Transcript
Page 1: Towards Tangible Gamificaiton of Co-design Contexts: Two Studies in Primary Schools

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

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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

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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

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Primary  school  is  our  context…

Friedericks  2011

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Primary  school  is  our  context…

learner  engagementEngagement:

Friedericks  2011

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Primary  school  is  our  context…

behavioural  engagementemotional  engagementsocial  engagement

Dimensions:

physical  engagementcultural  engagement…

learner  engagementEngagement:

Friedericks  2011

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Primary  school  is  our  context…

behavioural  engagement  emotional  engagement  social  engagement

physical  engagement  cultural  engagement…

learner  engagementEngagement:

Friedericks  2011

Dimensions:

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

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Co-­‐design  with  children

how  designers  can  create  for  and  with  children

Why:

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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:

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Cooperative  learning  groups

how  to  foster  cooperation  of  small  groups  by  leveraging  on  differences

Why:

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Cooperative  learning  groups

strategies,  rules  and  roles  for  group  work

What

how  to  foster  cooperation  of  small  groups  by  leveraging  on  differences

Why:

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Gamified  contexts

how  to  foster  positive  achievement  emotions  for  motivating  students

Why:

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Gamified  contexts

creating  a  game-­‐like  context

What:

how  to  foster  positive  achievement  emotions  for  motivating  students

Why:

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

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

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

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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

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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

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2013 shorter-term study

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Study  design

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Study  design

2  challengesMission 1:

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Study  design

2  challengesMission 1:

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

Mission 2:

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Study  design

2  challengesMission 1:

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

Mission 2: 2  challengesMission 3:

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paper based

Study  results:  output

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video

paper based

Study  results:  output

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paper based

app

Study  results:  outputvideo

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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

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Study  results:  co-­‐design  activity

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behaviour

challenges

Study  results:  co-­‐design  activity

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behaviour

challenges

cooperation

missions

emotions

missions

Study  results:  co-­‐design  activity

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behaviour

challenges

cooperation

missions

emotions

missions

Study  results:  co-­‐design  activity

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behaviour

challenges

cooperation

missions

emotions

missions

Study  results:  co-­‐design  activity

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behaviour

challenges

cooperation

missions

emotions

missions

Study  results:  co-­‐design  activity

?

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2014 longer-term study roles

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

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

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

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2014 longer-term study more tangibly gamified contexts

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

long-term activity

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

long-term activity

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Progression  bar  across  missions

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Progression  bar  across  missions split  in  challenges

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Coins:  contingent  completion  rewards  for  challenges

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At  the  shop

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At  the  shop a group can spend coins

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

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At  the  shop

… but how todecide which?

a group can spend coins for buying prototyping objects

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Game-­‐like  objects  for  voting

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

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Expert  card  at  work:  “help,  game  expert”

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2014 longer-term study GaCoCo missions

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

1st  mission  @  school

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Mission  solved:  big  applause

1st    mission  @  school

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Game  idea  doc  +  avatar  prototyping2nd    mission  @  school

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

3rd  mission  @  school

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

4th  mission  @  school

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Assembling  levels  and  passage  conditions  on  a  given  A0  form

5th  mission  @  school

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Rehearsing  presentation  of  game  prototype  (A0  form)

5th  mission  @  school

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(Ch.  1)  Presentation6th  mission  @  university

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(Ch.  1)  Presentation6th  mission  @  university

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

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(Ch.  1)  Presentation6th  mission  @  university

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

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(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:

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Evaluation  of  other  groups’  work6th  mission  @  university

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Evaluation  of  other  groups’  work6th  mission  @  university

I liked…

I’d change…

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Evaluation  of  other  groups’  work6th  mission  @  university

I liked…

I’d change…

I’d vote…

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2014 longer-term study data

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Data

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DataFOR  MATERIAL

Behaviour:  usability  issues  with  gamified  material  

Emotions:    

satisfaction  with  gamified  material  (post)

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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  

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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

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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

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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

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Game over

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innaffiatoio

Acknowledgements

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innaffiatoio

Acknowledgements

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thank you

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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


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