This document summarizes research analyzing gameplay data from a simulation game designed to teach diffusion of innovations theory. The researchers assessed which strategies were most successful in the game by comparing patterns of frequent activities, sequences, and joint occurrences between groups that successfully or unsuccessfully adopted all innovations. While some predicted strategies from diffusion theory were more common in successful games, others were not. The researchers suggest future work to collect more granular data and address misconceptions through instructional strategies like debriefing.
Vip Mumbai Call Girls Borivali Call On 9920725232 With Body to body massage w...
Assessment of Strategies in the Diffusion Simulation Game
1. Assessment of Strategies in the Diffusion Simulation Game Jake Enfield jwenfiel@indiana.edu Rod Myers rodmyers@indiana.edu Instructional Systems Technology Indiana University - Bloomington
2. Research Goal Analyze gameplay data to assess the fidelity of the game with the theory it is designed to teach. 2
3. Key Concepts Diffusion of Innovations Theory DSG - Simulation game for learning Fidelity of simulations Analysis of Patterns in Time (APT) 3
4. Diffusion of Innovations Theory Everett Rogers Source: http://www.12manage.com/methods_rogers_innovation_adoption_curve.html 4
7. Predicted Successful Strategies Get to know the staff Take a client-oriented approach Utilize opinion leaders Provide opportunities for staff to evaluate the innovation Select mass media communication channels to raise awareness of the staff early in the game. Utilize interpersonal channels Utilize early adopters 7
12. Findings & Discussion Research Question 1:What strategies were successful in the game sessions being studied? Most frequently used activities Most frequent sequences of activities Most frequent joint occurrences (activity + targeted faculty) 10
25. Findings & Discussion Research Question 2: Are the strategies that were successful within the game aligned with strategies that would be predicted by the diffusion of innovation theory? Only 3 of the 7 predicted strategies were employed more frequently in successful games. 12
26. Findings & Discussion <<< APPARENTLY >>> Get to know the staff Take a client-oriented approach Utilize opinion leaders Provide opportunities for staff to evaluate the innovation Select mass media communication channels to raise awareness of the staff early in the game. Utilize interpersonal channels Utilize early adopters 13
31. Future Research Follow up study with additional data collected Designing a data collection method to support APT (data collected at a granular level) and developing a pattern query tool Use of instructional strategies to support learning and address misconceptions (such as debriefing) 16
32. References DIFFUSION SIMULATION GAME. (1976). Molenda, M., & Young, P. Bloomington, IN: Indiana University, 201 North Rose Avenue, Bloomington, IN 47405-1006. Frick, T. W. (1990). Analysis of patterns in time (APT): A method of recording and quantifying temporal relations in education. American Educational Research Journal, 27(1), 180-204. Rogers, E. M. (2003). Diffusion of innovations (5th ed.). New York: The Free Press. 17
33. You can play too! Production version v.1: http://www.indiana.edu/~istdemo New version (beta): http://www.indiana.edu/~simgame/dev/dsg.html 18
Notas del editor
Theory – Everett Rogers, define Diffusion of InnovationsDSG – board game created in 1976 by Dr. Michael Molenda online version created for distance program in 2002, 2006 publicly avail.Fidelity – Game to real life VS game to the theory it is design to teachAPT – methodology for analyzing data (sequences & joint occurrences)
Adopter Types (Early Adopters)Adoption Phases (Awareness, Interest, Trial, Adoption)Opinion LeadersChange AgentsCommunication Channels: Interpersonal vs. Mass Media
Player is the Change AgentGoal of game
Diffusion activities and cost per week.Calendar and total number of adopters.Descriptions of staff and their stage of adoption.Interpersonal Communication NetworksGame log: Reflection
by reading Personal Information and using Talk To.by avoidingConfrontation and Compulsion.by selecting them for diffusion activities.by using Site Visit and Demonstration.5. by using Local Mass Media and Print early in the game.by selecting the highest networked staff members for diffusion activities.by selecting them for diffusion activities.
Completed = all 72 weeks or all 22 adopters
In first 15 turns…Successful: Print (7 : 1), Local Mass Media (3.5 : 1)Unsuccessful: Ask Help (6 : 1), Pilot Test (7 : 1), Training Workshop-Self (7 : 1)
White: strategies used more in unsuccessful gamesGreen: strategies used more in successful games [4] not significant (but unsuccessful games more likely to use early in the game when less effective) [5] 5 times more likely to be used in successful games
Most frequent activities: Site Visit, Talk To, Local Mass Media, Print4 sequential activities: (1) Print ->…, (2) Site Visit ->…, (3) Mass Media ->…Joint Occurrences: Print with A (principal), Site Visit with D (math chairman), Talk To with A (principal), and Site Visit with E (math teacher).
Timing of activities is probably more important than frequency.