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PEDAGOGICALPEDAGOGICALGAMESGAMES
Erin Shaw & Jihie Kim
Rajeev Talwani, Mitsuyo Clark
Mihir Sheth, Zach Boehm, Hao Xu Rejah Anoobacker, Isai Murugeson,Chao Wang,
Rohit,
and Jeannie Novak
University of Southern California, Information
Sciences Institute LEMA High School, LAUSD
http://ai.isi.edu/pedtek/pedgames
Pedagogical Technologies Project
Teaching Secondary Mathematics Teaching Secondary Mathematics Through Collaborative Computer-Through Collaborative Computer-
Game MakingGame Making
NSF Pedagogical Games, University of Southern California @ Cyberlearning Tools for STEM Education Conference, March, 2011
Pedagogical Games
Project thesis
Instruction grounded in a culturally- and career-
relevant context can improve retention and STEM
achievement.
Project goal
Develop and evaluate a computer game-making
curriculum to address retention, career education
and secondary mathematics learning.
Project funding
2008-2009: USC Seed funding for feasibility and pilot
2010-2013: NSF Creative IT ($650K, 9/2010-8/2013)
NSF Pedagogical Games, University of Southern California @ Cyberlearning Tools for STEM Education Conference, March, 2011
Stakeholders
Project partners
LEMA High (Pilot*) School,
Los Angeles Unified SD
Project teachers
Math teacher (math tutorial)
Film teacher (video games)
Teacher participation
Teach classes, Review materials, Create
new materials, Planning by email (before
almost every class), and after classes.
*Pilot schools are in‐district LAUSD schools that have autonomy over their budget, curriculum and assessment, governance, schedule and staffing in exchange for increased accountability. (LAUSD)
*Pilot schools are in‐district LAUSD schools that have autonomy over their budget, curriculum and assessment, governance, schedule and staffing in exchange for increased accountability. (LAUSD)
NSF Pedagogical Games, University of Southern California @ Cyberlearning Tools for STEM Education Conference, March, 2011
Project Timeline
Pilot I (February-March, 2011)
• Five weeks, focus on game creation & mathematics integration
• Evaluate context-based pre-algebra learning
Pilot II (March-April 2011)
• Five-weeks, focus on team projects & online collaboration
• Evaluate online activities by modeling task and topics that
students write about on Moodle
Full implementation (Fall 2011, 2012)
• Fall semester (four months), Implementation at second site
NSF Pedagogical Games, University of Southern California @ Cyberlearning Tools for STEM Education Conference, March, 2011
Observations (Student sample)
Students and investigators post observations
1. Running the tutorials individually actually
worked by this class, as some students
went ahead of the class and finished the
advanced tutorials with timers, enemies and bonus points with multiple levels.
2. The students who made the good games
wanted to present it in front of the class and this was interesting to watch as
some of the other students got interested in it.
3. Asking the students to work together on the worksheet and the paper did not
seem to work.
4. The students were not interested in doing the ID1 gameMaker scene to answer
the worksheet questions. It seemed more efficient to show the scene on the
projector and explain the worksheet question. Also, deriving the answer from
the scene , than verifying the answer from the scene might be more engaging.
USC students Isai and Rejah
NSF Pedagogical Games, University of Southern California @ Cyberlearning Tools for STEM Education Conference, March, 2011
Observations (Another student sample)
….when the students arrived at Mr. T's classroom, we had an
unexpected experience of the system there. Every student was
doing everything, except listening to the teacher. Some were
fighting, some were texting, some had their own chit-chats,
which they somehow knew was more important to what Mr. T
had to offer them.
NSF Pedagogical Games, University of Southern California @ Cyberlearning Tools for STEM Education Conference, March, 2011
Assessments
Survey
Game interest and technological background
Math motivation profile
Pre-post math testing
Pre-post testing on rate, fractions, percents (given twice)
Two control groups (advanced classes)
Post tests
Give to game students last Friday
No control tests given yet
NSF Pedagogical Games, University of Southern California @ Cyberlearning Tools for STEM Education Conference, March, 2011
Survey Results (Sample)
Plans for college (17):
No=4, Yes=12
Like math (19):
No=9, Yes=6
Good at math (19):
No=6, Yes=6
Anxious about math
(19):
No=11, Yes=4
Will do well (math) (19):
No=7, Yes=4
Will do well (games)
(19):
No=3, Yes=8
NSF Pedagogical Games, University of Southern California @ Cyberlearning Tools for STEM Education Conference, March, 2011
Assessment Results (Math)(Period 2, 4 are control, Period 6 is experimental)
N 15 18 18 18 18
1 8 6 7 7 14 taught (in intervention)
2 3 10 5 5 3 taught
3 0 2 0 0 0 taught
4 4 3 3 3 3 reviewed
5 2 2 6 6 7 not taught
6 0 0 0 0 1 taught
7 0 0 0 0 0 taught
8 0 0 0 0 0 taught
2nd 4th 6th = 6th 6th
ctrl ctrl exp exppre pre pre post
Q# #Students answering correctly*** Comment
***Studentsattemptedonly easy questions;
Most questions were left
blank.
Period(exp/ctrl(pre/post)
NSF Pedagogical Games, University of Southern California @ Cyberlearning Tools for STEM Education Conference, March, 2011
Assessment Results (Math)
Little (if any) improvement shown
Time on math task was issue for pilot• Mostly because of student resistance
• Also, due to ramp up time needed for game-making
Motivation to take test a problem• No credit/grade given
• Some incentives to attempt problems for both
pre/post, but students gamed by guessing
Teaching Arsenal
• GameMaker
• Video Tutorials
• Math Worksheets
• Adjunct games for math
worksheets
• Embedded math games
• Create-your-own
“Math Blaster” games* Jihie sorting laptops
Video Tutorials
Translation of GM
Tutorial
• Former study showed
target population lost
interest in long text
narratives
• Narrated by
undergrad games
students
• Conversation-based
Translation of GM
Tutorial
• Former study showed
target population lost
interest in long text
narratives
• Narrated by
undergrad games
students
• Conversation-based
Reference video
tutorials
• Taught by math
teacher, then given
to students
• Perceived relevance
of concepts varied
E.g. speed, fraction,
graphing, median
• Associated games
created, but students
ignored math if
laptops were open
Reference video
tutorials
• Taught by math
teacher, then given
to students
• Perceived relevance
of concepts varied
E.g. speed, fraction,
graphing, median
• Associated games
created, but students
ignored math if
laptops were open
Math Worksheets
NSF Pedagogical Games, University of Southern California @ Cyberlearning Tools for STEM Education Conference, March, 2011
Games Quiz
Very successful
• Played in front of class
• Students who
answered correctly got
to drive
• Presented as
debugging session (it
was)
• Students suggested
better hints
• Model for future
educational game-
making
Very successful
• Played in front of class
• Students who
answered correctly got
to drive
• Presented as
debugging session (it
was)
• Students suggested
better hints
• Model for future
educational game-
making
Observations
Worked
• Game making:
students love their
games!
• Video tutorials
• Teacher led game
with math focus
• Presentations followed
by worksheets
• “Catch-up” sessions
Did not work
• Math testing
• Combining individual
computer games or
instruction w/
worksheets or slides
=> teach sequentially
=> assess math as part of
game creation =>ECD)
Rates appear in various contexts: Player movement, Animation speed
Variables are used to store values for display
Rates appear in various contexts: Player movement, Animation speed
Variables are used to store values for display
Events have order, conditions, multiple steps
Scripts can be introduced for “special” purposes
Events have order, conditions, multiple steps
Scripts can be introduced for “special” purposes
Problem Cataloging
• What are students
learning?
• Catalogue problems
that result from
game design wrt CA
MCS, Skills, and
MDTP (test)
• Collect database of
problems
NSF Pedagogical Games, University of Southern California @ Cyberlearning Tools for STEM Education Conference, March, 2011
Five Year Plan
• Push program down to feeder
middle school
• Leverage for introductory
computer programming curriculum
(2B proposed)
NSF Pedagogical Games, University of Southern California @ Cyberlearning Tools for STEM Education Conference, March, 2011
To Be Continued….
Thank you for listening!
Are there any questions?
For more information:[email protected], [email protected], http://ai.isi.edu/pedtek