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A shared design facilitation approach to co-
designing games for learning

Matthew Bates, Nottingham Trent University, UK
Motivation
Why use a design-based approach to games-based learning?
• Gaming is becoming the new ‘third place’
• Has the potential to inspire community learning
• Play requires exploration, conversation and collaboration
• Which encourages creation of peripheral game resources

Wiki knowledge                   Video tutorials                  Media-rich blogs




 A shared design facilitation approach to co-designing games for learning
Research Design

Hypothesis: GBL design projects modelled on higher participation of
end learners produce greater educational artefacts.


Methodology:
> Druin’s (2002) methods of ‘participatory design’
• qualitative research based on field observations
• using low tech materials to prototype new ideas


> Steinkuehler’s (2004) ‘thick description’ of learning process
• video footage of interactions used with observation schedule
• post project review and reflection via presentation of work
A shared design facilitation approach to co-designing games for learning
Hart’s Ladder




A shared design facilitation approach to co-designing games for learning
Investigation 1: Library Service
•   Level 8 of ladder: ‘Children initiated and directed’ participation
•   Goal: promote school library facilities to fellow students
•   Via weekly after school club with self selecting participants
•   Facilitation: passive; simply initiate and observe tasks
•   Result: 50% games completed which lack learning content




    A shared design facilitation approach to co-designing games for learning
Investigation 2: Secondary School
•   Level 4 of ladder: ‘Assigned but informed’ participation
•   Goal: inform primary pupils about secondary school life
•   Via weekly Art & Design school classes with sample class
•   Facilitation: active; discuss and assist with designs
•   Result: 83% designs completed and approved by collaborators




    The Optimal Level of Children’s Participation – Matthew Bates
Investigation 3: Library Service
•   Level 6 of ladder: ‘Adult initiated, shared decisions’ participation
•   Goal: collaborate on single design with clear learning objectives
•   Experimentation of ideas using basic tools (pack of cards)
•   Implementation handled by facilitators to optimise time
•   Result: game now used in school visits by library service




    A shared design facilitation approach to co-designing games for learning
Investigation 4: Probation Service
•   Scalability of approach using participation at level 6 of ladder
•   Goal: can approach benefit adults at risk of social exclusion?
•   Weekly design workshops using university facilities
•   Working as design team of offenders, tutors and researchers
•   Result: participants invited to present work at national level
•   Both process and product accredited by service for future use




    A shared design facilitation approach to co-designing games for learning
Conclusions
Elevating learners to design partners:
• creates powerful learning environments
• but requires facilitation regardless of age and experience
• must balance of learner input with educator experience
• balanced approach applicable and scalable to a range of students




A shared design facilitation approach to co-designing games for learning
References
• Bates, M., Brown, D., Cranton, W., and Lewis, J. (2008). Playing to win: motivation for teaching and
learning in today’s gaming culture. Paper presented at Interactive Technologies and Games (ITAG),
November 2008, Nottingham, UK.



• Bates, M., Brown, D., Cranton, W., and Lewis, J. (2009). A design for learning: exploring serious games
design with children. Paper presented at Interactive Technologies and Games (ITAG), October 2009,
Nottingham, UK.



• Bates, M., Brown, D., Cranton, W., and Lewis, J. (2010). Formulating a serious games design project
for adult offenders with the probation service. Paper presented at Interactive Technologies and Games
(ITAG), October 2010, Nottingham, UK.



• Druin, A. (2002). The role of children in the design of new technology. Behaviour and Information
Technology, 21(1), pp.1–25.



• Steinkuehler, C. (2004). Learning in massively multi-player online games. Proceedings of the 6th
international conference on learning sciences (ICLS), June 2004, Santa Monica, CA, USA, pp. 521-528.


 A shared design facilitation approach to co-designing games for learning

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A shared design: Facilitation approach to co-designing games for learning

  • 1. A shared design facilitation approach to co- designing games for learning Matthew Bates, Nottingham Trent University, UK
  • 2. Motivation Why use a design-based approach to games-based learning? • Gaming is becoming the new ‘third place’ • Has the potential to inspire community learning • Play requires exploration, conversation and collaboration • Which encourages creation of peripheral game resources Wiki knowledge Video tutorials Media-rich blogs A shared design facilitation approach to co-designing games for learning
  • 3. Research Design Hypothesis: GBL design projects modelled on higher participation of end learners produce greater educational artefacts. Methodology: > Druin’s (2002) methods of ‘participatory design’ • qualitative research based on field observations • using low tech materials to prototype new ideas > Steinkuehler’s (2004) ‘thick description’ of learning process • video footage of interactions used with observation schedule • post project review and reflection via presentation of work A shared design facilitation approach to co-designing games for learning
  • 4. Hart’s Ladder A shared design facilitation approach to co-designing games for learning
  • 5. Investigation 1: Library Service • Level 8 of ladder: ‘Children initiated and directed’ participation • Goal: promote school library facilities to fellow students • Via weekly after school club with self selecting participants • Facilitation: passive; simply initiate and observe tasks • Result: 50% games completed which lack learning content A shared design facilitation approach to co-designing games for learning
  • 6. Investigation 2: Secondary School • Level 4 of ladder: ‘Assigned but informed’ participation • Goal: inform primary pupils about secondary school life • Via weekly Art & Design school classes with sample class • Facilitation: active; discuss and assist with designs • Result: 83% designs completed and approved by collaborators The Optimal Level of Children’s Participation – Matthew Bates
  • 7. Investigation 3: Library Service • Level 6 of ladder: ‘Adult initiated, shared decisions’ participation • Goal: collaborate on single design with clear learning objectives • Experimentation of ideas using basic tools (pack of cards) • Implementation handled by facilitators to optimise time • Result: game now used in school visits by library service A shared design facilitation approach to co-designing games for learning
  • 8. Investigation 4: Probation Service • Scalability of approach using participation at level 6 of ladder • Goal: can approach benefit adults at risk of social exclusion? • Weekly design workshops using university facilities • Working as design team of offenders, tutors and researchers • Result: participants invited to present work at national level • Both process and product accredited by service for future use A shared design facilitation approach to co-designing games for learning
  • 9. Conclusions Elevating learners to design partners: • creates powerful learning environments • but requires facilitation regardless of age and experience • must balance of learner input with educator experience • balanced approach applicable and scalable to a range of students A shared design facilitation approach to co-designing games for learning
  • 10. References • Bates, M., Brown, D., Cranton, W., and Lewis, J. (2008). Playing to win: motivation for teaching and learning in today’s gaming culture. Paper presented at Interactive Technologies and Games (ITAG), November 2008, Nottingham, UK. • Bates, M., Brown, D., Cranton, W., and Lewis, J. (2009). A design for learning: exploring serious games design with children. Paper presented at Interactive Technologies and Games (ITAG), October 2009, Nottingham, UK. • Bates, M., Brown, D., Cranton, W., and Lewis, J. (2010). Formulating a serious games design project for adult offenders with the probation service. Paper presented at Interactive Technologies and Games (ITAG), October 2010, Nottingham, UK. • Druin, A. (2002). The role of children in the design of new technology. Behaviour and Information Technology, 21(1), pp.1–25. • Steinkuehler, C. (2004). Learning in massively multi-player online games. Proceedings of the 6th international conference on learning sciences (ICLS), June 2004, Santa Monica, CA, USA, pp. 521-528. A shared design facilitation approach to co-designing games for learning

Notas del editor

  1. Outcomes-based Module Design Workshop 24/10/12 Dr Jon Tepper
  2. Educational artefacts are context specific to each study but encompass the product and accreditation of the process by participants, facilitators and any stakeholders involved. Outcomes-based Module Design Workshop 24/10/12 Dr Jon Tepper