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CLN Telecon CLN Telecon Sept 28, 2010 Sept 28, 2010 EdGE@TERC EdGE@TERC Educational Gaming Environments Educational Gaming Environments Group Group Jodi Asbell- Clarke Teon Edwards Jamie Larsen

CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

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Page 1: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

CLN Telecon CLN Telecon Sept 28, 2010Sept 28, 2010

EdGE@TERCEdGE@TERCEducational Gaming Environments Educational Gaming Environments

GroupGroup

Jodi Asbell-Clarke

Teon EdwardsJamie Larsen

Page 2: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

EdGE embeds STEM EdGE embeds STEM resources and tools in resources and tools in

digital gaming digital gaming environmentsenvironments

Page 3: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

Why Games?Why Games?

Page 4: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

We know people love We know people love games.games.

Page 5: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

within a compelling storyline…within a compelling storyline…

Games are often driven by Games are often driven by puzzle solving…puzzle solving…

Page 6: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

that generates that generates passion and blissful passion and blissful

productivity* productivity*

*Jane McGonigal, TED Talk 2010

Page 7: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

Games also have rich potential for Games also have rich potential for scientific inquiry, learning, and scientific inquiry, learning, and activism.activism.

Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning Fun: Quest Atlantis, A Game Without Guns. Educational Technology Research and Development, 53(1), 86-107.

Ketelhut, D. J. (2007). The impact of student self-efficacy on scientific inquiry skills: An exploratory investigation in River City, a multi-user virtual environment. The Journal of Science Education and Technology, 16(1), 99-111.

Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave/St. Martin's.

Squire, K. (2003). Video games in education. International Journal of Intelligent Simulations and Gaming, 2(1), 49-62.

Steinkuehler, C., & Duncan, S. (2008). Informal scientific reasoning in online virtual worlds. Journal of Science Education and Technology, 17(6).

Page 8: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

EdGE EdGE EndeavorsEndeavors

Page 9: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

EdGE has designed EdGE has designed ArcadiaArcadia, a , a city in the new HD MMO called city in the new HD MMO called

Blue MarsBlue MarsBlue Mars is a high definition massively-multiplayer online environment (MMO) in open beta-test.

http://www.bluemars.com/

Page 10: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

Martian Boneyards Martian Boneyards is a game of is a game of scientific mystery implemented scientific mystery implemented over 4 months in summer 2010over 4 months in summer 2010

Page 11: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

Storyline of Martian BoneyardsStoryline of Martian Boneyards

A team of explorers has settled a new land of Arcadia where they found an abandoned science center.

They were repairing the tools in the center to understand what previous scientists were studying when….

they made a gruesome discovery……

Page 12: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

Bones….lots of them.Bones….lots of them.

The team recruited players from the Blue Mars community to come help them figure out what had happened in the Martian Boneyards.

Page 13: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

Players are given PDAs to Players are given PDAs to scan and analyze the bones. scan and analyze the bones.

Page 14: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

Players sync their PDAs with Players sync their PDAs with public sorting tables in the public sorting tables in the

science center to measure and science center to measure and tag the bones by their species, tag the bones by their species, body part, and location found. body part, and location found.

Page 15: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

Players use the theory-Players use the theory-building area and forum building area and forum

area to post claims about area to post claims about their findings and the their findings and the unfolding storyline. unfolding storyline.

Each claim is required to Each claim is required to have evidence from their have evidence from their

analysis or outside analysis or outside

sourcessources..

Page 16: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

Award CeremonyAward Ceremony

On Oct 7, an inter-planetary council is coming to Arcadia to select a winning team for their evidence-based claims leading to the discovery of missing scientists from their society.

EdGE will also be awarding individual awards for players for significant contributions of different types.

Page 17: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

Design and Facilitation Strategies Design and Facilitation Strategies Used in Used in Martian BoneyardsMartian Boneyards

Open-ended but evidence-based storyline

Nimble supports through EdGE player/observers and web-based media, flash boards

Collaboration tools based on measurable model of scientific inquiry

Rewards for productive scientific inquiry (community and individual) through new tools, avatar swag, and final awards

Page 18: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

Preliminary Research Preliminary Research FindingsFindings

(preliminary data based on approximately (preliminary data based on approximately 75% of data and unvalidated)75% of data and unvalidated)

Page 19: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

AudienceAudienceThree audiences are reported upon in this study.

A.The entrants (N=550) to Arcadia (those who took a demographic survey upon arrival in Arcadia)B.All players (N=226) who continued in Arcadia to start using the inquiry tools (at least one click)C.Core players (N=36) who interacted with inquiry tools >50 times.

It should be noted that Blue Mars was still in open-beta and had an approximate core of 50-100 ongoing members in the MMO during the Martian Boneyards implementation period.

Page 20: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

Entrants All Players

Core Players

Male 66% 66% 57%

Female 33% 33% 43%

Entrants All Players

Core Players

White 75% 77% 73%

Asian 10% 11% 16%

Hispanic 7% 5% 8%

Others 8% 7% 3%

AudienceAudience

Page 21: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

AudienceAudience

Entrants All Players

Core Players

Not involved in science

26% 23% 30%

Interested in science

43% 44% 43%

Science in their career

15% 14% 11%Missing data – does not add up to 100%

Page 22: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

AudienceAudience

*Missing data – does not add up to 100%

Entrants All Players*

Core Players

First time in MMO

14% 10% 10%

Spend a little time in MMOs

20% 35% 33%

Spend a lot of time in MMOs

55% 43% 54%

Spend nearly all their time in MMOs

12% 4% 3%

Page 23: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

Phases of InquiryPhases of Inquiry

All Players Core Players

Data Gathering 68% 70%

Analysis 18% 15%

Theory-Building 14% 15%

Appears to stay constant across demographics

Page 24: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

DurationDuration

Min (hrs) Max (hrs) Mean (hrs)

Male 0.69 79 17

Female 0.25 116 35

Total 24

Numbers of hours spent in Arcadia by players in core group. Women are spending twice as much time as men solving the mystery.

Note these data have been cleaned to remove avatars that are likely “away from keyboard” – all record logs > 2 hr were removed.

Page 25: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

Web Web discussion discussion board was board was

better suited better suited for players’ for players’

theory theory building building needs.needs.

Page 26: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

Quality of Science Quality of Science ContentContent

Players have successfully identified three skeletons as:a) 1 female humanb) 1 male humanc) 1 male hominin

They have also correctly identified a lemur and chimpanzee along with interpreting tracks and other clues to understand what species may have been living (and dying) in the boneyards.

Their evidence for these findings and others will all be reviewed by a panel of three anthropologists for their accuracy, relevance, and depth of analysis.

Page 27: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

Still to come with Still to come with Martian BoneyardsMartian Boneyards

research…research…How do the phases of inquiry differ by gender and other demographics?

What is the quality of the science content and scientific inquiry generated in the game? (rated by a panel of experts in related scientific fields)

What were players perceptions of the game experience for enjoyment, for collaboration, and its value for science learning?

What design features and facilitation tactics are associated with increased participation, inquiry, and player value?

Page 28: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

Future EdGE ProjectsFuture EdGE Projects

NSDL (funded) – targeted research on how to create a pathway for scientific digital resources through serious games for the public.

Others (pending) – to build transmedia games based on STEM content for K-12 learners and understand how to adequately and authentically measure science inquiry and science content learning in gaming environments

Page 29: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

NSDLNSDLGoals

Bring digital science resource providers together with game developers to deliver high quality STEM learning through games

Identify opportunities and potential constraints on delivering digital science content through serious games to a variety of audiences.Objectives

Create prototype game that uses high quality digital science resources in a compelling game that increases the publics awareness, knowledge, and stewardship of their natural environment.

Make scientists and game designers aware of the power of STEM gaming and initiate conversations among key and interested parties in both fields.

Page 30: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

Why Transmedia Gaming?Why Transmedia Gaming?

MMO development offers unique opportunities but is very expensive and not very nimble.

Different devices/environments offer affordances for different Tasks.

Multiple platforms may gather multiple audiences.

Page 31: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

Incorporate Incorporate Real World Real World

Data Data CollectionCollection

Gamers don’t have to be couch potatoes

Page 32: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

The Reach – an The Reach – an exampleexample

An alternate reality game about a very real situation…..the aftermath of the Gulf Oil Spill. Over the next year as birds are flying south to the gulf to feed, many may not find sufficient food sources to allow them to return to the north next year. Rewards can go to those with best evidence-based predictions along with observations showing results.

Page 33: CLN Telecon Sept 28, 2010 EdGE@TERC Educational Gaming Environments Group Jodi Asbell-Clarke Teon Edwards Jamie Larsen

Questions for CLNQuestions for CLN

Are there other climate questions that would be more suitable for prototype game?

What resources are readily available? (and how do we use them?)

What resources are available but need interface design? (and how do we use them?)

In what other ways can our communities work together?

What is the best way to make that happen?