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Funded by Microsoft Research with $3 million over 3 years, this institute focuses on developing educational games for effective learning outcomes. With a team of 14 faculty members across 7 universities, their research aims to explore the interaction of various factors in game design and integration, while providing teacher support for successful implementation. The institute also collaborates with external advisors for additional expertise.
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Starting date Oct 7, 2008Funded by Microsoft Research$3 Million over 3 years14 faculty at 7 universities
Organizational Structure Ken Perlin, Institute Director Jan Plass Institute Co-Director Development Education
Organizational Structure • 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) Ken Perlin, Institute Director Jan Plass Institute Co-Director
Organizational Structure Development Team Ken Perlin, Director Andy Phelps Karl Skelton Joel Wein
Organizational Structure Education Team Jan Plass, director Mary Flanagan Bruce Homer Katherine Isbister Chunk Kinzer Katherine Milne
Organizational Structure Scientific Advisory Board Jaron Lanier Virtual reality Will Wright (Maxis) SIMS, Spore, ... Mitch Resnick (MIT) Scratch Kaelan Doyle-Myerscough All-around game expert Microsoft Representative
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: • Interaction of • Factors • Lab versus • Authentic Setting • Design Factors • Successful • Integration • Teacher Support
From design factors to learning outcomes: Factual Knowledge Conceptual Knowledge ? Procedural Knowledge Meta-cognitive Knowledge Affective Outcomes
From design factors to learning outcomes: • Game-based Learning Approach Factual Knowledge Curricular Integration Conceptual Knowledge Educational Games Educational Game Design Principles Procedural Knowledge Meta-cognitive Knowledge Affective Outcomes
Research Plan Development Team: Implement Observation of Game Play Features of Effective Educational Games Game Prototypes Game Design Principles Review Research on Games Education Team: Empirical Research
Anatomy of a game: Player’s understanding Game mechanic - the rules of play Aesthetic design - graphics, sound, music, … Narrative Drive – the story that moves the game forward Extrinsic rewards – points, ranking, … Intrinsic rewards – improving skills
Travel along surface of “Maximal flow” (Csíkszentmihályi):
Our plan: • Time Line 2008 2009 2011 PHASE 1 PHASE 2 PHASE 4 Years 4–10 • xx (yy) • zz PHASE 3 Wide-ranging exploration Focused exploration Design Design Confirmation Game DesignEduc. Assessment
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)
Our plan: • 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 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 PHASE 1 Wide-ranging exploration Exploration of Existing Games (Months 1-8) • Responsible PI: Ken Perlin • Goals • Analyze 25+ existing games, identify patterns for design principl • Literature review
Our plan: • 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 • Deliverables and Time Line • PHASE I: Wide Ranging Exploration of Existing Games (Months 1-8) Wide-ranging exploration Exploration of Existing Games (Months 1-9) • 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
Our plan: • Responsible PI: Jan Plass • Goals: • Deeper Analysis of 12-15 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) • Responsible PI: Ken Perlin • Goals • Analyze 25+ existing games, identify patterns for design principles • Literature review
Our plan: • 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 • Deliverables and Time Line • PHASE I: Wide Ranging Exploration of Existing Games (Months 1-8) • Focused Exploratory Research (Months 10–18) • 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
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) • Responsible PI: Ken Perlin • Goals • Analyze 25+ existing games, identify patterns for design principles • Literature review
Our plan: • 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 • Deliverables and Time Line • PHASE I: Wide Ranging Exploration of Existing Games (Months 1-8) • Development and Evaluation of G4L (Months 19–27) • 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
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) • Responsible PI: Ken Perlin • Goals • Analyze 25+ existing games, identify patterns for design principles • Literature review
Our plan: • 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 • Deliverables and Time Line • PHASE I: Wide Ranging Exploration of Existing Games (Months 1-8) • Confirmation (Months 28–36) • 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
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