Genova December 6-7 2011 European Commission Information Society and Media 1 st Review Meeting GaLA Game and Learning Alliance The European Network of.

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Genova December European Commission Information Society and Media 1 st Review Meeting GaLA Game and Learning Alliance The European Network of Excellence on Serious Games Work package 6: Integration into Educational Processes Work package leader UWS Professor Thomas Connolly Dr. Elizabeth Boyle Dr. Thomas Hainey

Genova December European Commission Information Society and Media 1 st Review Meeting Overview, aims and tasks of WP6 Aim: to examine how serious games (SGs) and serious virtual worlds (SVWs) can be integrated into formal educational systems T6.1 User and education stakeholder requirements (Task leader: UWS) T6.2 Metrics for SG in education(Task leader: UniGraz) T6.3 Integration methodologies(Task leader: CNR-ITD) T6.4 Community of teachers and tutors (Task leader: TU DELFT)

Genova December European Commission Information Society and Media 1 st Review Meeting Achievements of WP6 Continuing/Higher Education in Research Methods Using Games (CHERMUG) LLP-UK-KA3- KA3MP: Award of EU lifelong Learning Grant, Development of Innovative ICT-based Content, Services, Pedagogies and Practices sub-programme, to develop a game for teaching research methods and statistics to nurses across Europe. 4 Gala partners involved: –University of the West of Scotland (UWS) –Universidad Complutense de Madrid (UCM) –Open University of the Netherlands (OUNL) –Playgen Ltd –plus University of Craiova, Romania and Satakunta University, Finland 3

Genova December European Commission Information Society and Media 1 st Review Meeting Achievements of WP6 Online searchable database available Journal Publications Hainey, T., Connolly, T. M., Stansfield, M. H., and Boyle, E. A. (2011). The Differences in Motivations of Online Game Players and Offline Game Players: A Combined Analysis of Three Studies at Higher Education Level, Computers and Education, 57, 4, Razak, A. A., Connolly, T. M. & Hainey, T. (2011). Teachers’ Views on the Approach of Digital Games-Based Learning within the Curriculum for Excellence. International Journal of Game-Based Learning. Hainey, T., Connolly, T.M., Stansfield, M.H., and Boyle, E.A. (2011). Evaluation of a Games to Teach Requirements Collection and Analysis in Software Engineering at Tertiary Education Level, Computers & Education, 56, 1, ISSN: Connolly, T.M., Stansfield, M. and Hainey, T. (2011). An Alternate Reality Game for Language Learning: ARGuing for Multilingual Motivation, Computers & Education, 57, 1,

Genova December European Commission Information Society and Media 1 st Review Meeting Presentation of D6.1: Year 1 time line 1-3 months4-6 months7-9 months10-12 months Task1: stakeholder needs Identify stakeholders Identify respondents; design questionnaire Task 2: search and metrics link to T1.2 & T7.2; agree search terms and scope of search carry out search; agree metrics Categorise games according to agreed metrics Task 3: integration of games into education Use 6.1 and 6.2 to identify studies Task 4: community Use WP6.1 to identify key stakeholders DeliverablesInterim activity report Report 1: integration of SGs in educational processes

Genova December European Commission Information Society and Media 1 st Review Meeting T6.1: User and education stakeholder requirements: Surveys to date O3: Elicit requirements from end-users and education stakeholders Online survey of use of entertainment games and attitudes to and perceptions of educational games Scottish HE students (2005, 2007, 2009 and 2011) HE and FE students in Scotland HE students in the Netherlands Secondary school pupils in Greece Online survey of use of games by primary school teachers in Scotland

Genova December European Commission Information Society and Media 1 st Review Meeting T6.1: 2,226 Scottish HE Students Students play entertainment games for 7.46 hours per week on average More males (92.6%) than females (69.9%) play Males play for significantly longer and are 3 times more likely to play for more than 6-10 hours per week Strategy, adventure and role playing games are popular for both male and female students 85.1%, 59% and 58.5% of students thought that computer games had the potential to be used to learn in HE No gender differences in agreement that playing games might help to provide useful skills

Genova December European Commission Information Society and Media 1 st Review Meeting T6.1: User and education stakeholder requirements: Primary school teachers Pilot survey –to gauge the current use of and attitudes to DGBL for learning at primary schools in Scotland –to identify games that are currently being used and subjects where game-based approach would be most advantageous Online survey distributed through to the head teachers to primary schools across Renfrewshire and Glasgow

Genova December European Commission Information Society and Media 1 st Review Meeting T6.1: Primary school teachers: Use of DGBL and games used Use of computer games: 29 respondents have used and 33 have never used computer games for teaching Games used: BBC Schools, Coolmath4kids, Primary Games, Woodlands Games, Maths wizard, SPMG maths games, The Sims, The Littlest Pet Shop, Game website, Language teaching games, Endless Ocean, Nintendogs, Mario kart, Brain Training, Samba Amigo, Big Brain Academy, James bond, FIFA

Genova December European Commission Information Society and Media 1 st Review Meeting T6.1: Primary school teachers’ use of DGBL in different curricula areas Maths 100.0% (all areas) Language 98.4% (Phonics, spelling) Technologies 88.7% (Building a bridge) Sciences 82.3% (Body parts, water cycle) Health and Wellbeing 71.0% Social Studies 30.6% Expressive Arts 24.2% Religious and Moral Education 21.0%

Genova December European Commission Information Society and Media 1 st Review Meeting T6.1: Primary school teachers: Benefits of using DGBL at school transforms learning into a fun, motivating and engaging experience 91.4% fosters collaborative learning among peers 85.7% encourages problem solving approach 84.5% promotes deep learning 13.8%

Genova December European Commission Information Society and Media 1 st Review Meeting T6.1: Primary school teachers’ motives for using games The students always enjoy learning using computer games 4.24 The students have the ability to create their own game using game creation tools 3.14 Using a computer game for teaching is as convenient as other teaching approaches 2.63 I am very comfortable with using computer games for teaching 1.86

Genova December European Commission Information Society and Media 1 st Review Meeting T6.1: Obstacles to using DGBL for Primary school teachers Difficult to assess learning gain Lack of skill and training Time and curriculum constraints Difficult to identify a suitable game Lack of PCs and technology 13

Genova December European Commission Information Society and Media 1 st Review Meeting T6.2: Metrics for SG in education: UWS Literature Search and searchable Database O1: “Carry out a literature review of research on SGs and SVWs in education contexts.” Time period of search: 1961-Feb 2011 Search terms: ("computer games" OR "video games" OR "serious games" OR "simulation games" OR "games- based learning" OR "MMOG" OR "MMORPG" OR "M.U.D." OR "online games") AND (evaluation OR impacts OR outcomes OR effects OR learning OR education OR skills OR behaviour OR attitude OR engagement OR motivation OR affect) Total number of papers: 19,776 Database is being used as basis for several GALA literature reviews

Genova December European Commission Information Society and Media 1 st Review Meeting Online searchable database available

Genova December European Commission Information Society and Media 1 st Review Meeting T6.2 Metrics for SG in education O4: “Collect, systemize and structure experimental data in order to build a metrics for assessing and supporting the deployment of SGs and SVWs in concrete educational settings.” 3 approaches 1.Review of previous attempts to categorise learning outcomes of games 2.Literature search of outcomes of educational games which have been reported in the literature 3.Literature search for papers including serious games and neuroscience (Unigraz)

Genova December European Commission Information Society and Media 1 st Review Meeting Review of previous attempts to categorise learning outcomes of games Bloom (1956): cognitive, affective, motor plus soft skills (WP1.2: SG metrics and taxonomy) Garris, Ahlers & Driscoll (2002): cognitive, affective, skills based, Wouters, van der Spek & Oostendorp (2009): cognitive, affective, motor skills, communicative O’Neill, Wainess and Baker (2005): content understanding, problem solving, collaboration, communication, self-regulation Dondi and Moretti (2007): memory/repetition/ retention; dexterity/spread/ precision/motoric; applying concepts and rules; decision making (strategy + problem solving); social interaction /values culture; ability to learn/ self assessment. Kilpatrick (1994): user satisfaction, learning performance, transfer, company’s perceptions of impact

Genova December European Commission Information Society and Media 1 st Review Meeting Review of empirical evidence of outcomes of educational games in papers reported in the literature TUG search: , 23 papers on learning outcomes including learning achievement, motivation and attitudes (Braunecker, J., and Kickmeier-Rust, M,) UWS search: , 125 (66) papers on outcomes defined more broadly: Multi-dimensional approach to categorizing games and their outcomes: function of game; game genre; subject discipline; intended or unintended outcomes; positive; negative or neutral outcomes; learning outcomes

Genova December European Commission Information Society and Media 1 st Review Meeting Unigraz search: Review of Learning and neuroscience Common understanding of how to use neuroscientific methods for SG: limits and potentials 19 Literature review in progress TopicNames (Organisation) Current status of serious gamesSilvia Kober (UNI GRAZ) Cognitive processes and skills during gamingMilos Kravcik (RWTH) Creativity in serious games and problem solvingMichela Ott (ITD_CNR) Collaborated learning in serious gamesAnna Hannemann (RWTH) Engagement in virtual environments  Multisensory Engagement  Engagement in VE from an engineering perspective  Cortical correlates of engagement  Sylvester Arnab (CovUni)  Theo Lim, Sandy Louchart, J.M. Ritchie (HWU)  Silvia Kober (UNI GRAZ) Neurophysiologic monitoring and adaptive gamesAlasdair Thin (HWU) Feedback/BiofeedbackTuukka Saranpää (SIMLAB) Brain-computer interfaces and serious gamingElisabeth Friedrich (UNI GRAZ) Sara de Freitas, Ian Dunwell (CovUniv)

Genova December European Commission Information Society and Media 1 st Review Meeting Next steps and deadlines: 4 year time line Year 1Year 2Year 3Year 4 Task1 stakeholder needs Design survey of user and stakeholder needs; Identify stakeholders and respondents Identify participants; administer, analyse and publish survey Focus group study of user and stakeholder needs Review Survey Task 2 search and metrics Search and database; link with WP T1.2; T7.2 - metrics make links with WP2.6; 2.7; 2.8; 2.10 Update search and analysis Task 3 integration of games into education Use 6.1 and 6.2 to identify games; Examine lit and EU projects Identify best practices and examples – case studies Draft overviewDevelop guidelines; evaluation Task 4 community Use WP6.1 & 6.2 to identify interested parties Develop links with communities Specific SG initiatives & activities within the community Evaluate initiatives DeliverablesReport 1Report 2Report 3Report 4

Genova December European Commission Information Society and Media 1 st Review Meeting Next steps for 6.1: Extension of stakeholder surveys to other countries Primary school teachers Secondary school teachers and pupils Tertiary education students and lecturers from educational institutions across Europe GALA partners to run online survey in their countries: –UK, Ireland, Italy, Austria, Spain, Portugal, Belgium, Netherlands, France, Germany, Norway, Finland, Switzerland, Romania –also Greece, Sweden, Eastern Europe

Genova December European Commission Information Society and Media 1 st Review Meeting Next steps for 6.1: issues in extending stakeholder analysis more widely Survey instrument –Is online possible for pupils, students and teachers across Europe? Translation into different languages Different educational structures, stages of education and curricula across Europe

Genova December European Commission Information Society and Media 1 st Review Meeting Next steps for 6.2: Metrics Link to TCs: 2.6 assessment, 2.7 psychology, 2.8 pedagogy, 2.10 neuroscience Conceptual analysis of engagement in educational games Literature review of engagement in educational games Literature review of learning outcomes of educational games Literature review of self regulation in games (TC2.7) Literature review of collaborative learning (TC2.7 and TC2.8) Update UWS literature search and database

Genova December European Commission Information Society and Media 1 st Review Meeting Next steps: T6.3 Integration methodologies: Methodology O2: Investigate how to best integrate different kinds of SGs and SVWs into educational processes in different stages and in different scenarios using sound pedagogical approaches. O5: Elaborate specific methodologies for the non-intrusive integration of SGs and SVWs in existing educational contexts. Case studies looking at gbl games at primary, secondary and tertiary education levels identify best practices and examples from: –relevant projects and experiments carried out/ in progress within the GALA Community –EU projects in the field of games and learning, especially 6th and 7 th framework program-ICT and EU lifelong-learning programs –GALA Literature reviews Ground in GALA taxonomy and metrics and link to literature reviews Educational games in informal learning environments, e. g. home, gyms, health, museums, youth clubs, libraries Advantages of and constraints on games based approach to learning Transfer of knowledge and skills from game to real world activities

Genova December European Commission Information Society and Media 1 st Review Meeting Next steps: T6.4 Community of teachers and tutors (TU DELFT) Objective 6: Gather and nurture a community of teachers and stakeholders who are interested in studying, assessing and promoting the adoption of SGs and SVWs. The community will emerge to some extent from GALA members, research and development contacts, stakeholders, association, outreach advisory board

Genova December European Commission Information Society and Media 1 st Review Meeting Discussion –Taxonomy, learning outcomes and metrics –Duel outcomes: Learning and engagement –Case studies of integration of games at different educational stages –Use of entertainment games (COTS) in education –Informal/extra curricular games –Community of users