play to collect data with children at school

36
T. Di Mascio UnivAQ Gamify your Field Studies for Learning about Your Learners R. Gennari, A. Melonio UniBZ http://www.terenceproject.eu

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TERENCE data gathering methods for its context of use analysis, constrained by time and space

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Page 1: Play to Collect Data with Children at School

T. Di MascioUnivAQ

Gamify your Field Studiesfor Learning about Your Learners

R. Gennari, A. MelonioUniBZ

http://www.terenceproject.eu

Page 2: Play to Collect Data with Children at School

Outline ofthis story

Incipit

Climax

Resolution

a  TEL  project  for  children

and  its  context  of  use

analysed  via  gami:ied  :ield  studies

that  inform  design  decisions  

Page 3: Play to Collect Data with Children at School

Outline ofthis story

Incipit

Climax

Resolution

a  TEL  project  for  children

and  its  context  of  use

analysed  via  gami:ied  :ield  studies

that  inform  design  decisions  

T ER EN C E

Page 4: Play to Collect Data with Children at School

Outline ofthis story

Incipit

Climax

Resolution

a  TEL  project  for  children

and  its  context  of  use

analysed  via  gami:ied  :ield  studies

that  inform  design  decisions  

Page 5: Play to Collect Data with Children at School

TERENCE  in  a  nutshellTERENCE  is  a  collabora/ve  FP7  project  ‣ for  Technology  Enhanced  Learning  (TEL)‣ for  children  with  specific  text  comprehension  problems  and  their  educators‣ for  developing  and  adap/ve  learning  system  that  recommends  its  learners  the  adequate  learning  material,  made  of  digital

Page 6: Play to Collect Data with Children at School

TERENCE  in  a  nutshellTERENCE  is  a  collabora/ve  FP7  project  ‣ for  Technology  Enhanced  Learning  (TEL)‣ for  children  with  specific  text  comprehension  problems  and  their  educators‣ for  developing  and  adap/ve  learning  system  that  recommends  its  learners  the  adequate  learning  material,  made  of  digital

‣ books  of  stories

Page 7: Play to Collect Data with Children at School

TERENCE  in  a  nutshellTERENCE  is  a  collabora/ve  FP7  project  ‣ for  Technology  Enhanced  Learning  (TEL)‣ for  children  with  specific  text  comprehension  problems  and  their  educators‣ for  developing  and  adap/ve  learning  system  that  recommends  its  learners  the  adequate  learning  material,  made  of  digital

Who runs fast?‣ books  of  stories‣ and  smart  games  for  reasoning  about  stories

Page 8: Play to Collect Data with Children at School

TERENCE  in  a  nutshellTERENCE  is  a  collabora/ve  FP7  project  ‣ for  Technology  Enhanced  Learning  (TEL)‣ for  children  with  specific  text  comprehension  problems  and  their  educators‣ for  developing  and  adap/ve  learning  system  that  recommends  its  learners  the  adequate  learning  material,  made  of  digital

‣ How  do  we  design  the  TERENCE  learning  material  and  overall  system  so  as  to  be

Who runs fast?‣ books  of  stories‣ and  smart  games  for  reasoning  about  stories

Page 9: Play to Collect Data with Children at School

TERENCE  in  a  nutshellTERENCE  is  a  collabora/ve  FP7  project  ‣ for  Technology  Enhanced  Learning  (TEL)‣ for  children  with  specific  text  comprehension  problems  and  their  educators‣ for  developing  and  adap/ve  learning  system  that  recommends  its  learners  the  adequate  learning  material,  made  of  digital

‣ How  do  we  design  the  TERENCE  learning  material  and  overall  system  so  as  to  be

Who runs fast?‣ books  of  stories‣ and  smart  games  for  reasoning  about  stories

‣ usable  by  its  users

Page 10: Play to Collect Data with Children at School

TERENCE  in  a  nutshellTERENCE  is  a  collabora/ve  FP7  project  ‣ for  Technology  Enhanced  Learning  (TEL)‣ for  children  with  specific  text  comprehension  problems  and  their  educators‣ for  developing  and  adap/ve  learning  system  that  recommends  its  learners  the  adequate  learning  material,  made  of  digital

‣ How  do  we  design  the  TERENCE  learning  material  and  overall  system  so  as  to  be

Who runs fast?‣ books  of  stories‣ and  smart  games  for  reasoning  about  stories

‣ and  effec>ve  for  them?‣ usable  by  its  users

Page 11: Play to Collect Data with Children at School

Data  for  context  of  use  from  childrenstart

no

release

yesok?

gather data specify requirements

designdevelop

evaluation

Page 12: Play to Collect Data with Children at School

Data  for  context  of  use  from  childrenstart

no

release

yesok?

gather data specify requirements

designdevelop

evaluation

282  learners  in  Italy

226  learners  in  UK

30  school  educators

10  domain  experts

Page 13: Play to Collect Data with Children at School

Data  for  context  of  use  from  childrenstart

no

release

yesok?

gather data specify requirements

designdevelop

evaluation

282  learners  in  Italy

226  learners  in  UK

30  school  educators

10  domain  experts

how  to  do  that  with  so  many  young  learners  at  school?

Page 14: Play to Collect Data with Children at School

Outline ofthis story

Incipit

Climax

Resolution

a  TEL  project  for  children

and  its  context  of  use

analysed  via  gami:ied  :ield  studies

that  inform  design  decisions  

Page 15: Play to Collect Data with Children at School

Challenges  in  collecGng  data  from  childrenReliability  of  collected  data:

‣ children  might  become  anxious  at  the  thought  of  taking  a  test  (Rubin  1995)  and  hence  not  express  their  true  selves,  

‣ thus  direct  methods  should  be  avoided  (Druin  2010)

Page 16: Play to Collect Data with Children at School

Challenges  in  collecGng  data  from  childrenReliability  of  collected  data:

‣ children  might  become  anxious  at  the  thought  of  taking  a  test  (Rubin  1995)  and  hence  not  express  their  true  selves,  

‣ thus  direct  methods  should  be  avoided  (Druin  2010)

Drop-­‐outs  easily  occur  ‘cause  for  children  (Chiasson  and  Gutwin  2005)

‣ “mo>va>on  and  engagement  are  [...]  important”

‣ “children  [need]  to  see  the  results  of  their  ac>ons  immediately”

Page 17: Play to Collect Data with Children at School

Challenges  in  collecGng  data  from  childrenReliability  of  collected  data:

‣ children  might  become  anxious  at  the  thought  of  taking  a  test  (Rubin  1995)  and  hence  not  express  their  true  selves,  

‣ thus  direct  methods  should  be  avoided  (Druin  2010)

Drop-­‐outs  easily  occur  ‘cause  for  children  (Chiasson  and  Gutwin  2005)

‣ “mo>va>on  and  engagement  are  [...]  important”

‣ “children  [need]  to  see  the  results  of  their  ac>ons  immediately”

School/environment  constraints:  ac>vi>es  should

‣ involve  an  en>re  class,

‣ respect  school  >me-­‐tables,  e.g.,  each  session  should  last  no  longer  than  2  hours

Page 18: Play to Collect Data with Children at School

Outline ofthis story

Incipit

Climax

Resolution

a  TEL  project  for  children

and  its  context  of  use

analysed  via  gami:ied  :ield  studies

that  inform  design  decisions  

Page 19: Play to Collect Data with Children at School

What  we  did:  we  gamified  data  gatheringGamificaGon  is  the  usage  of  game-­‐play  elements  in  a  non-­‐game  context  for  engaging  and  mo>va>ng  users,  e.g.,  in  ac>vi>es

Page 20: Play to Collect Data with Children at School

What  we  did:  we  gamified  data  gathering

Reliability  of  collected  data‣ can  be  achieved  if  children  get  engaged  in  diverse  progressive  

challenges  for  diverse  skills

GamificaGon  is  the  usage  of  game-­‐play  elements  in  a  non-­‐game  context  for  engaging  and  mo>va>ng  users,  e.g.,  in  ac>vi>es

Page 21: Play to Collect Data with Children at School

What  we  did:  we  gamified  data  gathering

Reliability  of  collected  data‣ can  be  achieved  if  children  get  engaged  in  diverse  progressive  

challenges  for  diverse  skills

GamificaGon  is  the  usage  of  game-­‐play  elements  in  a  non-­‐game  context  for  engaging  and  mo>va>ng  users,  e.g.,  in  ac>vi>es

Drop-­‐outs‣ can  be  avoided  via  >mely  usable  feedback  and  engagement

Page 22: Play to Collect Data with Children at School

What  we  did:  we  gamified  data  gathering

Reliability  of  collected  data‣ can  be  achieved  if  children  get  engaged  in  diverse  progressive  

challenges  for  diverse  skills

GamificaGon  is  the  usage  of  game-­‐play  elements  in  a  non-­‐game  context  for  engaging  and  mo>va>ng  users,  e.g.,  in  ac>vi>es

Drop-­‐outs‣ can  be  avoided  via  >mely  usable  feedback  and  engagement

School/environment  constraints  require  we

‣ involve  all  children  in  social  ac>vi>es,‣ a  linear  planning/storyline  and  engagement  for  mee>ng  >me-­‐tables

Page 23: Play to Collect Data with Children at School

What  we  did:  we  gamified  data  gathering

Reliability  of  collected  data‣ can  be  achieved  if  children  get  engaged  in  diverse  progressive  

challenges  for  diverse  skills

GamificaGon  is  the  usage  of  game-­‐play  elements  in  a  non-­‐game  context  for  engaging  and  mo>va>ng  users,  e.g.,  in  ac>vi>es

Drop-­‐outs‣ can  be  avoided  via  >mely  usable  feedback  and  engagement

School/environment  constraints  require  we

‣ involve  all  children  in  social  ac>vi>es,‣ a  linear  planning/storyline  and  engagement  for  mee>ng  >me-­‐tables

Page 24: Play to Collect Data with Children at School

What  we  did:  we  gamified  data  gathering

Reliability  of  collected  data‣ can  be  achieved  if  children  get  engaged  in  diverse  progressive  

challenges  for  diverse  skills

GamificaGon  is  the  usage  of  game-­‐play  elements  in  a  non-­‐game  context  for  engaging  and  mo>va>ng  users,  e.g.,  in  ac>vi>es

‣ But  which  gamifica9on  ‘model’,  i.e.,  what  of  game-­‐play  can  ensure  us  we  really  engage  our  learners  in  our  data  collec9on?

Drop-­‐outs‣ can  be  avoided  via  >mely  usable  feedback  and  engagement

School/environment  constraints  require  we

‣ involve  all  children  in  social  ac>vi>es,‣ a  linear  planning/storyline  and  engagement  for  mee>ng  >me-­‐tables

Page 25: Play to Collect Data with Children at School

Gamification: diverse views

Page 26: Play to Collect Data with Children at School

The  “video  game  uses  and  gratifications”  model  (Sherry  &  Lucas  2003)  says  that  different  players  engage  in  games  for  different  gratifications:  competition                      challenge            diversion            arousal            fantasy                                      social  interaction

Gamification: diverse views

Page 27: Play to Collect Data with Children at School

Flows  are  engaging  activities  (e.g.,  games)  with  a  balance  between  challenges  and  skills,  and  for  (Kiili  2005)  are  realised  in  games  via:balanced  challenges  and  skills          timely  usable  feedback                  clear  goals                                                                          immersive  storylines                                                                                              intrinsic  rewards

The  “video  game  uses  and  gratifications”  model  (Sherry  &  Lucas  2003)  says  that  different  players  engage  in  games  for  different  gratifications:  competition                      challenge            diversion            arousal            fantasy                                      social  interaction

Gamification: diverse views

Page 28: Play to Collect Data with Children at School

The  motivational  model  (Przybylski  et  al.  2010)  explains  engagement  in  games  in  relation  to  the  satisfaction  of  universal  basic  needs:autonomy                                                  competence                                                        relatedness  needs

Flows  are  engaging  activities  (e.g.,  games)  with  a  balance  between  challenges  and  skills,  and  for  (Kiili  2005)  are  realised  in  games  via:balanced  challenges  and  skills          timely  usable  feedback                  clear  goals                                                                          immersive  storylines                                                                                              intrinsic  rewards

The  “video  game  uses  and  gratifications”  model  (Sherry  &  Lucas  2003)  says  that  different  players  engage  in  games  for  different  gratifications:  competition                      challenge            diversion            arousal            fantasy                                      social  interaction

Gamification: diverse views

Page 29: Play to Collect Data with Children at School

Which  are  the  preferred  avatars?Which  are  the  preferred  avatars?

Goals: describe  children’s  preferred  avatars

Moves: cards  with  game  consoles  are  in  a  box;  in  turn,  each  player  picks  up  the  cards  of  the  consoles  the  player  uses  and  describes  her/his  preferred  avatars  for  the  consoles

Feedback: a  moderator  assists,  and  provides  children  with  support  if  necessary  

Gamified  data  gathering  1

Page 30: Play to Collect Data with Children at School

Which  are  the  preferred  avatars?Which  are  the  preferred  avatars?

Autonomy: children  are  free  to  par/cipate,  to  say  what  they  wish

Relatedness: each  learner  feels  part  of  the  class  by  telling  about  their  own  experiences

Competence: verbal  skills

Gamified  data  gathering  1

Page 31: Play to Collect Data with Children at School

Which  are  the  preferred  acGviGes?Which  are  the  preferred  acGviGes?

Goals: describe  children’s  preferred  extracurricular  ac>vi>es

Moves: each  learner  received  a  paper  sheet  with  s>ckers  represen>ng  ac>vi>es  (e.g.,  going  on  the  internet)  and  a  blank  sheet  with  3  empty  circles  represen>ng  morning,  aYernoon  and  evening.  Learners  have  to  paste  s>ckers  into  the  per>nent  circles  or  draw  ac>vi>es.

Feedback: a  moderator  assists,  and  supports  children  if  necessary

Gamified  data  gathering  2

Page 32: Play to Collect Data with Children at School

Which  are  the  preferred  acGviGes?Which  are  the  preferred  acGviGes?

Autonomy: children  are  free  to  par>cipate  or  not,  to  a[ach  what  they  wish

Relatedness: each  learner  feels  part  of  the  class  by  showing  the  class  their  own  choices

Competence: non-­‐verbal  skills

Gamified  data  gathering  2

Page 33: Play to Collect Data with Children at School

Morale: game overPros:– reliable  and  dependable  data  for  creating  fine-­‐grained  learner  profiles  as  triangulated  with  data  from  domain  experts  or  referent  adults

– gamifica>on  of  data  gathering  with  learners  was  engaging  for  children  and  their  teachers  to  the  point  that  – schools  par>cipated  in  the  prosecu>on  of  TERENCE  ac>vi>es  (“let’s  play  again”  effect)

– there  were  no  drop-­‐outs– school  constraints  were  respected

Page 34: Play to Collect Data with Children at School

Morale: game overPros:– reliable  and  dependable  data  for  creating  fine-­‐grained  learner  profiles  as  triangulated  with  data  from  domain  experts  or  referent  adults

– gamifica>on  of  data  gathering  with  learners  was  engaging  for  children  and  their  teachers  to  the  point  that  – schools  par>cipated  in  the  prosecu>on  of  TERENCE  ac>vi>es  (“let’s  play  again”  effect)

– there  were  no  drop-­‐outs– school  constraints  were  respected

Contras:– considerable  resources  and  personnel  for  construc>ng  data  gathering  

material  and  specifying  protocols/storyline– the  method  leads  to  collec>ng  poorly  structured  huge  diversified  data  

which  requires  considerable  analysis  >mes

Page 35: Play to Collect Data with Children at School

IncipitTEL for children

Climaxwith a challenging context of use

Resolutionanalysed via gamified field studies

End of story

Page 36: Play to Collect Data with Children at School

IncipitTEL for children

Climaxwith a challenging context of use

Resolutionanalysed via gamified field studies

End of story

?