing spelling words. These

words are introduced in order from easiest to most difficult. In order to aid in word retention, the

players’ other senses are taken into account. For example, words are spelled with touch, sight and

sound. There are current digital spelling aids on the market that are similar, such as the games

located on the Spelling City Website.

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Spelling City

The Spelling City website hosts several games that teachers can use as spelling aids.

Within each game a teacher's word list can be used. The student then play the games which allow

them to practice spelling words before their tests (Antonacci, O’Callaghan, Berkowitz 39).

Leo VS Robots also allows the teacher to incorporate their classroom wordlist. Unlike Spelling

City, a narrative is present that supports spelling instruction, a scaffolding engine adjusts

difficulty based on student performance, and progress can be monitored at any point in the game.

Methods

Within a sixth grade classroom I observed the usage of three spelling aids. The first was

the traditional rote rehearsal, paper and pencil spelling method. The second was Spelling City.

The last method was the game created for this thesis project, Leo VS Robots. Three different

spelling tests were given on separate weeks. Each spelling test consisted of 20 words total. The

words in the spelling test were divided into fifteen new, two review and three high frequency

words. This test followed both the spelling lesson and the use of one of the three spelling aids for

that week (paper and pencil, Spelling City, Leo VS Robots). The wordlists were different each

week. However, there were constant testing methodologies.

The word list did not vary in difficulty based on the rating provided by the source

material and instructor. The number of words tested each week did not change. The same thirteen

students were tested in the same classroom. Tests were given at the same time and day every

week. Students were allowed thirty minutes each day to practice that week’s spelling aid. The

teacher’s testing method did not vary. She stated the words aloud and the students wrote them on

paper. She graded and recorded the scores in the same manner.

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Materials

The materials that were used in the process of testing were paper, pencils, laptop cart,

Spelling City access and thirteen copies of Leo VS Robots.

Procedure

The procedure conducted for the spelling aid utilizing paper and pencil involved the

following steps. I observed the instructor say the words aloud each day for one week. Students

were then required to write each word five times. On the Friday of that week, a spelling test was

given. Based on the teacher’s recorded scores, I entered the number of words correct in a

spreadsheet.

The procedure conducted for the spelling aid utilizing Spelling City involved the

following steps. The teacher provided the students with a short introduction on how to navigate

the Spelling City website and the words to be used. Students were given thirty minutes to work

on the Spelling City website. On the Friday of that week, a spelling test was given. Based on the

teacher’s recorded scores, I entered the number of words correct in a spreadsheet.

The procedure conducted for the spelling aid utilizing Leo VS Robots involved the

following steps. I aided the instructor in a short explanation of how the game was played.

Students then played the web version of Leo VS Robots for approximately thirty minutes. On the

Friday of that week, a spelling test was given. Based on the teacher’s recorded scores, I entered

the number of words correct in a spreadsheet.

Results

Out of the thirteen students, seven students showed higher test scores utilizing the Leo

VS Robots than they did using the other two spelling aids. Four students improved with Spelling

City. Two students improved utilizing the traditional paper and pencil method.

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Charted Data

Student Paper And Pencil SpellingCity.com Leo VS Robots

1 16 18 19

2 17 17 20

3 16 12 14

4 11 8 9

5 9 7 13

6 11 14 16

7 7 5 9

8 6 9 7

9 17 15 19

10 10 20 14

11 2 4 6

12 14 17 16

13 11 15 11

Total Figure 28: Table illustrating number of words spelled correctly, green indicates Spelling City, blue Leo VS Robots and yellow Traditional Pencil And Paper. Data collected from a school in Aurora, Il.

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Figure 29: Pie Chart Illustrating Total Percentage Of Words Spelled Correctly, A School In Aurora, Il.

Analysis

An analysis of the results demonstrates that narrative-based spelling aids led to

improvement in test scores. By utilizing Joseph Campbell’s Hero’s Journey story structure, Leo

VS Robots provided students with the opportunity to connect with the material in a way that

fostered performance. This was apparent in the improved scores and in the way certain students

connected by creating their own semiotic domain. For example, after playing Leo VS Robots,

several students created their own written narratives about certain characters in the game with

hopes of them later being included within the game's narrative. Furthermore, students formed

affinity groups within the semiotic domain in which they shared stories of their strategies and

progress. With respect to progress, the scaffolding engine’s data could be accessed through a user

interface which allowed students to monitor their progress and share it with others.

Based on research conducted on learning environments and on the improved scores, it can

be inferred that the color palette, character and environment design of Leo VS Robots also aided

in learning. Furthermore, Leo VS Robots incorporates multiple sensory gameplay by requiring

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the player to touch, see and hear. This incorporates the research that shows that rote rehearsal,

combined with the players’ other learning modalities, can improve test scores.

During gameplay, students verbally remarked that they enjoyed the story, art and game play.

Further, during one of the ingame sequences, the main character Leo is asked if he is one of the

teacher’s students. Leo responds “yes”. This resulted in several students asking the teacher if she

created the game, which led to a connection to the real world classroom environment for

students. As research indicates, this connection is needed to aid in engagement with the material

given.

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Conclusion

Leo VS Robots has been shown to be an effective aid in improving test scores in sixth

grade students. Overall, the majority of students showed improved scores by utilizing the Leo VS

Robots game as opposed to the other spelling aids tested. The narrative-based game was shown

to improve student engagement with the material. This was demonstrated by the fact that

students formed new affinity groups within a Leo VS Robots semiotic domain. The implication

of this study is that narrative-based games can be shown to improve test scores when they are

designed based on specific aesthetic elements, story arcs, scaffolded learning and multi sensory

gameplay.

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APPENDIX A: Thesis Project Download Links Apple IOS Version of Leo VS Robots: https://itunes.apple.com/us/app/id1167063778

Figure1:Screenshot Of iTunes Store Version

Google Android Version of Leo VS Robots: https://play.google.com/store/apps/details?id=com.DamarjianInteractive.Leo

Figure2: Screenshot Of Google Play Store Version

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APPENDIX B: Supplemental Videos

Figure 1: Girl Rating Game Link:https://www.youtube.com/watch?v=kueG-kEBZ88

Figure 2: Alex Damarjian Explaining Game At Chicago Toy And Game Fair Link:https://www.youtube.com/watch?v=altTeoKV5Hc

Figure 3: Group Of Kids Talking About Leo VS Robots Link:https://www.youtube.com/watch?v=WVUsJwgXTKU

Figure 4: Group Of Kids Talking About Leo VS Robots Link:https://www.youtube.com/watch?v=dy5hNZhV_4w

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