designing, using and evaluating educational games: challenges, some solutions and future research
DESCRIPTION
Educational games can use storytelling as the underlying model for designing their content and narrative to enhance learning outcomes. We need to evaluate their efficacy to maximise the user benefits. However, the field of user experience (UX) evaluation is full of challenges in itself; and evaluating the UX for digital educational games adds many other complexities. This paper presents various aspects involved in developing digital educational games and in evaluating the user experience derived from these. Felder Silverman learning style mode is presented to incorporate it into educational games and cater for a range of learners. A story design model called Movement Oriented Design (MOD) is presented to guide the process of creating effective educational narratives. A User Experience Research (UXeR) meta-model is presented as the pathway to advance research in this multidisciplinary field.TRANSCRIPT
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Designing, Using and Evaluating Educational
Games: Challenges, Some Solutions and Future Research
First International Workshop on Story-Telling and Educational Games STEG'08The European Conference on Technology Enhanced Learning
ECTEL 2008, 16- 19 September 2008
Maastricht School of ManagementMaastricht, The Netherlands.Dr. Nalin Sharda, Victoria University, Australia [email protected] http://sci.vu.edu.au/~nalin/
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Abstract• Educational games can use storytelling as the underlying
model for designing their content and narrative to enhance learning outcomes.
• We need to evaluate their efficacy to maximise the user benefits. However, the field of user experience (UX) evaluation is full of challenges in itself; and evaluating the UX for digital educational games adds many other complexities. This paper presents various aspects involved in developing digital educational games and in evaluating the user experience derived from these.
• Felder Silverman learning style mode is presented to incorporate it into educational games and cater for a range of learners. A story design model called Movement Oriented Design (MOD) is presented to guide the process of creating effective educational narratives.
• A User Experience Research (UXeR) meta-model is presented as the pathway to advance research in this multidisciplinary field.
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Outline• Introduction
• Content, Story and Game design• Learning Style Models
• Felder Silverman Model• Digital Educational Games
• Three main challenges• Storytelling as a Pedagogical Model
• Movement Oriented Design (MOD)• User Experience
• User Experience Research Model (UXeR)• Conclusions
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Introduction• Three aspects of Educational Game Design
• Content Design• Story Design• Game Design
Educational Content Design
Game Design
Story Design
User Experience Space
Creative Design Space
Emotions
Plot &
Narrative
Learning outcomes
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Learning Style Models
• Main Objective: Enhance Learning Outcomes• Many learning style models
• Overlap with personality types given by• Carl Jung, Myer Briggs, Kolb, and Howard
Gardner• A simple learning style model
• Visual learners prefer to use visual aids such as diagrams, photos, and videos.
• Auditory learners prefer to learn by listening to lectures and discussions.
• Kinaesthetic learners prefer to learn by building physical systems or models.
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Learning Styles: Felder Silverman Model
Input
Processing
5- Learning Dimensions
Meta Learning Style-A: Physical
Meta Learning Style-B: Intellectual
1.
Perception
Sensing: Concrete and practical, considers facts and procedures.
Intuitive: Conceptual and innovative, considers theories and meanings.
2. Input
Visual: Prefer visual representations – pictures, diagrams, flow charts.
Verbal: Prefer written and spoken explanations.
3. Organisation
Deductive: Prefer to proceed from the general to the specific.
Inductive: Prefer to proceed from the specific to the general.
4. Processing
Active: Learn by trying things out, and working with others.
Reflective: Learn by thinking things through, generally working alone.
5. Understanding
Sequential: Linear and orderly, learn in small incremental steps.
Global: Holistic and system wide thinkers, learn in large leaps.
Understanding
Perception
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Learning Style Models
• Aim for Educational Game Design • Cater for different learning styles• Encourage learners to use alternative
learning styles
• Games provide • Physical learning experience.
• Important to include• Intellectual activities to• Balance and reinforce the learning
• Without interrupting the game experience.
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Digital Educational Games
• Digital Educational Games (DEGs)• offer exciting and dynamic environments • engage gamers in motivating learning
activities, • inspire them to explore a variety of topics
and tasks.
• Law and Kickmeier-Rust state: characteristics of DEGs include• contribute to knowledge construction • enhance collaborative learning skills
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Digital Educational Games
• Three main challenges related to developing, using and evaluating DEGs• Personalising learning experience, i.e.
developing DEGs that can provide content and experience to match different learning styles.
• Reusing learning objects created for the same or other DEGs.
• Evaluating DEGs vis-à-vis1. learning outcomes: formal models exist2. user experience: formal models needed
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Storytelling as a Pedagogical Model• Storytelling
• A universal cultural activity• Can enhance learning outcomes • An effective model for developing DEGs
• As per Levi-Strauss, an anthropologists• our brain uses a story oriented structure
• Storytelling is powerful. • Because it links with a basic human need: • Creates emotional engagement and
movement
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Movement Oriented Design
• Movement Oriented Design (MOD) • a framework for creating contextualized stories • connect with and impact learners’ cognitive
absorption• MOD methodology is underpinned by the
concept that• all multimedia systems are story telling
artifacts• MOD bridges the semantic gap between
• multimedia author’s thought process and • programming metaphors for multimedia design
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Movement Oriented Design
•Based on the concept that •every story must have a beginning, middle and an end.
•The core - Movement: •a micro story with its own beginning, middle and end.
Begin Middle
End
Begin
Middle
End
Story or Story Unit
Movement
Begin Middle
End
Begin Middle
End
Begin Middle
End
Begin Middle
End
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Movement Oriented Design
Negative Emotional Charge
Knowledge
Positive Emotional Charge
Moving Emotional Charge for effective knowledge transmission
• McKee suggests that we move emotional charge: • +ve to –ve • -ve to +ve• To keep the viewer emotionally engaged
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User Experience
• Hassenzahl separated attributes into • Pragmatic Attributes (Usability ) -of practical
matters • Hedonic Attributes (UX) -devoted to pleasure
• Hassenzahl and Tractinsky: • UX is a strange phenomenon: • readily adopted by (HCI) community • at the same time critiqued for being vague,
elusive, ephemeral. • Consider three aspects
• The experiential: dynamic, complex, unique, situated, temporally-bounded.
• Beyond the instrumental: holistic, aesthetic, and hedonic.
• Emotional: subjective, positive, antecedents & consequences.
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User Experience
• Mutlu states: • “Current theories of emotions fail to explain
the relationship between experience and emotions”
• User Experience Research (UXeR) model • Aims for UXeR model
• Define cognitive and behavioral science terms in the UX context
• As psychologist seem to give different interpretations
• Link ephemeral concepts to physical actions in a layered manner.
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User Experience Research ModelExperience
Emotions
Feelings (Thoughts)
Behaviour (Actions)
Systems (Components)
Level 5
Level 4
Level 3
Level 2
Level 1
Mind
Interfaces
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User Experience Research Model
L5: Experience : most ephemeral concept. L4: Emotions: play a central role in any user
experience. L3: Feelings and thoughts produce emotional
responses; emotional feelings (happy, sad), and not physical feeling (hot, cold).
Mind provides a link between thoughts and behaviours.* Hromek : “…mind becomes body through a multidirectional flow of information throughout the whole organism”* Conscious and the subconscious mind
L2: Behaviours are collections of actions. Even toys and computer games have behaviours.
Interfaces link to:L1: System and components, including user
interfaces (physical or screen based) needed to perform actions and tasks.
Experience
Emotions
Feelings (Thoughts)
Behaviour (Actions)
Systems (Components)
Level 5
Level 4
Level 3
Level 2
Level 1
Mind
Interfaces
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User Experience
• Generic UXeR equations• Provide a starting point
• Further work required• Fully define UX equations using
appropriate mathematical techniques.
• Validate the UX equations using empirical data.
• Verify the results obtained from UX equations.
• Develop measurement techniques based on usability research.
• Adapt the UXeR model for specific application domains.
)(1 SyfBe , where ,...),( 21 CCSy (1)
)(2 BefFe , where ,...),( 21 AABe (2)
)(3 FefEm , where ,...),( 21 TTFe (3)
)(4 EmfUX (4)
))))(((( 1234 SyffffUX (5)
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Conclusions • To design effective digital educational games
(DEGs), we need models for: • Content, Story and Game design.
• To check the effectiveness of the game, we need to measure:• Learning outcomes• User Expereince
• Felder Silverman Model provides • understanding of different learning styles.
• Movement Oriented Design (MOD) • provided a model for designing the narrative of
story-based DEGs. • User Experience Research (UXeR) model
• is a seminal model for formal treatment of UX. • Therefore, further research is required
• to evaluate UX for educational games.
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• Thanks.
• Any questions please.
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