Category: Research


“Penny Arcade -Extra Credits – Gamifying Education”

Citation:
“Penny Arcade -Extra Credits – Gamifying Education”. Penny Arcade – The Way Forward. N.p, n.s. Web. 24 Jan. 2013.

Summary:

Flaws in the way we teach today: systemic flows which cover every subject.
Grading: We use a grading system that is de-motivational and set up a reinforcing feedback loop for failure.
Agency: Idea that they feel that they control their own destiny. Without agency is almost impossible to feel motivated. Agency help you to set more efficient goals for yourself.
External Motivators: We need learners to keep engage and learn voluntarily.

Solution: In games we learning that progress encourages progress. The human desire for deficiency is a better motivator than the fear of failure.
How to gamify learning

  • Assignments make worth points. Progressing towards level.
  • Methodology doesn’t leave the students in a place where they just give up.
  • Give kids skills as they level. Pickable powers as they level.
  • Reward System  to rule for one another. Encourage student to work with camaraderie and as a team
  • Game teach us that different choices have different accounts and we control the choices that we make.
  • Information you want to learn as the pieces that unlock the next section of the game. In the search for this information they will learn about tangible related topics.
  • Key: make schooling more magical and a sense of mystery.
  • ARG is about communal solution and information scouting.
  • Unlock spread out, so the learners can share ideas and learn.
  • Encourage curiosity (benefit)

Examples of ARG:
i <3 bees
year zero

Deathball.net/notpron

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Classroom Game Design: Paul Andersen at TEDxBozeman

MLA Citation:

Andersen, Paul, perf. Classroom Game Design: Paul Andersen at TEDxBozeman. 2012. Web. 24 Jan 2013. <http://www.youtube.com/watch?feature=player_embedded&v=4qlYGX0H6Ec>.

Summary:

Failure is OK. Failure is part of the learning process.

Importance of leveling

  •             Students should move on at their on pace through a mastery system.
  •             Become more powerful as they learning new material in the class.

Leveling System by Lee Sheldom at University of Indiana Gain Experience points and move their way up.

Leader boards, to see how they are doing against everybody else.

Mastery System where students can take tests in multiple occasion until they get it.

Teach some skills and then they can apply that.

Students learning to learn independently.

Add elements of social learning to make it more compelling.

Move to an active student-center learning environment.

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Examining the competition: CodeAcademy
Codecademy bills itself as “the easiest way to learn how to code”. The purpose of the tutorial like online application is to teach people to code through free interactive instruction.
The applications interface shows a simple window in your browser with seemingly endless prompts. To motivate user Codecademy awards system is based on  badges for completed lessons with the ability to share these badges across social networks. It keeps track of your total score, your lessons completed and trophy’s earned. Currently, Codecademy offers hundreds of basic JavaScript lessons. Moreover, you don’t have to create an account until the 2nd lesson. Today Codecademy has approximately 600,000 users.

But what is it doing right?
•    Easy to follow application
•    On the go instructions to the users
•    Messaging system to let the user know if something when right or wrong

What is it doing wrong?
•    As you can see the error messaging system is static the user always gets the same error message.
•    And in other cases the application is not able to move to the next step until the information is introduced to the app in the way the application seeks to move the user to the next question.
•    The hint section is insufficient.
•    It lacks of help prompts.
•    There is no possibility for the user to go back and check the lessons completed without having to work on them again.
•    The application has no capabilities to save the user’s code.

Examining the competition: Code Academy

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Interface Design

Provision of a competent exemplar of desirable learning behavior by a member or members of a group with the intention that others in the group will imitate it. – Ehly, Stewart (2009-03-20). Peer-Assisted Learning (p. 6). Taylor & Francis. Kindle Edition.

The Nielsen-Molich rule “Help users recognize, diagnose, and recover from errors” corresponds closely to the Shneiderman-Plaisant rule to “Permit easy reversal of actions.” “User control and freedom” corresponds to “Make users feel they are in control.”- Johnson, Jeff (2010-04-14). Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules (Kindle Locations 266-268). Elsevier Science. Kindle Edition.

Johnson, Jeff (2010-04-14). Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules (Kindle Locations 270-297). Elsevier Science. Kindle Edition.

All of the design rules are based on human psychology: how people perceive, learn, reason, remember, and convert intentions into action. – Johnson, Jeff (2010-04-14). Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules (Kindle Locations 306-307). Elsevier Science. Kindle Edition.

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Research Notes

Defining PAL

PAL is the acquisition of knowledge and skill through active helping and supporting among status equals or matched companions. PAL is people from similar social groupings, who are not professional teachers, helping each other to learn and by so doing, learning themselves. – Ehly, Stewart (2009-03-20). Peer-Assisted Learning (p. 1). Taylor & Francis. Kindle Edition.

Importance of PAL

Raising standards

Taking what was good from the basics and integrating it to the online world. Not because learning has moved online, learners should miss out on what has been a proven successful method of cognitive learning.

Social Benefits

Based on Johnson & Johnson research: “Peer tutoring delegates the management of learning to the learners in a democratic way, seeks to empower students rather than de-skill them by dependency on imitation of a master culture, and might reduce student dissatisfaction and unrest.” – Ehly, Stewart (2009-03-20). Peer-Assisted Learning (p. 4). Taylor & Francis. Kindle Edition.

Affective Benefits

PAL can help develop motivation and confidence, its impact could be profound. – Ehly, Stewart (2009-03-20). Peer-Assisted Learning (p. 4). Taylor & Francis. Kindle Edition.

PAL provides an excellent vehicle for supported positive practice.- Ehly, Stewart (2009-03-20). Peer-Assisted Learning (p. 13). Taylor & Francis. Kindle Edition.

In addition to immediate cognitive gains, improved retention, greater metacognitive awareness and better application of knowledge and skills to new situations have been claimed. Motivational and attitudinal gains could include greater commitment, improved self-esteem, self-confidence, and greater empathy with others. – Ehly, Stewart (2009-03-20). Peer-Assisted Learning (pp. 13-14). Taylor & Francis. Kindle Edition.

Evidence that PAL works

In the case of peer tutoring, a recent review identified 28 previous reviews and meta-analyses of evaluation research (Topping, 1992). Sharpley and Sharpley (1981) and Cohen, Kulik, and Kulik (1982) found strong evidence of cognitive gains for tutees and tutors and some evidence for improved attitudes and self-image (which are, of course, more difficult to measure). They also found that training improved outcomes, structured procedures improved outcomes, and that same-age tutoring was as effective as cross-age tutoring. – Ehly, Stewart (2009-03-20). Peer-Assisted Learning (p. 3). Taylor & Francis. Kindle Edition.

Flaws of KHAN Academy

  • In some cases instructions are unclear and can lead to getting stuck in one question.
  • There is not clear explanation of the leave system.
  • See Answer” section is not always present per question.
  • Hint” section is not always present per question

Hows does PAL work?

Observing others gives the observer time and space to perceive the elements of competent performance with a clarity that might not be evident to the performer themselves – Ehly, Stewart (2009-03-20). Peer-Assisted Learning (p. 6). Taylor & Francis. Kindle Edition.

Observing how others do things heightens awareness of how you do things, through comparison and contrast. – Ehly, Stewart (2009-03-20). Peer-Assisted Learning (p. 6). Taylor & Francis. Kindle Edition.

Peer monitoring helps develop successful study behaviors

 

 

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Research Notes

Advantages

  • Approachable and have insights into learning difficulties.
  • Master of the subject may have difficulties seeing the novices’s obstacles.
  • They call for independent preparation and critical thinking.
  • Immediate feedback

Main Flow

  • Question
  • Answer
  • Feedback
  • Prompting
  • (Greasses, Pearson & Maglinao, 1995).

Helper behaviors (Murray)

  • Giving Reviews
  • Summaries
  • Remainders
  • Analogies
  • Prompts
  • Didactic Explanations
  • Advice on which steps to take
  • Corrective Feedback
  • Hints
  • Encouragement
  • Asking Question
  • Diagnosing Misconceived Knowledge
  • Assessing Missing Knowledge
  • Assessing Deviations from the ideal

Helped behaviors (Murray)

  • Giving Answers
  • Asking Questions
  • Thinking
  • Writing
  • Exhibiting Confusion

History

Peer-to-peer learning traces

  • Philosophy
  • Psychology
  • Vygotsky
  • Piaget
  • Rogoff

Peer to peer learning is the acquisition of knowledge and skill through active helping and supporting amount status equals or matched companies.

What is different from what is out there?

There are several peer-to-peer learning systems out there. KHAN Academy is a well know example of the peer-to-peer systems that exist. But in why way my approach is different interface and reaction. I personally tried one of the exercises and was stuck for a long time without being able to get out of the system or get hints until the view solution button appeared. Systems like Code Academy are a little more advance. In Code Academy the feedback is a little better, but its missing that hand holding value. The characteristics that Murray’s describe can be implemented in invisible interfaces to create effective peer-to-peer learning.

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Working Bibliography

Dillenbourg P. (1999) What do you mean by collaborative learning?. In P. Dillenbourg (Ed) Collaborative-learning: Cognitive and Computational Approaches. (pp.1-19). Oxford: Elsevier

Ferrera, John. Playful Design. Rosenfeld Media. May 16,2012.

Game-based Methods and Strategies for Training and Education. Pfeiffer. May 1,2012.

Kapp, Karl. The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. Pfeiffer. May 1,2012.

Cecez-Kecmanovic, D. and Webb, C. Towards a Communicate odel of Collaborative Web-Mediated Learning

Group Awareness, Learning, and Participation in Computer Supported Collaborative Learning (CSCL) Procedia – Social and Behavioral Sciences, Volume 46, 2012, Pages 3068–3073 Jorge Chavez , Margarida Romero

Hafize Keser, Fezile Özdamli, What are the Trends in Collaborative Learning Studies in 21st Century?, Procedia – Social and Behavioral Sciences, Volume 46, 2012, Pages 157-161, ISSN 1877-0428, 10.1016/j.sbspro.2012.05.086. (http://www.sciencedirect.com/science/article/pii/S1877042812012153)

Li, Cen Zhijiang Dong, Roland H. Untch, and Michael Chasteen. “Facilitating Peer Review in an Online Collaborative Learning Environment for Computer Science Students.” Department of Computer Science, Middle Tennessee State University, Murfreesboro, TN,

Rogers Yvonne, Sharp Helen, Preece Jenny. INTERACTION DESIGN: beyond human-computer interaction. John Wiley & Sons. Jun. 21,2011.

Sanders, Mark. “Collaborative Learning Enhances Critical Thinking.” Journal of Technology Education 7.1 (1995): n. pag. Virgina Tech Digital Library and Articles. Web. 22 Aug. 2012.

Schlossberg, Edwin. Interactive Excellence: Defining and Developing New Standards for the Twenty-first Century.Ballantine Books, 1998.

Shen, Bo. Research and Practive on Web 2.0 – based Collaboratory Learning

Stewart, Ehly, and Keith Topping. Peer-assisted Learning. London: LEA, 2009. Print.

Rogers Yvonne, Sharp Helen, Preece Jenny. INTERACTION DESIGN: beyond human-computer interaction. John Wiley & Sons. Jun. 21,2011.

Yang, S. J. H. (2006). Context Aware Ubiquitous Learning Environments for Peer-to-Peer Collaborative Learning. Educational Technology & Society, 9 (1), 188-201.

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Dillenbourg P. (1999) What do yuo mean by collaborative leraning?. In P. Dillenbourg (Ed) Collaborative-learning: Cognitive and Computational Approaches. (pp.1-19). Oxford: Elsevier

Ferrera, John. Playful Design. Rosenfeld Media. May 16,2012.

Kapp, Karl. The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. Pfeiffer. May 1,2012.

Rogers Yvonne, Sharp Helen, Preece Jenny. INTERACTION DESIGN: beyond human-computer interaction. John Wiley & Sons. Jun. 21,2011.

Sanders, Mark. “Collaborative Learning Enhances Critical Thinking.” Journal of Technology Education 7.1 (1995): n. pag. Virgina Tech Digital Library and Articles. Web. 22 Aug. 2012.

Schlossberg, Edwin. Interactive Excellence: Defining and Developing New Standards for the Twenty-first Century.Ballantine Books, 1998.

Yang, S. J. H. (2006). Context Aware Ubiquitous Learning Environments for Peer-to-Peer Collaborative Learning. Educational Technology & Society, 9 (1), 188-201.

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Design

  • Playful Design

    #Game design is a sibling discipline to software and Web design, but they’re siblings that grew up in different houses. They have much more in common than their perceived distinction typically suggests, and user experience practitioners can realize enormous benefit by exploiting the solutions that games have found to the real problems of design.
  • Interaction Design

    #Interaction Design offers a cross-disciplinary, practical and process-oriented approach to Human Computer Interaction, showing not just what principles ought to apply to Interaction Design, but crucially how they can be applied. The book focuses on how to design interactive products that enhance and extend the way people communicate, interact and work. Motivating examples are included to illustrate both technical, but also social and ethical issues, making the book approachable and adaptable for both Computer Science and non-Computer Science users. Interviews with key HCI luminaries are included and provide an insight into current and future trends.
  • A Project Guide to UX Design: For user experience designers in the field or in the making, Second Edition

    #User experience design is the discipline of creating a useful and usable Web site or application that’s easily navigated and meets the needs of the site owner and its users. There’s a lot more to successful UX design than knowing the latest Web technologies or design trends: It takes diplomacy, management skills, and business savvy. That’s where the updated edition of this important book comes in.

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UX

  • The Elements of User Experience, Second Edition: User-Centered Design for the Web and Beyond

    #The Elements of User Experience cuts through the complexity of user-centered design for the Web with clear explanations and vivid illustrations that focus on ideas rather than tools or techniques. Jesse James Garrett gives readers the big picture of Web user experience development, from strategy and requirements to information architecture and visual design. This accessible introduction helps any Web development team, large or small, to create a successful user experience.

  • Seductive Interaction Design: Creating Playful, Fun, and Effective User Experiences

    #Designing sites and interaction based on the stages of seduction. This beautifully-designed book follows its own principles of seduction and examines what motivates and causes people to act. Topics include ways to create playful engagements during the moment; how to put people at ease through sense-making, reassurance, and clear communication; ways to grab attention through language, visuals, and emotions; and how to continue motivating long after the first encounter. The author goes further and shows examples of how these technique have been applied with great success. In addition, sprinkled throughout the text are interviews with influential Web and interactions designers.

  • A Project Guide to UX Design: For user experience designers in the field or in the making, Second Edition

    #User experience design is the discipline of creating a useful and usable Web site or application that’s easily navigated and meets the needs of the site owner and its users. There’s a lot more to successful UX design than knowing the latest Web technologies or design trends: It takes diplomacy, management skills, and business savvy. That’s where the updated edition of this important book comes in.

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