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G4LI Advancing Research on Games for Learning Ken Perlin & Jan L. Plass Games for Learning Institute NYU Games for Change Festival• June 22, 2011 99% of boys and 94% of girls play video games.

G4LI Advancing Research on Games for Learning

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G4LI Games for Learning Day at G4C 2011

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Page 1: G4LI Advancing Research on Games for Learning

G4LI Advancing Research on Games for Learning

Ken Perlin & Jan L. PlassGames for Learning Institute

NYU

Games for Change Festival• June 22, 2011

99% of boys and 94% of girls play video games.

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Overview

The National ChallengeGames for Learning InstituteDevelopmentResearch

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Overview

The National Challenge

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The ChallengeThe National Challenge

U.S. students are falling behind their peers in other countries, especially in STEM (PISA, TIMMS)21st Century requires new skill sets to succeed in knowledge societyScience and Engineering positions in many companies remain unfilled due to lack of qualified applicantsProblems even more pronounced for women, ethnic minorities, learners with low English proficiency

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The Challenge

CollaboratorsBoard of AdvisorsFaculty from NYU, New York City, National, InternationalNetwork of Middle and High Schools in New York CityOrganizations offering After-School programmingMedia Developers & BroadcastersMuseums

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Games for Learning

The Games for Learning Institute (G4LI)

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Games for Learning Institute

G4LI–A Multi-Institutional Institute

Comprised of 13 faculty (at 9 institutions), specializing in STEM Education, Science of Learning, Educational Technology, Psychology, Game Design, Computer Science, and Software Engineering. Funded by Microsoft Research.

NYU (Ken Perlin, Jan Plass, Co-Directors, Cath Milne)NYU Poly (Katherine Isbister, Carl Skelton, Joel Wein)CUNY Graduate Center (Bruce Homer)Columbia (Steve Feiner)Teachers College (Chuck Kinzer)Parsons School of Design (Colleen Macklin)Dartmouth (Mary Flanagan)Rochester Institute of Technology (Andy Phelps)Catholic University of Chile, Santiago (Miguel Nussbaum)

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Games for Learning Institute

MissionIdentification of design patterns describing the effects of key design elements of games on students’ learning experiences and outcomes Investigating how effects found in education and psychology research can be applied to the design of games for learningDevelop theory-based, empirically validated design patterns for games for learningFacilitate the development of critical STEM knowledge and skills as well as critical digital literacy skills to be informed citizens

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Research: Games for Learning

Adventure Game for Science Learning

Strong NarrativeScience Problems Embedded

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Research: Games for Learning

AR Simulation Game for Science Learning

Geo-Located Hot ZonesAuthentic Scientific Data feed

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Research: Games for Learning

Games and LearningMath Skills: Factor Reactor

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Research: Games for Learning

Games and LearningMath Skills: Supertransformation!

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Games for Learning

Development Research (Ken)

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Other Projects

App Inventor (Ken Perlin)App Inventor as entry level programming languageLevel up to Super App Inventor (add variable scoping, data typing, object classes and instancing, and aggregate types; editable code)Use to teach computer programmingGame-like features, applying our research

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Other Projects

Ken to add slides

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Research Results

Empirical ResearchNYUCUNY GCNYU PolyTeachers College Columbia University

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Learning with GamesWhy Games for Learning?

Games have potential to be:

Highly Contextualized, Situated Problem Solving SpacesHighly Engaging, Individualized LearningTeach 21st Century skills + Concepts and SkillsBridge in-school and out-of-school learningEmotional Impact by Design Embedded Assessment (learning, learner state and trait variables)

However: We do not yet understand well enough how to designGames that are effective for learning and fun/engaging.

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Learning with Games

Functions of Games for LearningGames to prepare future learning (Schwartz, 1999)

Games for specific learning goals: new content, skillsGames to practice existing skills: automatizationDevelopment of 21st Century Skills

However:Most generalizable research focusses on Games to practice existing STEM skills Qualitative Research focusses on Games to develop of 21st Century Skills

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Research Agenda

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Games for Learning

Research MethodsExperimental ResearchVideo ObservationsPlaytestingUsing a variety of measures:

Physiological (biometrics, eye tracking, fMRI)Behavioral (in-game assessment, video observations)Self-reports (in-game/post-game think-aloud, interviews, surveys)

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Research MethodsResearch Methods: Posture Sensor

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Research MethodsResearch Methods: Eye Tracking & Games

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Computational Thinking

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Research Findings

Rapunsel (NSF)Goal: Teach Girls How to ProgramParticipants: 56 middle school students (29 female)Design: Pre/Post test designDuration: 4 weeks, 50min per week

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Research FindingsRapunsel

ResultsNo increases in programming-related knowledgeSignificant pre/post increases in girls' general self-efficacy (d = .65); nsd for boysSignificant pre/post increases in programming self-efficacy for girls (d = 1.06); marginally significant for boys (d = .48)Significant pre/post increases in self-esteem for girls (d = .66) and for boys (d = .48)

Plass, J.L., Goldman, R., Flanagan, M., et al., (2007)

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Research: Play ModeMode of Play Study

Play ModeGoal: Compare Single Player v. Collaborative v. Competitive Mode Participants: 63 NYC middle school students, 6-8th gradeDesign: factorial design (solo v. collaborative v. competitive)

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Research: Play ModeMode of Play Study

ResultsCollaborative and competitive play resulted in

greater situational interest than solo playthe strongest mastery goal orientation

Solo game play was reported to be less enjoyable than collaborative and competitive game playParticipants in the competitive group completed more math problems in the game, BUT:Solo group demonstrated significantly greater math fluency in the posttest

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Research FindingsMovement-Based Play (NYU Poly)

A Controlled Comparison of Movement Based Games In-school study with low/medium/high movement Wii games.Players rated emotions after each round.Video coded for manipulation check.

Results Higher arousal/energy whenmore movement.Same amount of positive feelings in all conditions.

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Research FindingsMovement-Based Play (NYU Poly)

Can movement-based play increase math confidence? An investigation using the number-line game Scoop! We created a Kinect-based number line math game, using research about ‘power poses’. In-school study with ‘high’ and ‘low’ power pose versions of the game was conducted this spring.Players rated emotions and math confidence pre and post play. We also received student math scores.Currently doing analysis of results.

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Research: Learning Mechanics

Learning Mechanics ResearchTwo learning mechanics:

Solve missing angles by selecting correct numberBetter: Solve missing angles by identifying correct rule

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Research: Play Mode

Game Mechanic StudyGoal: Compare Rule-based v. Arithmetic Responses to Geometry ProblemsParticipants: 89 NYC middle school students, 6 & 8th gradeDesign: factorial design (rule v. arithmetic)

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Research: Play ModeGame Mechanic Study

Results (Preliminary)Arithmetic game more interesting than rule-based gameMore problems solved in rule-based gameDiminishing returns for arithmetic but not rules group (>30 levels solved)

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Research: Feedback Design

Feedback Study (Teachers College Columbia U)

Goal: Compare different types of feedback (informative v. Elaborative) and choice of avatar (choice v. no choice)110 sixth and seventh grade NYC students

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Research: Feedback Design

Feedback Study

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Learning MechanicsG4LI Library of Learning Mechanics

Learning Mechanic Game Mechanic

Learners apply rules to solve problems

Learner chooses how different items are to be arranged in space and time

in order to solve a problem

Learner selects different items that belong to each other in time or space

Reciprocal teaching: Learner teaches concepts to game characters

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Assessment MechanicsG4LI Library of Assessment Mechanics

Assessment Mechanic Game Mechanic

Learners apply rules to solve problems

Learner chooses how different items are to be arranged in space and time

in order to solve a problem

Learner selects different items that belong to each other in time or space

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CollaboratorsKen PerlinBruce HomerCatherine MilneKatherine IsbisterTrace JordanJoel WeinCarl SkeltonMary FlanaganChuck KinzerAndy PhelpsMiguel Nussbaum

Paul O’KeefeYan WangRuth SchwartzJon FryeYoo Kyung ChangLizzie HaywardTsu-Ting HuangHelen ZengCharles HendeeMurphy SteinJuan Barrientos

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Conclusion

Thank you – Questions?Ken Perlin: [email protected] L Plass: [email protected]