Starting date Oct 7, 2008 Funded by Microsoft Research $3 Million over 3 years 14 faculty at 7 universities.

Slides:



Advertisements
Similar presentations
UCSC History. UCSC: A brief history 60s University Placement Committee A lot of field trips/interaction with employers.
Advertisements

Posture as an Indicator of Engagement in Handheld and Laptop Game-Play Jennifer R. Case The Graduate Center, CUNY Co-authors: Winslow Burleson, Elizabeth.
Reform and Innovation in Higher Education
Enabling Access to Sound Archives through Integration, Enrichment and Retrieval WP1. Project Management.
Suggestions from the Field Catherine Milne and Jan Plass with Bruce Homer, Trace Jordan, Ruth Schwartz, Elizabeth Hayward, Yoo Kyung Chang, Yan Wang, Florrie.
EInfrastructures (Internet and Grids) US Resource Centers Perspective: implementation and execution challenges Alan Blatecky Executive Director SDSC.
IS214 Recap. IS214 Understanding Users and Their Work –User and task analysis –Ethnographic methods –Site visits: observation, interviews –Contextual.
Cross-Curricular activity By Carlos Ueno Jacue. School: IES LA VEGA DE SAN JOSÉ Teacher(s): Carlos Ueno / Jerónimo / Margarita Form/N. of students: Up.
College of Education Graduate Programs Portfolio Workshop.
University of Minnesota Duluth Design and Implementation of a Comprehensive Campus Assessment System Jackie.
1 CCLI Proposal Writing Strategies Tim Fossum Program Director Division of Undergraduate Education National Science Foundation Vermont.
MIE2009 Good Evaluation Practice Workshop Pirkko Nykanen 1 Guidelines for Good Evaluation Practices in Health Informatics - A shared networked initiative.
Can Network Security be Fun? An agent-based Simulation Model and Game Proposal "A computer lets you make more mistakes faster than any invention in human.
Work Package 13 Knowledge Management, Exploitation and Dissemination Dr. Jay Pearlman, IEEE, WP co-lead Dr. Christian Kittl, Evolaris, WP co-lead January.
4. Interaction Design Overview 4.1. Ergonomics 4.2. Designing complex interactive systems Situated design Collaborative design: a multidisciplinary.
National Science Foundation: Transforming Undergraduate Education in Science, Technology, Engineering, and Mathematics (TUES)
ICS 463, Intro to Human Computer Interaction Design: 8. Evaluation and Data Dan Suthers.
Integrating the Life Sciences from Molecule to Organism The American Physiological Society Transform a Cookbook Lab Moving Toward More Student-Centered.
The Art and Science of Designing Games for Learning Ken Perlin, Director Jan L. Plass, Co-Director Susan Stratton, Strategic Initiatives and Partnerships.
Using Game Development as Integral Part of Course Dr. Ernie Ferguson Northwest Missouri State University.
Digital Learning Material (e-Content) Development Process Senthil Kumar 24 th June 2008 transforming education, empowering communities, promoting development.
The use of ‘exploratory learning’ for supporting immersive learning in virtual environments Freitas, S. d. & Neumann, T. (2009). The use of ‘ exploratory.
Multimedia Production Team
GTRInewFormat.ppt-1 Electronic Systems Laboratory TMC Operator Requirements and Position Descriptions, Phase 2, Kickoff Meeting Presented by Dennis J.
Susan Agre-Kippenhan, Portland State University Professor, Art Department Evaluating the Effectiveness of Service Learning.
Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 1 Informatics 121 Software Design I Lecture 12.
Enabling Access to Sound Archives through Integration, Enrichment and Retrieval WP8. Dissemination & Exploitation.
Money Game for Tween Girls: A Game-based design to Support Financial Learning By WILAWAN INCHAMNAN Queensland University of Technology, Australia.
R EFINING Y OUR A SSESSMENT P LAN : S ESSION 1 Goals and Learning Outcomes Ryan Smith and Derek Herrmann University Assessment Services (UAS)
U.S. Department of Education funding initiative Copyright © 2000, ISTE and its licensors. Freely reproducible and modifiable for nonprofit, educational.
OPERATIONAL GUIDELINES Ensuring Ownership of PARSEL by Partners.
Usability testing. Goals & questions focus on how well users perform tasks with the product. – typical users – doing typical tasks. Comparison of products.
Research and Knowledge Building GeSCI Team Meeting 10 February 2010.
InWEnt | Qualified to shape the future1 Internet based Human Resource Development Management Platform Human Resource Development Programme in Natural Disaster.
Professional Development for the Teachers of Tomorrow’s Children WACTE October 28, 2008 Sheila Fox, WWU.
Project-Based Learning (PBL) An Overview of the Graduation Project UNT in partnership with TEA, Copyright ©. All rights reserved.
Methodology and Explanation XX50125 Lecture 3: Usability testing Dr. Danaë Stanton Fraser.
Assessing the Frequency of Empirical Evaluation in Software Modeling Research Workshop on Experiences and Empirical Studies in Software Modelling (EESSMod)
Science Teaching & Instructional Technology By: Asma, Melissa & Susan.
CLARIN work packages. Conference Place yyyy-mm-dd
Introduction to Making Multimedia
Games for Learning : Understanding what makes an Effective Game for Learning Ken Perlin and Jan Plass, NYU.
The NCATE Journey Kate Steffens St. Cloud State University AACTE/NCATE Orientation - Spring 2008.
Pathways to Prosperity: New Policy Directions and Innovative Local Practices for Newcomer Attraction and Retention Application to:
Enabling Access to Sound Archives through Integration, Enrichment and Retrieval Annual Review Meeting - Introduction.
Librarians Active Learning Institute at Dartmouth College LOEX Annual Conference May 4, 2013.
College of Education Graduate Programs
Building Bridges. After school programs can provide: an environment in which children can practice ways of learning and behaving that will help them succeed.
Appropriate Use of Assessment Methods. Assessment Methods Utilized for “assessment for learning” ◦For promoting learning Applied for “assessment of learning”
Mathematics Performance Tasks Applying a Program Logic Model to a Professional Development Series California Educational Research Association December.
Department of educational leadership instructional technology program Games for Learning: Using Game Play and Game Design to Facilitate Learning Dr. Wayne.
ClimateQUAL™: Organizational Climate and Diversity Assessment Sue Baughman Texas Library Association April 2009.
Evidence… Policy Institutional Support and Facilitation Need to Change Learning and Implementing New Practices Facilitating the Learning and Implementation.
A Framework for Assessing Needs Across Multiple States, Stakeholders, and Topic Areas Stephanie Wilkerson & Mary Styers REL Appalachia American Evaluation.
Design Evaluation Overview Introduction Model for Interface Design Evaluation Types of Evaluation –Conceptual Design –Usability –Learning Outcome.
Student Learning Outcomes Assessment Montgomery College Fall 2011 Orientation.
Preparing Mechanical Engineering Students for Collaborations Across Distance and Disciplines (CADD) Nina Robson California State University, Fullerton.
Learning by Doing (LBD) based course content development An NMEICT project.
NASA Model-Based Systems Engineering Pathfinder 2016 Summary and Path Forward Karen J. Weiland, Ph.D. Jon Holladay, NASA Systems Engineering Technical.
Sample Fit-Gap Kick-off
The excellent practitioner who once failed to be excellent (and other short stories) Dr Liz Austen Senior Lecturer in Research, Evaluation and Student.
Field Experiences and Clinical Practice
Chapter 10 Development of Multimedia Project
CCLI Evaluation Planning Webinar
Student Administration and Support Programme and Project Timelines
Assessing Academic Programs at IPFW
Student Administration and Support Programme and Project Timelines
Curriculum Coordinator: Kathleen Mahoney
Project: Assessing Teacher Learning About Science Teaching (ATLAST)
iSERC Software Engineering Research Center (India)
Presentation transcript:

Starting date Oct 7, 2008 Funded by Microsoft Research $3 Million over 3 years 14 faculty at 7 universities

Organizational Structure Ken Perlin, Institute Director Jan Plass Institute Co-Director Development Education

Organizational Structure Ken Perlin, Institute Director Jan Plass Institute Co-Director Participating researchers M. Flanagan (Dartmouth) ‏ M. Gauthier (NYU) ‏ B. Homer (GC/CUNY) ‏ K.Isbister (NYU-Poly) ‏ C. Kinzer (Teachers College) C. Macklin (Parsons) ‏ K. Milne (NYU) ‏ A. Phelps (RIT) ‏ C. Skelton (NYU-Poly) J. Wein (NYU-Poly)

Organizational Structure Development Team Ken Perlin, Director Andy Phelps Karl Skelton Joel Wein

Organizational Structure Education Team Jan Plass, director Mary FlanaganBruce Homer Katherine IsbisterKatherine MilneChunk Kinzer

Kaelan Doyle-Myerscough All-around game expert Mitch Resnick (MIT) Scratch Jaron Lanier Virtual reality Will Wright (Maxis) SIMS, Spore,... Microsoft Representative Organizational Structure Scientific Advisory Board

Organizational Structure External Institute Advisors For specific projects where other expertise is needed, additional researchers serve in an advisory capacity to the Institute.

Research questions: Teacher Support Design Factors Successful Integration Lab versus Authentic Setting Interaction of Factors

From design factors to learning outcomes: Factual Knowledge Factual Knowledge Conceptual Knowledge Conceptual Knowledge Procedural Knowledge Procedural Knowledge Meta-cognitive Knowledge Meta-cognitive Knowledge Affective Outcomes Affective Outcomes ?

From design factors to learning outcomes: Educational Game Design Principles Educational Game Design Principles Factual Knowledge Factual Knowledge Conceptual Knowledge Conceptual Knowledge Procedural Knowledge Procedural Knowledge Meta-cognitive Knowledge Meta-cognitive Knowledge Curricular Integration Educational Games Educational Games Game-based Learning Approach Affective Outcomes Affective Outcomes

Research Plan Game Design Principles Game Design Principles Game Prototypes Features of Effective Educational Games Features of Effective Educational Games Review Research on Games Review Research on Games Observation of Game Play Observation of Game Play Development Team: Implement Development Team: Implement Education Team: Empirical Research Education Team: Empirical Research

Anatomy of a game: 1.Player’s understanding 2.Game mechanic - the rules of play 3.Aesthetic design - graphics, sound, music, … 4.Narrative Drive – the story that moves the game forward 5.Extrinsic rewards – points, ranking, … 6.Intrinsic rewards – improving skills

Travel along surface of “Maximal flow” (Csíkszentmihályi):

xx (yy) ‏ –zz Wide-ranging exploration Focused exploration Design Confirmation PHASE 1PHASE 2 PHASE PHASE 4 Game Design Educ. Assessment Years 4–10 Time Line Our plan: Design

Our plan: Software: – Mini-games architecture (MGA) ‏ – Individual mini-games (IMG) ‏ – In-Game Journaling software (GJS) ‏ – Post-Game analysis software tools to journal data (PGA ) ‏

Dissemination and Outreach Organize seminars within existing conferences Invited workshops run at the Institute Public talks/events sponsored by the Institute Bring in high powered speakers Publications in both educational and C.S. journals Our plan:

Responsible PI: Ken Perlin Goals ― Analyze 25+ existing games, identify patterns for design principl ― Literature review Our plan: Responsible PI: Ken Perlin Goals: ― Analyze 25+ existing games, identify patterns for design principles ― Literature review Outcomes –List of design principles candidates –List of game candidates for Phase II –Prototype of journaling tools –Dissemination: Literature reviews, Empirical papers Wide-ranging exploration Exploration of Existing Games (Months 1-8) ‏ PHASE 1

Our plan: Deliverables and Time Line PHASE I: Wide Ranging Exploration of Existing Games (Months 1-8)‏ Tasks/Methods –Review and approve final list of included games (Perlin, Plass)‏ –Coordinate Research by participating faculty (Plass)‏ –Observe game play in various settings, develop ‘fun maps,’ data analysis, reports of findings (Flanagan, Gauthier, Homer, Isbister, Kinzer, Milne, Phelps, Plass, Skelton) –Begin designing journaling tools (Skelton)‏ Outcomes –List of design principles candidates –List of game candidates for Phase II –Prototype of journaling tools –Dissemination: Literature reviews, Empirical papers Tasks/Methods –Review and approve final list of included games (Perlin, Plass)‏ –Coordinate Research by participating faculty (Plass)‏ –Observe game play in various settings, develop ‘fun maps,’ data analysis, reports of findings (Flanagan, Gauthier, Homer, Isbister, Kinzer, Milne, Phelps, Plass, Skelton) –Begin designing journaling tools (Skelton)‏ PHASE 1 Wide-ranging exploration Exploration of Existing Games (Months 1-9) ‏

Responsible PI: Ken Perlin Goals ― Analyze 25+ existing games, identify patterns for design principles ― Literature review Our plan: Responsible PI: Jan Plass Goals: –Deeper Analysis of games (fewer games, more sessions); identify design principles Outcomes –Refined list of design principles candidates –1-2 sample games –Journaling tools –Journal analysis tool prototype –Dissemination: Empirical papers PHASE 2 Focused Exploratory Research (Months 10–18)‏

Our plan: Deliverables and Time Line PHASE I: Wide Ranging Exploration of Existing Games (Months 1-8)‏ Tasks/Methods –Review and approve final list of included games (Perlin, Plass)‏ –Coordinate Research by participating faculty (Plass)‏ –Observe game play in various settings, develop ‘fun maps,’ data analysis, reports of findings (Flanagan, Gauthier, Homer, Isbister, Kinzer, Milne, Phelps, Plass, Skelton) –Begin designing journaling tools (Skelton)‏ Outcomes –List of design principles candidates –List of game candidates for Phase II –Prototype of journaling tools –Dissemination: Literature reviews, Empirical papers Tasks/Methods –Review and approve final list of included games (Perlin, Plass)‏ –Review and approve research protocols and measures (Plass, Perlin)‏ –Build 1-2 mini-games incorporating design principles identified in Phase I (Perlin, Phelps)‏ Test and refine journaling tools (Skelton)‏ Design and Develop data analysis tools for journals (Skelton) –Coordinate Research by participating faculty (Plass)‏ In-depth observation of game play in various settings, (Flanagan, Gauthier, Homer, Isbister, Kinzer, Milne, Plass, Skelton) Think-aloud protocols of targeted game comparisons (Isbister, Milne)‏ Design Experiments (Flanagan, Kinzer)‏ Lab-based evaluation of exploratory games built based on principles (Homer, Plass)‏ PHASE 2 Focused Exploratory Research (Months 10–18)‏

Responsible PI: Ken Perlin Goals ― Analyze 25+ existing games, identify patterns for design principles ― Literature review Our plan: Responsible PI: Ken Perlin Goals: –Develop educational games based on design principles identified in Phases I and II –Develop data analysis tools Outcomes –Usability-tested sample games –Data analysis tools for game research –Dissemination: Empirical papers, technical papers, methods papers PHASE 3 Development and Evaluation of G4L (Months 19–27)‏

Our plan: Deliverables and Time Line PHASE I: Wide Ranging Exploration of Existing Games (Months 1-8)‏ Tasks/Methods –Review and approve final list of included games (Perlin, Plass)‏ –Coordinate Research by participating faculty (Plass)‏ –Observe game play in various settings, develop ‘fun maps,’ data analysis, reports of findings (Flanagan, Gauthier, Homer, Isbister, Kinzer, Milne, Phelps, Plass, Skelton) –Begin designing journaling tools (Skelton)‏ Outcomes –List of design principles candidates –List of game candidates for Phase II –Prototype of journaling tools –Dissemination: Literature reviews, Empirical papers Tasks/Methods –Game Design and Instrumentation Build mini-games based on Perlin architecture, tools and prototype (Feiner, Phelps, Flanagan, Gauthier)‏ Implement journaling software from Plass/Perlin spec (Phelps, Skelton)‏ Implement post-process journal-data analysis tool from Plass/Perlin spec (Phelps, Skelton)‏ –Usability Research, Think-aloud protocols, Analysis of user logs (Phelps, Isbister, Milne)‏ –Coordinate Research by participating faculty (Plass)‏ Design Experiments (continued from Phase II) (Flanagan, Kinzer)‏ Lab-based study of small, exploratory games (continued from Phase II) (Homer, Plass)‏ PHASE 3 Development and Evaluation of G4L (Months 19–27)‏

Responsible PI: Ken Perlin Goals ― Analyze 25+ existing games, identify patterns for design principles ― Literature review Our plan: Responsible PI: Jan Plass Goals: –Validation of design principles through evaluation of games –Revisions to games and data analysis tools Outcomes –Validated Design Principles for Educational Games –Series of Validated Educational Games –Data Analysis Toolkit for Educational Game Research –Dissemination: Empirical papers, technical papers, methods papers PHASE 4 Confirmation (Months 28–36)‏

Our plan: Deliverables and Time Line PHASE I: Wide Ranging Exploration of Existing Games (Months 1-8)‏ Tasks/Methods –Review and approve final list of included games (Perlin, Plass)‏ –Coordinate Research by participating faculty (Plass)‏ –Observe game play in various settings, develop ‘fun maps,’ data analysis, reports of findings (Flanagan, Gauthier, Homer, Isbister, Kinzer, Milne, Phelps, Plass, Skelton) –Begin designing journaling tools (Skelton)‏ Outcomes –List of design principles candidates –List of game candidates for Phase II –Prototype of journaling tools –Dissemination: Literature reviews, Empirical papers Tasks/Methods –Confirmation/Validation of effect of specific design factors identified in the exploratory phases Authentic Settings: Design Experiments (continued from Phase II) (Flanagan, Kinzer) In-situ & lab setting: (Quasi-) Experiments (60-80 participants) (Plass, Homer, Isbister)‏ –Revisions to Games (Perlin & Development Team)‏ –Revisions to Data analysis tools (Skelton & Development Team)‏ PHASE 4 Confirmation (Months 28–36)‏

Our plan: What we will actually produce: Software: – Mini-games architecture (MGA) ‏ – Individual mini-games (IMG) ‏ – InGame Journaling software (GJS) ‏ – Post-Game analysis software tools for journal data (PGA) ‏ Dissemination and Outreach: – Organize seminars within existing conferences – Invited workshops run at the Institute – Public talks/events sponsored by the Institute – Publications in both educational and C.S. journals

Rich Gold’s classification scheme

Learning programming as a game

Characters and engagement

Science, Playful Interface Research, and Learning

iBird

UnMousePad