it's not slideware 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

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.


Areas of Inquiry

Psychology Design Technology

Educational Psychology

Motivation

"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)

Authentic tasks

Educational Technology

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:

possible project pressures

Picture (906x531, 65.5Kb)


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


Methods & Measures

Some givens...

& some constraints...

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

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


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

Created by Kym Buchanan | http://KymBuchanan.org | This work is licensed under a Creative Commons License.

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