14
Kill it or grow it Computer game design for playful math-learning. Andrea Valente (Medialogy) Emanuela Marchetti (Centre for Design Learning Innovation) Aalborg University Esbjerg

Digitel 2012 presentation

Embed Size (px)

DESCRIPTION

Presentation of the learning game "Kill it or grow it". http://vbn.aau.dk/en/publications/kill-it-or-grow-it(a2a13900-a0de-462a-ada2-29f8c8c0f68c).html

Citation preview

Page 1: Digitel 2012 presentation

Kill it or grow itComputer game design for playful math-learning.

Andrea Valente (Medialogy)Emanuela Marchetti (Centre for Design Learning Innovation)

Aalborg University Esbjerg

Page 2: Digitel 2012 presentation

Our goal● Transpose abstract mathematical concepts into playful visual interaction

● prime factorization● nice and formalized solution procedures -> algorithms● related to change of base, Gödel encoding, cryptography, ...● prime numbers are:

– central in number theory (fundamental theorem of arithmetic)– primality also leads to classical algorithms– fascinating artistic aspects -> charts, audio, ...

● ... but factorization is pretty abstract -> good challenge for transposition!

● playful visual interaction● there are plenty math-related games online and off● few have really to do with math● none have to do with abstract or procedural knowledge within math● How to proceed?

playful learning + visualization + interactivity = game(?)

Page 3: Digitel 2012 presentation

What is there now?Three kinds of games were identified:

● computer-augmented exercises

● exploratory/manipulative environments

● very few genuine games

Our game?

+

Page 4: Digitel 2012 presentation

Field studyour guidelines

● Findings from a one year Participatory Design process

● in cooperation with an after-school institution● a group of 25 children involved in co-designing a game about urban development

in history

● Aim:

● transposing historical processes into playful interactions● provide a more tangible grounding to abstract and dynamic aspects of

historical processes, whose meaning and implications are quite difficult to be grasped

● to support more engaging and playful forms of interaction

Page 5: Digitel 2012 presentation

Field studytangible augmented-reality prototype

MicroCulture

prototype

● The focus with Prime Slaughter is on:

● playful interaction with mathematical processes● visual (instead of tangible) representation of abstractions (e.g. primality)

Page 6: Digitel 2012 presentation

Play as a self-driven activity● Observations -> different forms of play

● some children adopted a form of military board games play (e.g. strategy games)

● others engaged in a form of designerly play, suitable for construction bricks or managerial games like SimCity

● Rogoff’s theory of apprenticeship in thinking● children learn by engaging in goal-directed activities within informal contexts● usually supported by adults when reaching the boundary of their current

knowledge

● For us:● computer games offer motivation and flow● peers or adults can help in solving/understanding a particular passage of a game

Page 7: Digitel 2012 presentation

Visualization of operationsand make primality visible

1 2 3 4 5 6 7 8 9 10 11 12 13 14 ...

Page 8: Digitel 2012 presentation

1 2 3 4 5 6 7 8 9 10 11 12 13 14 ...

Page 9: Digitel 2012 presentation

1 2 3 4 5 6 7 8 9 10 11 12 13 14 ...

12

346

2 x 2 x 3

12 / 2 = 66 / 2 = 3

3 / 3 = 1

:(

Page 10: Digitel 2012 presentation

Visualization of operationsand make primality visible

ObservationCounting in unary -> factorization becomes a

sort of folding/grouping...

3 x

3 x 2 x

3 x 2 x 2

Division as cutting

Multiplication as pruning

Page 11: Digitel 2012 presentation

Primality and game mechanics

Additional visual clues!Size = # prime factors

Factorization as slaying monsters Factorization as pruning bonsai trees

Page 12: Digitel 2012 presentation

Demo

Page 13: Digitel 2012 presentation

What now + ConclusionsOur transposition works this way:

● abstract concepts: visual representation + elements of the game

● procedural aspects: goal-directed activities within game framework + integral part of the gameplay

● and support different forms of play -> kill AND grow

● Next: test prototype through a series of participatory workshops, involving children within our target group

● emergent play styles? Playability and actual support for learning? -> redesign● Experiment more and redesign:

● with interaction among elements of the game: monsters VS bonsais● multiplayer

Page 14: Digitel 2012 presentation

What now + ConclusionsOur transposition works this way:

● abstract concepts: visual representation + elements of the game

● procedural aspects: goal-directed activities within game framework + integral part of the gameplay

● and support different forms of play -> kill AND grow

● Next: test prototype through a series of participatory workshops, involving children within our target group

● emergent play styles? Playability and actual support for learning? -> redesign● Experiment more and redesign:

● with interaction among elements of the game: monsters VS bonsais● multiplayer

http://www.greenfoot.org/scenarios/3870

Questions?