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Old Dominion University ODU Digital Commons Undergraduate Research Symposium 2019 Undergraduate Research Symposium Feb 2nd, 10:15 AM - 11:15 AM Game of Floods: Water Is Coming Lily Daniels Old Dominion University Andrew Lindgren Old Dominion University Michael Neczyporuk Old Dominion University Madison Perry Old Dominion University Follow this and additional works at: hps://digitalcommons.odu.edu/undergradsymposium Part of the Civic and Community Engagement Commons , Emergency and Disaster Management Commons , and the Technical and Professional Writing Commons is Oral Presentation is brought to you for free and open access by the Student Works at ODU Digital Commons. It has been accepted for inclusion in Undergraduate Research Symposium by an authorized administrator of ODU Digital Commons. For more information, please contact [email protected]. Daniels, Lily; Lindgren, Andrew; Neczyporuk, Michael; and Perry, Madison, "Game of Floods: Water Is Coming" (2019). Undergraduate Research Symposium. 2. hps://digitalcommons.odu.edu/undergradsymposium/2019/commlit/2

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Page 1: Game of Floods: Water Is Coming - digitalcommons.odu.edu

Old Dominion UniversityODU Digital Commons

Undergraduate Research Symposium 2019 Undergraduate Research Symposium

Feb 2nd, 10:15 AM - 11:15 AM

Game of Floods: Water Is ComingLily DanielsOld Dominion University

Andrew LindgrenOld Dominion University

Michael NeczyporukOld Dominion University

Madison PerryOld Dominion University

Follow this and additional works at: https://digitalcommons.odu.edu/undergradsymposium

Part of the Civic and Community Engagement Commons, Emergency and Disaster ManagementCommons, and the Technical and Professional Writing Commons

This Oral Presentation is brought to you for free and open access by the Student Works at ODU Digital Commons. It has been accepted for inclusion inUndergraduate Research Symposium by an authorized administrator of ODU Digital Commons. For more information, please [email protected].

Daniels, Lily; Lindgren, Andrew; Neczyporuk, Michael; and Perry, Madison, "Game of Floods: Water Is Coming" (2019).Undergraduate Research Symposium. 2.https://digitalcommons.odu.edu/undergradsymposium/2019/commlit/2

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Game of Floods:Water is Coming

A Presentation of Research by Lily Daniels, Andrew Lindgren, Michael Neczyporuk, and Madison Perry

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Structure

● Introduction○ problem and research question

● Background○ Scholarship on educational games○ The Game of Floods

● Methods● Results

○ Effectiveness of The Game of Floods

● Discussion○ Implications in field○ Direction for future research

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IntroductionThe issue:● 40% of world’s population lives near

coast (NOAA, 2018).● Seas rising at increasing rate (NOAA,

2018).

The need:● New tools to encourage understanding

and discussion

The solution:● Educational games

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What was the subject: The Game of Floods

Who was our audience: college students at ODU

How did we form the claim: UX Testing and summative analysis

Research on The Game of Floods

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Thesis

Game of Floods is an effective tool for communicating the risks posed by coastal flooding and educating players about mitigation methods.

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Background

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Summary of Current Scholarship

Optimism Distrust

McGonigal Gee Bogost Froelich

Games are an improved version of reality so we ought to “gamify reality” (McGonigal, 2011).

Games encourage players to become “producers” (Gee, 2003, p. 15).

Games allow “free exploration” (Bogost, 2008) within existing constraints.

Great power, great responsibility.

Game-based learning potentially infringes on player autonomy.

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The Game of Floods

● Marin County

● USDN - “train the trainer”

● FEMA

○ Mari Radford (Lead Community Planner)

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Methods

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Sampling Methods

● Employed convenience and

snowball sampling

● Gathered 12 Old Dominion

University students

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Methods of Data Collection and Analysis

Data Collection:

● Compiled observational field

notes during gameplay

● Administered pre- and post-test

surveys

Analyzing Data:

● Employed thematic inductive

reasoning, grounded theory

● Looked for trends in participant

actions and survey responses

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Results

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Results

Observations Categories:

● Player interactions with the game itself○ Game map, powerpoint,

asset cards● Player interactions with other

players○ Group discussion○ Concept of roles

Conclusions Categories:

● Knowledge gained○ More technical

terminology● Participant responses

○ Lapses in attention○ Positive emotions○ Increased curiosity

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Players believed Game of Floods raised their awareness about the dangers of coastal flooding.

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Players believed Game of Floods increased their knowledge about coastal resiliency.

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Knowledge Gained (Summative Evaluation)

● About stakeholders

○ 25% response rate increase, more specific responses● About adaptation strategies

○ 33% response rate increase, used language of the game● About risk

○ 33% response rate increase, gave the risk equation

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Discussion

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Conclusions

● Strong example of viability of

games as educational tools

○ Literacy taught in field

outside previous knowledge

○ Deep, relevant

communication among non-

experts

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What does this mean for the field?

● Games teach separately from abstract methods (Gee 2003)

○ Emotional response to games aids learning (Wu et. al. 2015)

● Games mechanics can improve learning experience

○ Ex: Missing extrinsic motivation, some blank answers (Konetes 2010)

● Games are effective at fostering communication (Guillén-Nieto et. al. 2012)

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Further Research

● Does learning here carry over to concrete action?

● How does the game work when specialists and lay people play together?

● How does the effectiveness compare to a game with concrete victory

conditions?

● Can The Game of Floods or similar games replace classroom learning?

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“Wow, we’re doing all this for a fictional city. What are we doing for Norfolk?”

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References

Eisenack, K. & Reckien, D. (2013). Climate Change Gaming on Board and Screen: A Review. SAGE Publications. doi: 10.1177/1046878113480867

Bogost, Ian. (2008). “The Rhetoric of Video Games." The Ecology of Games: Connecting Youth, Games, and Learning. Edited by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. 117–140. Accessed September 9, 2018 at doi: 10.1162/dmal.9780262693646.117

Froehlich, Jon. (2015). “Gamifying Green: Gamification and Environmental Sustainability”. In Walz, S. and Deterding, S. (Eds.), The Gameful World, MIT Press. Accessed November 24, 2018 at https://www.cs.umd.edu/~jonf/publications/Froehlich_GamifyingGreen_EarlyDraft-22000words_GamefulWorldBook.pdf

Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave MacMillan.

Guillen-Nieto, Victoria, & Aleson-Carbonell, Marian. (2012). Serious Games and Learning Effectiveness: The Case of "It's a Deal!". Computers & Education, 58(1), 435-448.

Konetes, G. D. (2010). The Function of Intrinsic and Extrinsic Motivation in Educational Virtual Games and Simulations. Journal of Emerging Technologies in Web Intelligence, 2(1), 23.

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Cont.Land, Davis. “Houston Public Media.” Houston Public Media, University of Houston, Houston, 4 Apr. 2018,

www.houstonpublicmedia.org/articles/news/2018/04/04/276981/floodplain-building-regulations-adopted-at-contentious-city-council-meeting/.

Lee, S.B., Li, M., Liu, W., Najjar, R.G, Ross, A. C., Zhang, F. (2017). Fingerprints of Sea Level Rise on Changing Tides in the Chesapeake and Delaware Bays. Journal of Geophysical Research-Oceans, 112. 8102-8125. doi:10.1002/2017JC012887

McGonigal, Jane. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World. The Penguin Press. 1-18. Accessed November 12, 2018 at https://hci.stanford.edu/courses/cs047n/readings/Reality_is_Broken.pdf

National Oceanic and Atmospheric Administration (2018). “Is Sea Level Rising?” Accessed November 13, 2018 at https://oceanservice.noaa.gov/facts/sealevel.html

http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.662.6493&rep=rep1&type=pdfRadford, M. (2018). Interview with Mari Radford (Interviewed by Megan McKittrick)Radford, M. The Game of Floods. Internal Report: unpublished. Wu, J. S., & Lee, J. J. (2015). Climate change games as tools for education and engagement. Nature

Climate Change, 5(5), 413-418. doi:10.1038/nclimate2566