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The ‘Ecology of Implementation’ for
Immersive Games in Teacher Education:
Practices to support Integration for Impact
ANNA ARICI, SASHA BARAB, LEE MCILROY & ADAM INGRAM-GOBLE
CENTER FOR GAMES & IMPACT
MARY LOU FULTON TEACHERS COLLEGE
ARIZONA STATE UNIVERSITY
www.quest2teach.org
Quest2Teach is a series of 3D game-infused teacher education curricula and
a socio-professional network, to immerse learners in help bridge between
educational theory and practice.
Learning scientists, Designers, Innovators
Game designers, publishers
Donors, domain experts, educators, faculty
Multi-Stakeholder
Collaboration
• Based in Dewey, Piaget & Vygotsky, and supported by modern
learning scientists
• ‘Learning by doing’ isn’t new, but technology is giving educators
around the world unprecedented access and avenues to engage
their students’ in meaningful ways.
“a communicative action or
activity involving two
parties or things that
reciprocally affect or
influence each other—
changing both.”
Transactive Learning
John Dewey
Videogames as 21st Century Curricula
Videogames as a learning context offer ….
• entire worlds in which learners are central,
important, active participants;
• a place where the actions one takes has a
significant impact on the world;
• and a place in which what you know is directly
related to what you are able to do and,
ultimately, who you become.
Transformational Play
an experiential state that involves:
(a) projection into the role of a character who,
(b) is recruited into a partly fantastical problematic
context,
(c) must apply conceptual understandings,
(d) to transform the context,
(e) and, ultimately, oneself.
It involves positioning …
• Person With Intentionality
• Content With Legitimacy
• Context With Consequentiality
(Barab, Gresalfi, & Arici, 2009
Barab, Gresalfi, & Ingram-Goble, 2010)
Dance of Agency
“invitation as contract”
Games for Impact – Meta Research
Serious games have been found to be more
effective for learning than conventional
instruction methods, especially
• when the game was supplemented with other
instruction methods,
• when multiple facilitator training sessions
were involved,
• when players worked in groups, and
• when game structures were designed with a good
match between the game mechanics and the
learning goals.
Games for Learning aren’t software, they’re curricula …
Or, Tech-Enabled Services
• Lean Startup Movement
– Agile Development
– Iterative Release Cycles (DBIR)
– Product Development  Customer Development
• Customer/learner as Consumers Producers
– Who we are  What you can be
• Minecraft- Not what Mojang developed, but what the players developed with their software.
• NIKE - Shoes and other Products -> How Customers use our products.
• INTEL – Tagline was “Intel Inside”, New - “We make amazing experiences”
Quite a different focus for a chip company.
• Raises a very new question: Where does the fidelity lie?
Atlantis Remixed: Mystery of the Taiga River
In-Game Tools: Taiga
• Game technologies allow us to
provide simulations and play out
future outcomes, based on the
current water quality indicators
• Field Notebook tracks their data
collection, interviews, water samples, etc
• The Logic model collects their evidence
into chains of scientific inquiry, to see
which theories are supported by data.
The Mystery of the Taiga River
Taiga Comparison Study
• 2 week Science Unit in
Quest Atlantis
• Game condition vs
Traditional Class
• Same Teacher for all
classes/condition
• Equivalent curriculum &
tasks, both inquiry-
based
• Context and role (active
vs passive) differed
A B C
Turbidity 6 27 22
Dissolved
Oxygen
5.5 4.5 4.0
Temperatur
e
17.5 22.5 22.0
Nitrates 3.15 0.96 2.08
Phosphate
s
3.6 1.7 3.1
pH 6.6 7.0 7.3
Teacher’s Prediction:
Which group do you think learned more?
“It depends on how you measure learning. I think that if
you look at ‘facts’ and being able to take a multiple
choice test, I think the traditional classroom kids will
score a little better.
In terms of learning things like social commitments, being
able to understand the relationship between actions
and consequences, real science, those kind of things,
the QA kids would have a higher score.
Comparison Study Results
Quest Trad QA
Interested in Task 4 42
To get a good grade 52 24
Teacher told me to 22 5
Quest Trad QA
Extra Credit 3 39
No Extra Credit 52 13
Percentage 4% 74%
Learning Gains:
[F(1,115) = 6.53, p < .01]
Delayed Posttest:
[F(2,88) = 14.78, p < .001].
Results: Role of the Teacher
• The teacher did not scaffold the QA classes to the extent of
his Traditional classes.
0:00:00
12:00:00
24:00:00
36:00:00
48:00:00
60:00:00
Day 1 2 3 4 5 6 7 8 9 10
MinutesofTeacher
GuidanceinClass
Day of Unit
Amount of Teacher Guidance & Structuring:
Time Spent on Introduction, Framing, & Closure of Material
QA
Traditional
Teacher Dashboard
In Quest2Teach, students create a professional avatar, play out roles, solve
complex problems, fail safely, and see the impact of their decisions while
gaining fluency in theories-in-action. Pre-service teachers evolve their
professional identity in a variety of narrative-based 3D role-playing
scenarios, each with a particular theoretical focus, and embedded within a
larger experience-based curricula and network.
Awards and Accolades
• The Joan Ganz Cooney Center (Sesame Workshop) chose
Quest2Teach as the first in their documentary series of the
Top 5 innovations in Teacher Education.
• Presidential Award for Innovation at ASU
• Top 3 at Games Learning Society’s International game
competition
• Documentary on the Games & Learning website
• Featured innovation at New Media Consortium
• Featured curriculum at Institute of Play
• Featured curriculum at Game.Play.Learn.
Protagonist in a nuanced
and authentic Narrative
‘Diving into Data’ game: 3DM
• slide 7
• 20 seconds
• In-game tools
help learners
interrogate
and interpret
the scenarios
and theories
• No single ‘correct’
game interpretation
• Players can flag and
question the game
scores
• Means for deeper
discussion of the
theories
Small “g” games
Our ‘video games’; self-contained and
completeable; optimized to engage learners in a
particular educational theory in a safe, simulated
and structured environment.
An open-ended, flexible ‘meta-game’ structure
and affinity spaces that foster locally-driven
extensions and adaptations in support of real-
world goals and outcomes.
• Data and Analytics Dashboard
• Social Communities/Affinity Spaces/Network
• Learning trajectories and gamification layers
• Smart/Modding Tools
Big “G” game
(A distinction from CGI co-founder Jim Gee)
Q2T Socio-Professional Network
Network Reflection
• Write your Post
• Pay it forward with Props
Matriculation: New Students Enter the
‘Nexus’ 3D Hub
Curricula for Each Game
Teacher Toolkit & Dashboard
Quest2Teach International Network
for Pre-Service Teachers
Mary Lou Fulton
Teachers College, ASU,
Arizona
Dublin City University,
Ireland
University College
Copenhagen,
Denmark
University of Bari,
Foggia, Italy
The Joan Kanz
Cooney Center,
NYC
DBIR Research Cycles
• A series of multiple Design-Based Implementation Research (DBIR)
cycles over 4 semesters
• Three Q2T games and the network were engaged by faculty and over
800 pre-service teachers in intact classrooms.
• Research cycles alternated with design cycles, with the research
findings informing the design iterations, as well as the ecology of
implementation.
• Our results over the 4 semesters consistently showed significant
pre/post learning gains on targeted concepts.
From Outputs to Outcomes
• Our goal in this work, however, is to shift from
targeted outcome scores to larger identity shifts
and transfer of ideas from theory to practice.
• To get these kinds of outcomes we have found
the Ecology of Implementation is essential.
Demographic Findings
Our Teachers College demographic data showed:
• Most common use of computers was for
homework or social networks.
• Only 9% reported that they played video games
1-5 hours/week. (Compared with 70%
nationally, across all majors)
• Only 5% described themselves as a ‘gamer’
Digital natives are Not always Gamers
N= ~800 pre-service undergraduate students
Positive Results
• In addition to learning gains and increased engagement:
• Nearly two-thirds of students (62%) reported that the game
helped them to see themselves as a professional teacher
more than they did before playing it.
• 45% of students reported that the games helped increase
their level of confidence in their future teaching ability.
• 52% of students
indicated that the
games helped increase
their commitment to
future teaching.
Comparison Findings: Professionalism Game
Regular class setting
• “This unit made me more aware of my actions”
• “It taught me about a lot of different professional situations”
Summary: learned ‘about’ professionalism, and became ‘aware’
Game-infused class
• “This game allowed me to practice how to be respectful in a disagreement,
it gave me skills in interpersonal relationships and how to work better with
others.””
• “This experience gave me the language to approach new and challenging
situations in my professional career.”
Summary: learned ‘skills’, ‘language’, active rather than passive voice
first-person protagonist in learning new skills
Other results
• Comparison study showed active learning as 1st
person protagonist, learning ‘skills’ and ‘language’,
rather than passively ‘learning about’ the theory.
• Students appreciated the ability to play out roles,
solve authentic problems, fail safely, and see the
consequences of their individual decisions and
trajectories.
• Felt it was more real than the role play scenarios
with classmates.
• Many felt better equipped to handle difficult
interactions in the real world.
• Shift in identity from student to professional
Findings: Ecology of Implementation
Network was redundant
with their own
• They already had a (more
divergent) network
created in Facebook
• We needed to brainstorm
alternative network
services we could provide
to meet actual needs.
Instructor influence
• Instructors welcomed and embraced the innovation
• The few with negative attitudes passed those on to students
• Teacher support and training is essential, and they are eager for it.
Findings: Ecology of Implementation
Some students initially need more support with Technology
• Reframing the Q2T as a ‘simulation’ (instead of a video game) went far.
• We built in explicit supports in the 3D worlds, with tutorials initiated
through player inactivity, and guidance from in-game characters, but they
quickly became adept.
Scope and Sequence in Program: ‘Just-in-Time’ vs. ‘Just-in-Case’
• Very different reactions from students in their 1st semester vs Student
teachers when playing the Professionalism game.
First semester student: “I would never have a
conflict with my mentor. I’m just going to roll
over and do whatever she says.”
Student Teacher reaction:
“I don’t think if we played this last semester or
last year, any one of us would have taken it as
seriously, but now we know, this is for real!”
Two years later…
• The same students who found the Professionalism game largely
irrelevant early on in their program were given the same game
curriculum in their student teaching course two years later. These
students expressed how vastly different the experience was now that
they were experienced professionals about to enter the field.
• “The last time I played, I have to admit, all the choices all looked the
same. I was like, ‘I guess I’ll just click this one and see what happens!’
But this time I was like, ‘Wow! This is really common sense!’ I could tell
I had grown as a professional, it was so second nature.”
• “The first time I played the game and my mentor (NPC) didn’t like my
lesson plan I quickly backed down and said, ‘Oh, I’m sorry! I’ll change it,
or just go with yours’. This time around though, I had the confidence to
stand up for myself, and even the experience to say how I felt the
students were learning well with my plan. I was able to chose
professional ways to support my own plan.”
Shifts in Thinking
ROLES POSITIONING INNOVATION
• Protagonist vs Observer:
Player has responsibility for
integrating concepts to
realize personal goals
• Ownership vs Bystander:
Integrating the innovation
into local ecosystem goals
and experiences
• Anticipation vs
Assignment: Setting up
the innovation in terms
of relevant and
meaningful goals
• Just-in-Time vs Just-in-
Case: Positioning the
innovation as part of
larger trajectory
• Curriculum vs Software:
Supporting game play
experience with other
curricular resources
• Services vs Products:
Using the game in support
of realizing desired goals
Fidelity (Consumed or Produced)
• Personal Integration: How well the innovation aligns with and enables goals of the
learner.
• Facilitator Integration: How well the facilitator realizes their goals through the innovation
• Ecosystem Integration: How the innovation aligns or productively disrupts the local
ecosystem.
Forcing a choice…
“The ah-ha moment for me was when in the game the
teacher was blaming the kids for the chaos, and how ‘they
just don’t care’. Which is exactly what I hear at my site. All
the teachers, and even the principal, say that there’s really
nothing we can do because these students are so
challenging. And in the game I found myself agreeing with
that teacher, it’s the kids fault. But then the game stopped
me and my game mentor popped in to explain that there
are a lot of things I can do, and within my control. I was so
used to ‘it’s the kids, it’s the kids, it’s the kids’, but now,
after experiencing this (game), it makes me want to go
back and try something new with my kids. I’m starting to
wonder if it really could be all the kids as a collective, or if
we as teachers need to do something different.”
Best Practices
• Incorporate DBIR to iterate and uncover the optimal ecology for
the innovation.
• Reframe the innovation as a service, not a product. Focus on
customer development and not product development.
• Instructor training: Not about ‘Tech 101’ but for exploring
teachable moments, brainstorming approaches, personalizing,
and engaging in the larger outcomes.
• Instructor buy-in is essential, and not hard to come by. Support
fluency with the innovation. Treat them as partners who are co-
responsible for experience realization.
• Optimize to new contexts through rich dialog with stakeholders,
esp instructors, with key goal being fidelity of the higher level
service and outcomes.
• Empower learners with agency to determine the meaning and
value of your brand, so they can take it to new places you haven’t
determined.
Questions or Guest Accounts?
Contact: anna.arici@asu.edu or visit www.quest2teach.org

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The ‘Ecology of Implementation’ for Immersive Games in Teacher Education: From Products to Services

  • 1. The ‘Ecology of Implementation’ for Immersive Games in Teacher Education: Practices to support Integration for Impact ANNA ARICI, SASHA BARAB, LEE MCILROY & ADAM INGRAM-GOBLE CENTER FOR GAMES & IMPACT MARY LOU FULTON TEACHERS COLLEGE ARIZONA STATE UNIVERSITY
  • 2. www.quest2teach.org Quest2Teach is a series of 3D game-infused teacher education curricula and a socio-professional network, to immerse learners in help bridge between educational theory and practice.
  • 3. Learning scientists, Designers, Innovators Game designers, publishers Donors, domain experts, educators, faculty Multi-Stakeholder Collaboration
  • 4. • Based in Dewey, Piaget & Vygotsky, and supported by modern learning scientists • ‘Learning by doing’ isn’t new, but technology is giving educators around the world unprecedented access and avenues to engage their students’ in meaningful ways. “a communicative action or activity involving two parties or things that reciprocally affect or influence each other— changing both.” Transactive Learning John Dewey
  • 5. Videogames as 21st Century Curricula Videogames as a learning context offer …. • entire worlds in which learners are central, important, active participants; • a place where the actions one takes has a significant impact on the world; • and a place in which what you know is directly related to what you are able to do and, ultimately, who you become.
  • 6. Transformational Play an experiential state that involves: (a) projection into the role of a character who, (b) is recruited into a partly fantastical problematic context, (c) must apply conceptual understandings, (d) to transform the context, (e) and, ultimately, oneself. It involves positioning … • Person With Intentionality • Content With Legitimacy • Context With Consequentiality (Barab, Gresalfi, & Arici, 2009 Barab, Gresalfi, & Ingram-Goble, 2010)
  • 8. Games for Impact – Meta Research Serious games have been found to be more effective for learning than conventional instruction methods, especially • when the game was supplemented with other instruction methods, • when multiple facilitator training sessions were involved, • when players worked in groups, and • when game structures were designed with a good match between the game mechanics and the learning goals.
  • 9. Games for Learning aren’t software, they’re curricula … Or, Tech-Enabled Services • Lean Startup Movement – Agile Development – Iterative Release Cycles (DBIR) – Product Development  Customer Development • Customer/learner as Consumers Producers – Who we are  What you can be • Minecraft- Not what Mojang developed, but what the players developed with their software. • NIKE - Shoes and other Products -> How Customers use our products. • INTEL – Tagline was “Intel Inside”, New - “We make amazing experiences” Quite a different focus for a chip company. • Raises a very new question: Where does the fidelity lie?
  • 10. Atlantis Remixed: Mystery of the Taiga River
  • 11. In-Game Tools: Taiga • Game technologies allow us to provide simulations and play out future outcomes, based on the current water quality indicators • Field Notebook tracks their data collection, interviews, water samples, etc • The Logic model collects their evidence into chains of scientific inquiry, to see which theories are supported by data.
  • 12. The Mystery of the Taiga River
  • 13. Taiga Comparison Study • 2 week Science Unit in Quest Atlantis • Game condition vs Traditional Class • Same Teacher for all classes/condition • Equivalent curriculum & tasks, both inquiry- based • Context and role (active vs passive) differed A B C Turbidity 6 27 22 Dissolved Oxygen 5.5 4.5 4.0 Temperatur e 17.5 22.5 22.0 Nitrates 3.15 0.96 2.08 Phosphate s 3.6 1.7 3.1 pH 6.6 7.0 7.3
  • 14. Teacher’s Prediction: Which group do you think learned more? “It depends on how you measure learning. I think that if you look at ‘facts’ and being able to take a multiple choice test, I think the traditional classroom kids will score a little better. In terms of learning things like social commitments, being able to understand the relationship between actions and consequences, real science, those kind of things, the QA kids would have a higher score.
  • 15. Comparison Study Results Quest Trad QA Interested in Task 4 42 To get a good grade 52 24 Teacher told me to 22 5 Quest Trad QA Extra Credit 3 39 No Extra Credit 52 13 Percentage 4% 74% Learning Gains: [F(1,115) = 6.53, p < .01] Delayed Posttest: [F(2,88) = 14.78, p < .001].
  • 16. Results: Role of the Teacher • The teacher did not scaffold the QA classes to the extent of his Traditional classes. 0:00:00 12:00:00 24:00:00 36:00:00 48:00:00 60:00:00 Day 1 2 3 4 5 6 7 8 9 10 MinutesofTeacher GuidanceinClass Day of Unit Amount of Teacher Guidance & Structuring: Time Spent on Introduction, Framing, & Closure of Material QA Traditional
  • 18. In Quest2Teach, students create a professional avatar, play out roles, solve complex problems, fail safely, and see the impact of their decisions while gaining fluency in theories-in-action. Pre-service teachers evolve their professional identity in a variety of narrative-based 3D role-playing scenarios, each with a particular theoretical focus, and embedded within a larger experience-based curricula and network.
  • 19. Awards and Accolades • The Joan Ganz Cooney Center (Sesame Workshop) chose Quest2Teach as the first in their documentary series of the Top 5 innovations in Teacher Education. • Presidential Award for Innovation at ASU • Top 3 at Games Learning Society’s International game competition • Documentary on the Games & Learning website • Featured innovation at New Media Consortium • Featured curriculum at Institute of Play • Featured curriculum at Game.Play.Learn.
  • 20.
  • 21.
  • 22. Protagonist in a nuanced and authentic Narrative
  • 23. ‘Diving into Data’ game: 3DM • slide 7 • 20 seconds
  • 24. • In-game tools help learners interrogate and interpret the scenarios and theories • No single ‘correct’ game interpretation • Players can flag and question the game scores • Means for deeper discussion of the theories
  • 25.
  • 26. Small “g” games Our ‘video games’; self-contained and completeable; optimized to engage learners in a particular educational theory in a safe, simulated and structured environment. An open-ended, flexible ‘meta-game’ structure and affinity spaces that foster locally-driven extensions and adaptations in support of real- world goals and outcomes. • Data and Analytics Dashboard • Social Communities/Affinity Spaces/Network • Learning trajectories and gamification layers • Smart/Modding Tools Big “G” game (A distinction from CGI co-founder Jim Gee)
  • 28. Network Reflection • Write your Post • Pay it forward with Props
  • 29. Matriculation: New Students Enter the ‘Nexus’ 3D Hub
  • 31. Teacher Toolkit & Dashboard
  • 32. Quest2Teach International Network for Pre-Service Teachers Mary Lou Fulton Teachers College, ASU, Arizona Dublin City University, Ireland University College Copenhagen, Denmark University of Bari, Foggia, Italy The Joan Kanz Cooney Center, NYC
  • 33. DBIR Research Cycles • A series of multiple Design-Based Implementation Research (DBIR) cycles over 4 semesters • Three Q2T games and the network were engaged by faculty and over 800 pre-service teachers in intact classrooms. • Research cycles alternated with design cycles, with the research findings informing the design iterations, as well as the ecology of implementation. • Our results over the 4 semesters consistently showed significant pre/post learning gains on targeted concepts.
  • 34. From Outputs to Outcomes • Our goal in this work, however, is to shift from targeted outcome scores to larger identity shifts and transfer of ideas from theory to practice. • To get these kinds of outcomes we have found the Ecology of Implementation is essential.
  • 35. Demographic Findings Our Teachers College demographic data showed: • Most common use of computers was for homework or social networks. • Only 9% reported that they played video games 1-5 hours/week. (Compared with 70% nationally, across all majors) • Only 5% described themselves as a ‘gamer’ Digital natives are Not always Gamers N= ~800 pre-service undergraduate students
  • 36. Positive Results • In addition to learning gains and increased engagement: • Nearly two-thirds of students (62%) reported that the game helped them to see themselves as a professional teacher more than they did before playing it. • 45% of students reported that the games helped increase their level of confidence in their future teaching ability. • 52% of students indicated that the games helped increase their commitment to future teaching.
  • 37. Comparison Findings: Professionalism Game Regular class setting • “This unit made me more aware of my actions” • “It taught me about a lot of different professional situations” Summary: learned ‘about’ professionalism, and became ‘aware’ Game-infused class • “This game allowed me to practice how to be respectful in a disagreement, it gave me skills in interpersonal relationships and how to work better with others.”” • “This experience gave me the language to approach new and challenging situations in my professional career.” Summary: learned ‘skills’, ‘language’, active rather than passive voice first-person protagonist in learning new skills
  • 38. Other results • Comparison study showed active learning as 1st person protagonist, learning ‘skills’ and ‘language’, rather than passively ‘learning about’ the theory. • Students appreciated the ability to play out roles, solve authentic problems, fail safely, and see the consequences of their individual decisions and trajectories. • Felt it was more real than the role play scenarios with classmates. • Many felt better equipped to handle difficult interactions in the real world. • Shift in identity from student to professional
  • 39. Findings: Ecology of Implementation Network was redundant with their own • They already had a (more divergent) network created in Facebook • We needed to brainstorm alternative network services we could provide to meet actual needs. Instructor influence • Instructors welcomed and embraced the innovation • The few with negative attitudes passed those on to students • Teacher support and training is essential, and they are eager for it.
  • 40. Findings: Ecology of Implementation Some students initially need more support with Technology • Reframing the Q2T as a ‘simulation’ (instead of a video game) went far. • We built in explicit supports in the 3D worlds, with tutorials initiated through player inactivity, and guidance from in-game characters, but they quickly became adept. Scope and Sequence in Program: ‘Just-in-Time’ vs. ‘Just-in-Case’ • Very different reactions from students in their 1st semester vs Student teachers when playing the Professionalism game. First semester student: “I would never have a conflict with my mentor. I’m just going to roll over and do whatever she says.” Student Teacher reaction: “I don’t think if we played this last semester or last year, any one of us would have taken it as seriously, but now we know, this is for real!”
  • 41. Two years later… • The same students who found the Professionalism game largely irrelevant early on in their program were given the same game curriculum in their student teaching course two years later. These students expressed how vastly different the experience was now that they were experienced professionals about to enter the field. • “The last time I played, I have to admit, all the choices all looked the same. I was like, ‘I guess I’ll just click this one and see what happens!’ But this time I was like, ‘Wow! This is really common sense!’ I could tell I had grown as a professional, it was so second nature.” • “The first time I played the game and my mentor (NPC) didn’t like my lesson plan I quickly backed down and said, ‘Oh, I’m sorry! I’ll change it, or just go with yours’. This time around though, I had the confidence to stand up for myself, and even the experience to say how I felt the students were learning well with my plan. I was able to chose professional ways to support my own plan.”
  • 42. Shifts in Thinking ROLES POSITIONING INNOVATION • Protagonist vs Observer: Player has responsibility for integrating concepts to realize personal goals • Ownership vs Bystander: Integrating the innovation into local ecosystem goals and experiences • Anticipation vs Assignment: Setting up the innovation in terms of relevant and meaningful goals • Just-in-Time vs Just-in- Case: Positioning the innovation as part of larger trajectory • Curriculum vs Software: Supporting game play experience with other curricular resources • Services vs Products: Using the game in support of realizing desired goals Fidelity (Consumed or Produced) • Personal Integration: How well the innovation aligns with and enables goals of the learner. • Facilitator Integration: How well the facilitator realizes their goals through the innovation • Ecosystem Integration: How the innovation aligns or productively disrupts the local ecosystem.
  • 43. Forcing a choice… “The ah-ha moment for me was when in the game the teacher was blaming the kids for the chaos, and how ‘they just don’t care’. Which is exactly what I hear at my site. All the teachers, and even the principal, say that there’s really nothing we can do because these students are so challenging. And in the game I found myself agreeing with that teacher, it’s the kids fault. But then the game stopped me and my game mentor popped in to explain that there are a lot of things I can do, and within my control. I was so used to ‘it’s the kids, it’s the kids, it’s the kids’, but now, after experiencing this (game), it makes me want to go back and try something new with my kids. I’m starting to wonder if it really could be all the kids as a collective, or if we as teachers need to do something different.”
  • 44. Best Practices • Incorporate DBIR to iterate and uncover the optimal ecology for the innovation. • Reframe the innovation as a service, not a product. Focus on customer development and not product development. • Instructor training: Not about ‘Tech 101’ but for exploring teachable moments, brainstorming approaches, personalizing, and engaging in the larger outcomes. • Instructor buy-in is essential, and not hard to come by. Support fluency with the innovation. Treat them as partners who are co- responsible for experience realization. • Optimize to new contexts through rich dialog with stakeholders, esp instructors, with key goal being fidelity of the higher level service and outcomes. • Empower learners with agency to determine the meaning and value of your brand, so they can take it to new places you haven’t determined.
  • 45. Questions or Guest Accounts? Contact: anna.arici@asu.edu or visit www.quest2teach.org

Hinweis der Redaktion

  1. So we decided, wouldn’t it be great to not only train teachers in these pedagogies, but to do it in their formative years of training? And also offer it as PD to in-service teachers. At that same time, the dean of ASU’s MLFTC, Mari Koerner was bringing together a stellar team of game scholars and learning scientists, with the goal of infusing innovation to the Teachers College. So 3 years ago, Quest2Teach began to form. Massive collaboration with really bright people, all of whom bring their own toolkits, affordances and expertise.
  2. Games for learning aren’t based in any particularly new theory. Its really rooted in classics such as Vygotsky and being supported to act a head above yourself, and John Dewey with his ideas of Transactive learning. Chicago school- actually go build a structure. Students would see the outcomes of their actions immediately, which fed back into their understanding of the concept, but also their understanding of who they were in the world. But you can imagine that was hard to sustain. without the insurance liability of arming a classroom full of 10 year olds with hammers and nails.
  3. To better understand the theories at work in games for learning, we’ve developed the Theory of Transformational Play. We design our games based in these theories.
  4. When we think about Games for impact and Trans Play we think about it in terms of an ecology, for us and consistent with the meta research about where games have impact, we think about these things.. Also we try to align the game mechanic e\with the learning goals we are trying to realize.
  5. Draws from the lean startup movement, where they focus on … and ultimately customer development, not product dev. Or in our case our learner development, and teacher development. Similarly, we don’t look at the customers as consumers, but as producers, of not just their experience but of the brand more generally. We’re acting under the assumption that these games These games are not meant to stand alone or replace anything, but instead to help instructors and faculty engage their students in more meaningful learning.
  6. Atlantis Remixed (ARX) Project, an international learning and teaching project that uses 3D virtual environments to immerse children, ages 9-16, in educational tasks (the second generation of Quest Atlantis). Through interactions with in-game NPCs and by using in-game tools, students are given the scaffolds and affordances necessary to take on the role of an expert in an authentic task and make influential decisions, which they see played out in their virtual world. Engine: Unity 3D
  7. In-game tools provide support in the interrogation of texts, as well as a model for testing the logic of their argument, and immediate feedback in the process. One of the pedagogical scaffolds in the game is the ‘Lens of Lumination’ tool, which allows students to examine texts above their current reading level. The Lens of Illumination is designed to help the player engage in meaning making by “illuminating” the relevant claims in the documents, so players can decide if they want to collect that evidence. Once players have gathered what they think is a good collection of evidence to support their thesis, they visit Scoop Perry, and use his Persuasive Argumentation Tool (PAT), which displays all the evidence they have collected thus far. They then drag-and-drop their evidence to match their claims, and create a chain of logic to support their thesis. The immediate feedback and flexibility of the tool allows players to move elements around easily, repeat and test various logic orders. Once sound, players proceed with the game and write their persuasive essay for the town newspaper, to convince the townspeople of their view. These tools are a small part of the much larger narrative.
  8. Teacher also varied in the topics he covered for the two conditions: Key Concepts Discussed in QA Condition Introduction: Role play, Stakeholders in Taiga: Loggers, Fishermen, Mulu, Native Americans, Ranger Bartle What are you seeing as the problem in Taiga and what is your task? There is a fish decline in Taiga, and your job is to find out why. Take sample of the water to test its quality. Different people are using water for different things, which has different effects on the quality. Who are these different groups? Not as easy as just identifying the problem. You’re going to have to find a way to solve it. Key Concepts Discussed in Traditional Condition: Circle of life, whole ecosystems, food webs, organisms, bacteria, acid rain, factories, runoff, sewers, fertilizer, farms, oxygen, and pollutants. Water maybe just fine for one purpose, but not fine for another purpose. Water quality can be good or bad, or anywhere in between. Measurements and interpretations What does water quality mean? How or what affects the quality of water? What causes water pollution? How does water quality affect life?
  9. Mastery approach, they can replay for better outcomes, not graded on final score, but up to instructor.
  10. Each game is related to a specific theory, which is already part of the teachers college curriculum and standards, and we embed these experiences within their relevant coursework. Brought in content area experts for each of the games
  11. What’s exciting about these gaming technologies is that they can create nuanced scenarios, where you are the protagonist with multiple trajectories through the game. Our students love this it’s a great way to engage them.
  12. Its not about the game knowing what is right or wrong, but about creating opportunities for conversation and engaging students in these theories in their coursework, as guided by an instructor, for maximum reflection and application to the real world and field experiences.
  13. Question the dynamics
  14. Tools can be used across games, and pulled out of games into real-world contexts.
  15. And that’s really where the bridge from the virtual to real world takes place. Talking about applications, reflections on your own practice, and personal experiences from that local field placement, community and culture.
  16. Badges aren’t just token rewards, but they unlock new learning opportunities, because you’ve demonstrated your expertise. Give props to others, similar to endorsements in LinkedIn, to highlight that someone is doing really great work. Incredibly motivational.
  17. No matter how sophisticated the backend management system for teachers, and unit plans we gave them, many teachers would take their students into the computer lab, have them log in, and then they’d go get coffee. And these were really exciting, inquiry-based teachers, who just didn’t understand their new role in these technologies. Another interesting finding, the teachers that typically came to us for games were 10-20 year veterans. Many were too overwhelmed in their early years of teaching to add something novel. The solution? Build these pedagogies and experiences into teacher education.
  18. The development of these facets and affordances of the game curriculum took place within a series of DBIR research cycles.
  19. Really compelling. design-based implementation research cycles were used to simultaneously inform both learning theory and subsequent design iterations, as well as uncover the best practices for reaching our students with these innovations. Uncovering the optimal ‘ecology of implementation’ to really help our preservice teachers. The good news…. (on next slide)
  20. What’s really exciting, is that inexperience with games doesn’t matter! They are so bright and capable of learning these new technologies, they just needed the opportunity. The MLFTC provides that now through immersing students in these experiences during their pre-service education.
  21. Some interesting nuances came out in a comparison study, where we had them learn about Professionalism in the game or in a regular class setting, with similar activities in each. Students’ concept of professionalism greatly differed in its complexity and depth between the two different contexts. Students in the control classes were more passive, and learned ‘about’ these concepts. Students in the game classes were active protagonists, speaking from the 1st person, as if they had done these actions, and spoke of learning ‘skills’ and the necessary ‘language’. That is, they didn’t learn ‘about’ but instead actively experienced ‘how to do’.
  22. What are the best practices for delivering these new innovations? We’ve uncovered an ‘Ecology of Implementation’ or best context and practices for maximizing the take up and impact of these games for our pre-service teachers.
  23. With a focus on… Fidelity , where does it live, is it achieved thru meaningful consumption of the designers work, or is it produced during the implementation integration process? Within the context of the person, facilitator and ecosystem goals.