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Justifications
Constructionism
• Creation of an authentic artifact
• “Learning by building”
• Programming and game design with Logo, Scratch, Alice
(Papert, 1991; Pepper & Kafai, 2007; Resnick, 2009)
Narrative Writing
• Science writing in everyday language to reduce „mystique‟
(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 “low-tech”
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 – repeat protocol from previous research (game project as review
exercise in lieu of traditional review guide)
2nd iteration – game as unit project (first trimester); game as unit project with
more structure (second trimester)
3rd iteration – unit project with emphasis on tying questions to narrativef
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 „authentic‟ 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 “save the
princess” 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 “as good as”
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.

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Using Homemade Games

  • 1. Justifications Constructionism • Creation of an authentic artifact • “Learning by building” • Programming and game design with Logo, Scratch, Alice (Papert, 1991; Pepper & Kafai, 2007; Resnick, 2009) Narrative Writing • Science writing in everyday language to reduce „mystique‟ (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 “low-tech” 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 – repeat protocol from previous research (game project as review exercise in lieu of traditional review guide) 2nd iteration – game as unit project (first trimester); game as unit project with more structure (second trimester) 3rd iteration – unit project with emphasis on tying questions to narrativef 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 „authentic‟ 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 “save the princess” 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 “as good as” 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.