CSS: General | Presentation
April 19, 2005
Course: CEP 910 Motivation & Learning
Instructor: Jere Brophy, PhD
Michigan State University; East Lansing, Michigan, USA
Extrapolation & Adaptation: A Motivation Simulation
a dissertation proposal-in-progress
Kym Buchanan (Email: buchan56 AT msu.edu)
Home page: KymBuchanan.org
Agenda
- Proposition
- Areas of Inquiry
- Research Questions
- Population
- Methods & Measures
- Data Analysis & Expected Results
- (Significance of this Project)
- Next Steps
- Questions & Feedback
- References
Proposition
It's possible to design and develop a digital game for teaching introductory
educational psychology, with limited resources. The game can be enjoyable to
play, while helping students learn the content.
- Test by developing & integrating a digital game
- TE 150 Reflections on Learning
- Ed psych for pre-service teachers
- Pilot in TE 150 in Summer 2005
- Full study in Fall 2005
Areas of Inquiry

Educational Psychology
- Teaching using a digital game
- Curriculum is intro ed psych
Motivation
- Situational interest
- Games are a "catch" factor for intriguing learners (Mitchell,
1993; Prensky, 2001)
- May connect with personal interest
- May foster situational interest: "temporary interest that arises spontaneously
due to environmental factors such as task instructions or an engaging text"
(Schraw, Flowerday, & Lehman, 2001, p. 211)
"Texts" in the broad, post-structuralist sense
Games as "writerly" texts (cf. Gee, 2003; Spiro
& Jehng, 1990)
"the Text is experienced only in an activity of production" (Barthes,
1971)
"...a text's unity lies not in its origin but in its destination... the
birth of the reader must be at the cost of the death of the Author." (Barthes,
1968)
But...!
...hands-on activities [like games] will not produce important learning unless
they include minds-on features that engage students in thinking about powerful
ideas..." (Brophy, 2004, p. 241)
- Find variables that empower students (Mitchell, 1993)
- Good game design as "a series of interesting choices" (Sid
Meier, in Rolling and Adams, 2004, p. 200)
Authentic tasks
- Learners making thinking & making choices as if they were practitioners
(Honebein, 1996, p. 20) (cf. Aldrich, 2004)
- Practicing teaching without real students
Educational Technology
- In general, design, development, & integration are hard
- Specifically, with games, few successful models (Gredler,
1996; Mitchell & Savill-Smith, 2004)
- A resurgence of interest (Gee, 2003; Gredler, 1996;
Dede, 1996; Prensky, 2001; Aldrich, 2004; Elliot, Adams, & Bruckman, 2002)
- Great potential
- Design is the great obstacle
This project really isn't about the game. It's about disentangling processes.
Game Design
Design must foreground & mitigate pressures
For any content, it's difficult to develop a game which:
- doesn't trivialize or significantly distort the content
- is enjoyable to play
- justifies the relative hassle of integrating it into course/classroom
practice
- makes optimal use of limited resources


Research Questions
What are the effects of teaching using a digital game, in an introductory educational
psychology course?
Experimental Questions
1. Does playing the game improve student learning?
2. Are the students engaged?
3. Are the students satisfied?
4. Is the instructor satisfied?
Conceptual Questions
5. How should a game be presented/packaged for teaching (e.g., instructor's
guide)?
6. How can a game be both enjoyable and educational?
7. How can this tension be resolved: (a) design a compelling, educational
game; and, (b) develop and test it in a relatively short time with limited
resources?
8. Which algorithms and heuristics (e.g., models) are necessary and appropriate
to design and develop optimal games for teaching?
(7 and 8 are complementary questions.)
Population
- Instructors & students in TE 150 courses
- Lecture-based course
- Curriculum is built around Jeanne E. Ormrod's Educational Psychology:
Developing Learners (4th ed.) (2003)
- Focus of this project: Weeks 12 & 13, Motivation (Ch 11 & 12)
- One cumulative, multiple-choice final exam
- Questions are cross-indexed to textbook chapters
- Digital study tools
- Via ANGEL, students take required reading checks throughout semester,
as self-diagnostics
- Via ANGEL, students have optional access to two practice exams (same format
as the final exam)
Methods & Measures
Some givens...
- Study tool for students (analogous to reading checks & practice final
exams)
- Playable in a single, short session (~10 minutes)
- Replayable
- Helpful feedback for student
- Web-based
- Played outside of class, possibly on university computers
- Minimal system requirements
& some constraints...
- Small-scale development (no budget)
- Any development has constraints
- What matters is how the designer/process addresses such constraints
- Short development cycle
- Instructors must voluntarily adopt game
- UCRIHS issues
Timeline
| Calendar |
Control |
Treatment* |
| Weeks 1-11 |
Standard curriculum on earlier topics |
Standard curriculum on earlier topics |
| Week 9 |
Instructor Pre-Control Questionnaire |
Instructor Pre-Treatment Questionnaire |
| Last class of Week 11 |
Student Pre-Control Questionnaire |
Student Pre-Treatment Questionnaire |
| Weeks 12-13: Motivation |
Standard curriculum |
Standard curriculum + Playing game as homework assignment |
| Weeks 14-15 |
Group presentations; studying for final exam |
Group presentations; studying for final exam + Continued access
to game |
| Week 16: Finals week |
Studying for final exam; final exam
Student Post-Control Questionnaire |
Final exam + Continued access to game
Student Post-Treatment Questionnaire |
| After final |
|
Instructor Post-Treatment Interviews
Student Post-Treatment Interviews |
*Game also automatically gathers usage data, indexed by student
See: Instruments
Data Analysis & Expected Results
- Descriptive statistics about population
- Correlations in descriptive statistics, e.g., gender v. "Do you like
playing computer/video games?" (1-way ANOVA)
- Correlations in subjective responses, e.g., treatment v. "How do you
feel about the course/curriculum of TE 150?" (1-way ANOVA)
- Interaction effects, e.g., differential satisfaction by gender, by previous
game-playing, etc. (2-way ANOVA)
| Query |
Data |
Expected results |
1. Does playing the game improve student learning? |
Items from final exam |
More correct |
| Student Post-Treatment Questionnaire |
High self-reported learning |
| 2. Are the students engaged? |
Usage data |
Usage beyond homework assignment |
| Student Pre- vs. Post- Questionnaires |
More interest in content |
| More time spent studying for final exam |
| More liking for course |
| Student Post-Treatment Interviews |
High self-reported engagment |
| 3. Are the students satisfied? |
Student Post-Treatment Questionnaire |
High self-reported satisfaction |
| Student Pre- vs. Post- Questionnaires |
More confidence about performance on final exam |
| Student Post-Treatment Interviews |
High self-reported satisfaction |
| 4. Is the instructor satisfied? |
Instructor Post-Treatment Questionnaire |
High self-reported satisfaction |
| Instructor Post-Treatment Interviews |
High self-reported satisfaction |
Next Steps
- Step back for a week or so
- Finish instruments (especially interview protocols)
- Finish & submit UCRIHS proposal
- Finish designing & developing the game
- Continue revising this proposal
- Continue integrating literature
- Continue finding new literature (e.g., backtracking citations)
- Pilot this summer
- Write short article based on pilot
Questions & Feedback
What else do you want to know?
When artists and philosophers talk only amongst themselves, they ignore the
potential of popular culture to become a variety of dialogues with and between
everyday people. Its discourse may be productive of desire and pleasure, but
popular culture is also a language in which people discuss politics,
religion, ethics, and action.
Brenda Laurel, Utopian Entrepreneur (emphasis added)
Kym Buchanan (Email: buchan56 AT msu.edu)
Home page: KymBuchanan.org
References
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- Barthes, R. (1968/1977). The death of the author. In S. H. (Trans.) (Ed.),
Image music text (pp. 142-148). New York: Hill and Wang.
- Barthes, R. (1971/1977). From work to text. In S. H. (Trans.) (Ed.), Image
music text (pp. 155-164). New York: Hill and Wang.
- Brophy, J. (2004). Motivating students to learn (2nd ed.). Mahwah,
New Jersey: Lawrence Erlbaum Associates.
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