AERA2013 poster
Siko, J.P., & Barbour, M.K. (2013, April). Refining the use of homemade PowerPoint Games in a secondary science classroom. Poster session at the American Educational Research Association Annual Meeting, San Francisco, CA.
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AERA2013-Refining the use of homemade PowerPoint Games in a secondary science classroom
1. Justifications
Constructionism
⢠Creation of an authentic artifact
⢠âLearning by buildingâ
⢠Programming and game design with Logo, Scratch, Alice
(Papert, 1991; Pepper & Kafai, 2007; Resnick, 2009)
Narrative Writing
⢠Science writing in everyday language in order to reduce
âmystiqueâ (Avraamidou & Osborne, 2009; Prain & Hand, 1996)
⢠Narrative, microtheme, and writing-across-curriculum strategies
have shown small, positive effects (Bangert-Drowns, Hurley, &
Wilkinson, 2004; Stewart, Myers, & Culley, 2010)
Question Writing
⢠Students creating question, determining correct answer and
several plausible, incorrect alternatives
⢠Practice/Strategy of having students write content questions has
been shown to improve performance (Chin & Osborne, 2008;
Lotherington & Ronda, 2010; Rosenshine, Meister, & Chapman,
1996; Wong, 1985)
Introduction
While research has often focused on how students learn by
playing games, a separate line of research has examined the
effects of students acting as designers of educational games.
The idea of students learning by building an artifact, such as a
game, has been called constructionism (Papert, 1991). Kafai
(2006) contrasted the instructivist method of using games as a
way to sweeten learning, where through game design students
construct knowledge while building technological fluency
through their design decisions.
One of the problems associated with game design as an
instructional strategy is the time commitment involved; in
addition to the content, students must learn a programming
language as well (Barbour, Thomas, Rauscher, & Rieber,
2010). The teacher may not have the requisite skill to program,
let alone teach how to program in a computer language.
Therefore, researchers have looked at âlow-techâ ways to have
students create games while still using computers, getting the
benefits believed to be associated with constructionist teaching
without the time and resource allocation. One way teachers
can use game design to teach is by using Microsoft PowerPoint
as a game design tool. MS PowerPoint is ubiquitous in
schools, and while it does not have the capabilities of many
programming languages such as Scratch or Alice, it requires
little additional instruction before students can begin designing
games.
Methods
3 year design-based research study examining student performance on
assessment in Environmental Chemistry (ChemCom) course.
⢠Large, suburban, Midwestern high school
⢠School on a trimester system
⢠Students in grades 10-12
⢠Many at-risk, low performing
Compare scores on a 40-question multiple choice test in two different units
1st iteration â repeat protocol from previous research (game project as review
exercise in lieu of traditional review guide)
2nd iteration â game as unit project (first trimester); game as unit project with
more structure (second trimester)
3rd iteration â unit project with emphasis on tying questions to narrative
Conclusions, Implications,
Future Directions
Findings
⢠Some changes resulted in statistically significant differences
⢠Subsequent iterations often yielded small gains (better alignment to
justifications; strategies yielded small gains in isolation)
⢠Push for developing higher-order questions and âauthenticâ practices may
have made comparisons difficult and instrument no longer valid
For Practitioners
⢠The project must last throughout the entire unit and not only as a review
tool
⢠Provide time for instruction on question writing skills
⢠Allow time for revision, editing, and teacher feedback on narratives and
questions
⢠If it can be done outside of the computer lab, do it outside of the computer
lab
⢠Create conditions where students are encouraged to integrate the
narrative into the game as much as possible (i.e., avoid âsave the
princessâ and drill-and-practice games)
⢠Give students the objectives as early as possible
Future Research
⢠Shift to elementary level, where multiple disciplines can be taught
⢠Examine amount of computational thinking
⢠Expand to programming languages geared toward younger children
Dr. Jason P. Siko
Further Reading
Siko, J.P. (2013). Are they climbing the pyramid? Rating student-generated
questions in a game design project. Canadian Journal of Learning and
Technology, 39(1). Retrieved from
http://cjlt.csj.ualberta.ca/index.php/cjlt/article/view/667
Siko, J. P., & Barbour, M. K. (2013). Game design and homemade
PowerPoint games: An examination of the justifications and a review of
the research. Journal of Educational Multimedia and Hypermedia, 22(1),
335-362.
Siko, J. P., & Barbour, M. K. (2012). Homemade PowerPoint games: Game
design pedagogy aligned to the TPACK framework. Computers in the
Schools, 29(4), 339-354.
Siko, J., Barbour, M. K., & Toker, S. (2011). Beyond Jeopardy and lectures:
Using Microsoft PowerPoint as a game design tool to teach science.
Journal of Computers in Mathematics and Science Teaching, 30(3), 303-
320. For further information
Please contact Dr. Jason Siko at sikojp@gmail.com or Dr. Michael Barbour at
mkbarbour@gmail.com.
.
Refining the Use of Homemade PowerPoint Games
Dr. Michael K. Barbour
Results
1st Iteration
2nd Iteration
3rd Iteration
Unit 1
Unit 2
Research Questions
1. Do students who create homemade PowerPoint games
perform better on a unit assessment than students who do
not?
2. Do students who create homemade PowerPoint games as a
structured unit project perform better on a unit assessment
than students who created homemade PowerPoint games in
previous iterations?
3. Do students who create homemade PowerPoint games on
multiple occasions perform better on a unit assessment than
students who created games once or not at all?
Examples
Figure 1. An example of an introductory slide in a homemade PowerPoint Game.
Figure 2. A slide containing the game narrative for a homemade PowerPoint game.
Figure 3. A typical question slide in a homemade PowerPoint Game.
Bibliography
Avraamidou, L., & Osborne, J. (2009). The role of narrative in communicating
science. International Journal of Science Education, 31(12), 1683-1707.
Bangert-Drowns, R. L., Hurley, M., & Wilkinson, B. (2004). The effects of school-based
writing-to-learn interventions on academic achievement: A Meta-Analysis.
Review of Educational Research, 74(1), 29-58.
Barbour, M., Thomas, G., Rauscher, D., & Rieber, L. (2010). Homemade PowerPoint
games. In A. Hirumi (Ed.), Playing Games in Schools (pp. 333-347). Washington,
DC: International Society for Technology in Education.
Chin, C., & Osborne, J. (2008). Students' questions: a potential resource for teaching
and learning science. Studies in science education, 44(1), 1-39.
Kafai, Y. (2006). Playing and Making Games for Learning: Instructionist and
Constructionist Perspectives for Game Studies. Games and Culture, 1(1), 36-40.
Lotherington, H., & Ronda, N. S. (2010). Gaming geography: Educational games and
literacy development in the Grade 4 classroom. Canadian Journal of Learning
and Technology, 35(3).
Papert, S. (1991). Situating constructionism. In I. Harel & S. Papert (Eds.),
Constructionism. Norwood, NJ: Ablex.
Peppler, K. A., & Kafai, Y. (2007). From SuperGoo to Scratch: exploring creative
digital media production in informal learning. Learning, media and technology,
32(2), 149-166. doi: 10.1080/17439880701343337
Prain, V., & Hand, B. (1996). Writing for learning in secondary science: Rethinking
practices. Teaching and teacher education, 12(6), 609.
Resnick, M. (2009). Scratch programming for all. Communications of the ACM,
52(11), 60. doi: 10.1145/1592761.1592779
Rosenshine, B., Meister, C., & Chapman, S. (1996). Teaching students to generate
questions: A review of the intervention studies. Review of Educational Research,
66(2), 181-221.
Stewart, T., Myers, A., & Culley, M. (2010). Enhanced learning and retention through
"Writing to Learn" in the psychology classroom. Teaching of Psychology, 37(1),
46-49.
Wong, B. Y. (1985). Self-questioning instructional research: A review. Review of
Educational Research, 55(2), 227-268.
⢠As a review tool, the
games are âas good asâ
traditional review guides.
⢠Students fared only
slightly better with
practice.
⢠When implemented as
an unstructured project,
students performed
worse than control.
⢠When layers of structure
were added to the
project, students
performed significantly
better than the control.
⢠Students performed
better with practice.
⢠Over the course of the
three iterations, each
change usually resulted
in small gains.
⢠When students were
asked to create strong
ties between the
questions and the
narrative, as well as
being given guidelines
on the scope of the
story, students
performed slightly better
in one unit and
significantly better in the
second unit.