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Game-Based Literacies & Learning Hiller A. Spires Professor & Senior Research Fellow College of Education NC State University

Game-Based Literacies & Learning Hiller A. Spires Professor & Senior Research Fellow College of Education NC State University

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Page 1: Game-Based Literacies & Learning Hiller A. Spires Professor & Senior Research Fellow College of Education NC State University

Game-Based Literacies & Learning

Hiller A. SpiresProfessor & Senior Research Fellow

College of Education

NC State University

Page 2: Game-Based Literacies & Learning Hiller A. Spires Professor & Senior Research Fellow College of Education NC State University

What is the New Literacies Collaborative (NLC)?

A multidisciplinary team of researchers and educators who promote research, professional development, and global connections around new literacies.

New literacies emerge from the theoretical and practical intersection of literacy, technology, and media.

Page 3: Game-Based Literacies & Learning Hiller A. Spires Professor & Senior Research Fellow College of Education NC State University

• New Literacies Collaborative www.newlit.org

• New Literacies Teacher Leader Institutehttp://www.fi.ncsu.edu/newliteraciesinstitute.html

July 12 – 17, 2009 at the Friday Institute

Join Us!

Page 4: Game-Based Literacies & Learning Hiller A. Spires Professor & Senior Research Fellow College of Education NC State University

Pew Internet & American Life Project(September, 2008)

• Game playing is universal--almost all 12-17 year olds play games.

• Most popular game categories (puzzle, sports, action and adventure).

• Game playing is social--most teens play games with others at least some of the time.

• Almost a third of teens play games that are listed as appropriate only for people older than they are.

Page 5: Game-Based Literacies & Learning Hiller A. Spires Professor & Senior Research Fellow College of Education NC State University

10 Most Frequently Played Games

• Guitar Hero 158 • Halo 3 104 • Madden NFL (no specific version) 77 • Solitaire 65 • Dance Dance Revolution 60 • Madden NFL 08 59 • Tetris 59 • Grand Theft Auto (no specific version) 58 • Halo (no specific version) 57 • The Sims (no specific version) 54

 

Page 6: Game-Based Literacies & Learning Hiller A. Spires Professor & Senior Research Fellow College of Education NC State University

Games and 21st Century Learning

• American Federation of Scientists (2006)• Game players are able to:

• Rapidly analyze new situations• Interact with characters they don’t really know• Solve problems quickly and independently• Think strategically in a chaotic world• Collaborate effectively in teams

Becker & Wade, 2004

Page 7: Game-Based Literacies & Learning Hiller A. Spires Professor & Senior Research Fellow College of Education NC State University

NLC Research: Game-based Learning

• Bayesian Pedagogical Agents for Dynamic High Performance Inquiry-Based Science Learning Environment (NSF-0632450)

• Research Team– James Lester, Computer Science

– Hiller Spires, Literacy & Technology

– John Nietfeld, Educational Psychology

– Scott McQuiggan, Kim Turner, Eleni

Lobeni, Kristin Hoffman, Sunyoung

Lee - Graduate Assistants

– Betty Welsh & Ada Lopez - Teachers

Page 8: Game-Based Literacies & Learning Hiller A. Spires Professor & Senior Research Fellow College of Education NC State University

Research Questions

• What are the effects of game-based performance on science content learning?

• What game-based student performance profiles can be derived from time series data of student actions and plot points?

• How do individual student differences contribute to clusters of game-based performance?

Page 9: Game-Based Literacies & Learning Hiller A. Spires Professor & Senior Research Fellow College of Education NC State University

Methods

• Participants• 54 female and 62 male 8th grade students randomly

assigned to three conditions

• Curricular Development• Five Curricular Goals

• Defining pathogens• Defining virtual, bacterial, and fungal pathogens• Integration and comparisons of different types of pathogens• Scientific method and hypothesis testing• Treatment and prevention of pathogenic illnesses

Page 10: Game-Based Literacies & Learning Hiller A. Spires Professor & Senior Research Fellow College of Education NC State University

Methods

• Measures• Microbiology Content Pre- and Post-Test• Problem Solving Measure (PISA, 2006)• Computer and Gaming Interest Survey• Interest in the Intervention Survey

• Procedures• Three conditions: CI Narrative (n = 58), CI Narrative-Lite (n =

55), and Control (n = 34)

Page 11: Game-Based Literacies & Learning Hiller A. Spires Professor & Senior Research Fellow College of Education NC State University

Results Among Experimental Conditions

• Science Content Learning

• Problem-Solving• No differences across conditions

CI Narrative

CI Narrative-Lite

Control

Page 12: Game-Based Literacies & Learning Hiller A. Spires Professor & Senior Research Fellow College of Education NC State University

Results Across Experimental Conditions

• Self-Reported Interest in Intervention

CI Narrative CI Narrative-Lite Control

Page 13: Game-Based Literacies & Learning Hiller A. Spires Professor & Senior Research Fellow College of Education NC State University

Clusters of Navigation Traces within the Narrative Condition

• Navigation traces describe how each student maneuvered through the game environment

• Operationalized by the number of cumulative actions, number of plot points completed, and completion time

• Hierarchical clustering, using SAS JMP, to cluster students into three groups

Page 14: Game-Based Literacies & Learning Hiller A. Spires Professor & Senior Research Fellow College of Education NC State University

Navigation Traces

Page 15: Game-Based Literacies & Learning Hiller A. Spires Professor & Senior Research Fellow College of Education NC State University

Think Aloud Verbal Unit Distribution

Student Name Logistic Aesthetic Efferent Total Verbal Units

David 84 (57.93%) 38 ( 26.21%) 23 (15.86% ) 145

Henry 34 (34.34%) 38 (38.38%) 27 (27.27%) 99

Steven 26 (23.64%) 46 (41.82%) 38 ( 34.55%) 110

Peter 91 (47.15%) 50 (25.91%) 52 (26.94%) 193

Sydney 9 (16.36%) 34 (61.82%) 12 (21.82%) 55

Elizabeth 30 (28.57%) 60 (57.14%) 15 (14.29%) 105

Nick 12 (14.29%) 53 (63.10%) 19 (22.62%) 84

TOTAL 286 (36.16%) 319 (40.33%) 186 (23.51%) 791

Page 16: Game-Based Literacies & Learning Hiller A. Spires Professor & Senior Research Fellow College of Education NC State University

Theoretical Implications

• Narrative Centered Learning Theory

• Transactional Theory (Rosenblatt, 1983, 2004; McEneaney, 2006)

• Cognitive Load Theory (Sweller, 1999, 2005; Mayer, 2005, 2008)

• Extraneous processing• Essential processing• Generative processing

Page 17: Game-Based Literacies & Learning Hiller A. Spires Professor & Senior Research Fellow College of Education NC State University

Future Studies

• Implement multiple assessment measures, including performance-based assessment

• Provide intelligent scaffolding informed by students’ game behaviors

• Pair think-aloud protocols with navigation traces to determine transactional strategy use

• Assess effects of student collaborative problem-solving

Page 18: Game-Based Literacies & Learning Hiller A. Spires Professor & Senior Research Fellow College of Education NC State University

The Promise and Peril of Games

Child: Guess what? I got to spend 15 extra minutes playing a computer game at school today.

Mom: Oh great. What were you learning with the game?

Child: *sigh* Mom, you don’t learn stuff with games – you just play.

2nd Grader