Standard Principles, Theories & Models: Understand many
theories and models, choose from among them appropriately, and apply them
effectively.
Artifact Context EDTEC 670 Simulations and Games Spin Out Game Group Project
I teamed with Matt Sherwood to design and develop an educational board game
prototype. We collaborated virtually to produce a playable prototype,
play-tested it with students, then documented the process in a design
document.
Link to Standard
Of the principles found within the numerous theories and models conveyed in the
COMET program, two specific models guided the motivational aspects of the Spin Out! game prototype. Our instructional efforts would be wasted if students were
unmotivated to play the game, making Keller's ARCS (Attention, Relevance,
Confidence, and Satisfaction) model a natural choice in assisting us in designing a game that is,
"appealing at a level beyond the novelty effect in addition to making it
efficient and instructionally effective" (Keller & Suzuki,
1988).
Keller's
ARCS Model Component
Justification
for Application
Evidence
in Board Game Prototype
Attention
Learners
must attend to information to become motivated.
Inquiry
arousal achieved through questions designed to hold player's attention using humorous
word problems.
Perceptual arousal reoccurs throughout game when special, "chance"
are drawn.
Relevance
Students
require instruction which correlates to their worlds. An educational
game based math word problems will bore students if the situations are
abstractions.
Questions
align to math class content and real-life experience.
Confidence
Students
need to feel like the game is within their cognitive reach. If the
questions are too difficult, they will become frustrated and give up
quickly. Building in the opportunity to "steal" a question
from one's opponent offers an extra confidence booster.
Questions
vary in difficulty, covering California math standards grade 4-6 to increase likelihood of successful play.
Players can attempt to answer a question when opponent fails to give correct
response.
Satisfaction
Learners
are motivated by rewards, be it intrinsic or extrinsic.
Competitive
race to the finish, random opportunity to jump ahead, correct answer
provide feedback. Application of knowledge in peer setting can be
rewarding students.
Dr. Dodge's reading list for the course included an excerpt
from Lepper and Malone's book, Making learning fun: A taxonomy of intrinsic
motivations for learning (1987). Written over 20 years ago, the concepts
stand the test of time. The taxonomy derives from studies examining
children's affectual responses to computer games, including
educationally-oriented games. We used the heuristic checklist to lend additional
theoretical support to our design. The checklist is divided into two
categories, individual and interpersonal motivation. Individual
motivations "can be present in any learning situation, even those
involving only one person" (Lepper & Malone, p. 248).
Interpersonal motivations are found in interaction with others. Sometimes
the two types of motivation overlap. For example, competition generally
involves another person but can also occur when a player competes against
herself.
Motivational
Category
Lepper
and Malone's Heuristic Checklist
Game
Element
Individual Motivation
Challenge
The players who answer the most questions correctly have the greatest
probability of winning the game
Curiosity
Not represented
Control
Players are required to use mental math but could use pencil and paper to
calculate to alleviate math anxiety
Fantasy
Not represented
Intrinsic Motivation
Cooperation
Team play
option facilitates collaboration
Competition
Players compete to answer the greatest number of questions correctly and be
the first to the finish
Recognition
The game could be used to create competition within or across classrooms,
individuals also recognize their own and their peer's academic success
Learning theories are an important consideration in game design. Behaviorism, constructivism, and social learning theory form the theoretical foundation for the mathematical knowledge gained through play.
Learning Theory
Design Considerations
Behaviorism
Skinner
Students are conditioned to behave
in specific way when presented game stimuli.
For example, most will choose
pawns, roll dice, and begin to set the game board before reading the
directions.
Constructivism
Piaget
Questions that students find
challenging induce a state of Piagetian disequilibrium.
New problem-solving schemas are formed as
students assimilate the new information into existing schema and/or form new
schema through accommodation (Rieber, 1996).
Social Learning
Theory
Vygotsky
The game space is the Zone of
Proximal development.Learning occurs
as the More Knowledgeable Other and the novice interact.
Often, there is more than one way
to solve a math problem.Playing a game
offers students a social space to share solution strategies and identify
fallacious thinking.
Challenges and Opportunities The biggest challenge we faced was to create a board game that students want to
play. We initially envisioned a checkers-like game called
"Mackers" but quickly moved away from that idea. Our next board
design required players to move from the origin of a four-coordinate plane
through a a spiraling path out of the plane. We then met with Dr. Dodge to
present the idea. He immediately identified graphic design elements that
would increase the game's appeal. After the meeting, we determined that a
more visually appealing board would be one that capitalized on the automotive
theme of the game. The original design was also problematic because we
were trying to stuff 100 pounds of math into a 10 pound bag. We narrowed
the scope of our content and reworked the game board. Once we settled on a
board design the remaining game materials were less challenging to develop.
The next step was to play test-the game with students. I tested the game
with a group of students in a mixed grade level math course at my school. The
high school play testers are categorized as high-risk. They possess low
skill levels and are on the verge of dropping out of school. We
determined that using a hard-to-wow audience would provide authentic
feedback. The students did not disappoint. I provided only game
materials and the instruction sheet during the play test to determine whether
or not students could play unassisted. Several issues emerged:
Rules - The rules confused students. Only 1/3 of the groups
were able to get started without assistance from another student. We revised
the rules prior to submitting the final project.
Pawns - The paper cars did not function as designed. The
images were upside-down when folded. The pawns were also too large for the
board and overlapped several "lanes" of the game board's path to the
finish. They were redesigned prior to submission of the final project.
One student suggested we "use Hot Wheels next time".
Questions - The questions were too wordy for the students,
many of whom are not literate in the English language. The original rules did
not address the inclusion of the answer on each question which removed the
incentive to work out the questions. Simpler questions rewritten by the
teacher, or new questions written by students is a way to address this problem.
Visual Appeal - The students found the game visually
appealing and one student described the game as "fun".
Overall Impression of the Game - Students felt that if the
questions were "easier" and the directions were "better"
that they would like to play the game again.
Professional and Personal Growth Conceptually, this project offered the opportunity to lean more about Keller's
ARCS theory. I had not given much attention to the model, allowing
Gange's Nine Events of Instruction to account for the learner's motivation
during the first event, gain attention)in my instructional design. I
felt an "ah-ha" moment as I learned more about the model.
Looking back at my notes in the margins of the selected course reading, I see
how I connected the model to behaviorism (the satisfaction gained by rewards)
and to framing objectives in a different way than Mager prescribes
(motivational objectives).
In the classroom, I do not have the luxury of piloting
instructional resources prior to implementation. The project offered an
interesting opportunity to rework elements of an instructional product based on
audience feedback. I've used many board games in my classroom without
giving consideration to theoretical principles behind their development.
I feel that I am better equipped to analyze games prior to purchase and can
provide more sophisticated justifications for expenditures.
References
Keller, J. M., & Suzuki, K. (1988). Use of the
ARCS Motivation Model in Courseware Design. In D. H. Jonassen(Ed.), Instructional
Designs for Microcomputer Courseware. Hillsdale, NJ: Lawrence Erlbaum.
Malone, T. W. and Lepper, M. R. (1987). Making learning fun: A taxonomy of
intrinsic motivations for learning, volume 3, pages 223-253. Hillsdale, N.J. :
Erlbaum.
Rieber,
L. P. (1996). Seriously considering play: Designing interactive learning
environments based on the blending of microworlds, simulations, and games.
Educational Technology Research & Development, 44(2),
43-58.