can we make a test fun?

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Can we make a test fun? Eric Church – BreakAway Games/ University of Baltimore e [email protected]

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Can we make a test fun?. Eric Church – BreakAway Games/ University of Baltimore e [email protected]. Taking a test. We can do better. Objective: Explore possible solutions to test design using board games. Usable in a class of 20 or more Provide summative assessment - PowerPoint PPT Presentation

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Page 1: Can we make a test fun?

Can we make a test fun?

Eric Church – BreakAway Games/ University of Baltimore

[email protected]

Page 2: Can we make a test fun?

Taking a test

Page 3: Can we make a test fun?

We can do better

Objective: Explore possible solutions to test design using board games

Usable in a class of 20 or more

Provide summative assessment

Playable in ~60 minutes

Page 4: Can we make a test fun?

“The voluntary attempt to overcome unnecessary obstacles” - Bernard Suits

Providing a goal other than "pass the test" may allow assessment with less stress

Obligatory definition of games

Page 5: Can we make a test fun?

Video games and assessment

Video games are constantly testing

Page 6: Can we make a test fun?

Video games produce rich data

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And…

Video games are scalable

Video games teach and run themselves

Video games provide constant feedback*

Tuning is hidden

Page 8: Can we make a test fun?

Board games are different

(in some specific ways)

Page 9: Can we make a test fun?

Board games tend to obliterate much of the data in their playing

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Board games have flat difficulty - you learn the rules then you play*

Page 11: Can we make a test fun?

Feedback not explicit

The linkages between mechanics and their effects can be obscured

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Game mechanics are exposed*

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The known success

Charlier, Nathalie. “Game-based Assessment of First Aid and Resuscitation Skills.” Resuscitation 82.4 (2011): 442–6. Web. 18 Apr. 2013.

First Aid and Resuscitation Assessment Game

Page 14: Can we make a test fun?

Key Game Design ConceptA quick lesson

COMBINATORICS

Create a rule, behavior, game element

Create a new rule that modifies the first

Create another rule that changes how modification occurs

Simple interaction that creates complexity

Page 15: Can we make a test fun?

An example: Dominion

The (now) classic deck building game

Draw 5 cardsActionsTreasuresVictory

Play 1 action card

Use treasure cards to buy more cards

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Now modify that

Page 17: Can we make a test fun?

An experience

A bit of inspiration

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1001 Blank Cards – the gamePlace a “draw” pile of blank cards in the middle of the groupEach player gets $8 worth of chipsEach player gets a hand of 5 blank cards

Add content to 1 card Add rules, art, flavor text, whatever you wantUnderline keywords

On your turnPlay a card (may be the card you created before, or a created drew)

Played cards may be played and discardedPlayed and kept face upPlayed into other player's hands

Any new rule is added to the rules of playWhen you play a card, initial it and number it for the round and order played (e.g. 1-1, 1-2, 1-3)

Others may play an instant in reaction to a card, but there is a 30 second limit on Creating new instants

Draw a blank card

Play moves to the next player in clockwise order (unless someone changes it)

Page 19: Can we make a test fun?

Now – collect the dataAssess the players

Cards that use keywords or suites from previous cards score 1, 2 or 3 points based on "cleverness“

Cards that add to a new rule score 1Cards that utilize one of those rules for a different end score 5 points

Cards that eliminate other rules score -1 point

Cards that remove or invalidate previously played card score -5 pointsUnless the card invalidated was just a pain in the ass then score 0

Add up everyone’s scores

That is your score on the game design – combinatorics test

This game assesses valued knowledge of game design

Effective use of combinatorics distinguishes good design from bad

Page 20: Can we make a test fun?

Evidence Centered DesignPart 1

A framework for building assessments based on evidentiary arguments

Helps build valid assessment

This is going to scratch at the methods

ECD (Evidence Centered Design) is kind of what you do when desiging a game anyhow

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ECD Layers

Mislevy, Robert. “P A D I Assessment Design : Layers , Structures , and Terminology PADI | Principled Assessment Designs for Inquiry.” July (2005): n. pag. Print.

Domain Analysis

Domain Modeling [Design Patterns]

Conceptual Assessment Framework [Templates and Task Specifications]

Assessment Implementation Assessment Delivery[Four-Process Delivery System]

Page 22: Can we make a test fun?

Domain Analysis

WorkHow domain works in the real worldTask Features

Representational FormsHow is work represented? Obvious example –

Punnett Square

Performance outcomesHow do you distinguish good work from bad

Valued knowledgeWhat knowledge should be applied to problems?

Page 23: Can we make a test fun?

Domain Modeling (The start of the evidence part)

Toulmin Model of reasoning

Also Wigmore Charts

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Domain Modeling (continued)

What evidence is needed to connect actions to knowledge?

What patterns of responses provide clues of deeper understanding?

How can we infer mastery?

Note: There are some design patterns for thishttp://padi.sri.com/publications.html

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So, the first step

Identify TasksRepresentational formsKnowledge

Identify evidence that points to mastery

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Now the game part

Step 1 – figure out what to steal

How much competition and interaction?

Conflict Co-op

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Range of co-operation

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Range of InteractionSimultaneous Solitaire

Completion for resources

Race

Direct competition

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Themeing

Close mapping Weak mapping“Euro”“Ameritrash”

Abstract

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What could work?

Co-op or Competitive?

How much interaction?

How much theme?

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Consider an adventure

Quests

Collecting resources

Collecting the marks of success within the world

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Design a quest

Identify TasksRepresentational formsKnowledge

Identify evidence that points to mastery

How will peers evaluate success?

Will there be feedback – if so, what?