A long presentation of GAmified COdesign with COperative Learning for alt-CHI 2014. Co-design is an ideal approach to design with mixed teams that include learners and teachers. However, in modern learning contexts, learning and playful engagement are both key goals, and that poses several challenges to co-design. This work investigates such challenges after outlining co-design and situating it in current user experience
design trends. Then it uses the challenges to derive requirements for co-design, and shows how to meet requirements, fostering playful (fun) engagement as well as social learning, by blending co-design with gamication and cooperative learning--GaCoCo.
GaCoCo in 30 minutes: Gamified Co-design of Products at School with Cooperative Learning Strategies
1. Santina
WELCOME TO GACOCO
Hi, I am Santina!
GAmified CO-design with COoperative learning
FROM SCHOOL
!
I will be here,
and present to
you the first
part of this
intro to GaCoCo.
TO UNIVERSITY AND BACK
Gabriella
Dodero
Rosella
Gennari
Alessandra
Melonio
Santina
Torello
3. trees
PRODUCTS
tree puzzle
It does so
by mixing
designers,
teachers and
children.
!
ACTORS
designers
GACOCO
children
REASONS
for designing together
METHODS
CO-design
teachers
4. trees
PRODUCTS
tree puzzle
GaCoCo
refines codesign with
two methods.
First one:
gamification,
for engaging
all actors by
playing.
ACTORS
designers
GACOCO
children
REASONS
for engaging all
for designing together
METHODS
GAmification
CO-design
teachers
5. trees
PRODUCTS
tree puzzle
GaCoCo
refines codesign with
two methods.
First one:
gamification,
for engaging
all actors by
playing.
Second one:
cooperative
learning for
creating
cooperative
teams.
ACTORS
designers
GACOCO
children
teachers
REASONS
for engaging all
for designing together
for team working
CO-design
COoperative learning
METHODS
GAmification
6. trees
PRODUCTS
tree puzzle
So far so
good… but
what could
GaCoCo
produce till
now?
ACTORS
designers
GACOCO
children
teachers
REASONS
for engaging all
for designing together
for team working
CO-design
COoperative learning
METHODS
GAmification
12. The experts’
evaluation lead to
the selection of 4
low-fidelity
prototypes.
ideas
context analysis
protocol
GaCoCo design
in primary schools
expert review evaluation
18 low
!
These were
turned into
middle-fidelity
prototypes, that
is, videos, by
game designers.
evaluation
data
3
4 middle
expert design
13. The middlefidelity
prototypes were
enriched at
school by
designers,
teachers and
children via
GaCoCo.
ideas
context analysis
protocol
GaCoCo design
in primary schools
2
4 middle +
design data
18 low
evaluation
data
2
64
GaCoCo design
in primary schools
expert review evaluation
4 middle
expert design
14. Finally game
designers
realized highfidelity
prototypes from
middle fidelity
prototypes.
ideas
context analysis
protocol
GaCoCo design
in primary schools
18 low
expert review evaluation
evaluation
data
3
4 high
expert design
4 middle +
design data
GaCoCo design
in primary schools
4 middle
expert design
15. 56
4
Next, let us see
with Rosella what
happened during
the first GaCoCo
design in primary
schools.
ideas
context analysis
protocol
4
GaCoCo design
in primary schools
18 low
expert review evaluation
evaluation
data
4 high
expert design
4 middle +
design data
GaCoCo design
in primary schools
4 middle
expert design
16. Rosella
Hi, I am Rosella!
!
I will be
presenting to you
the GaCoCo
study for
designing lowfidelity prototypes
in primary
schools.
18. teacher feedback
The protocol
had missions
(objectives)
that is 3, with
their own
challenges
(tasks),
cooperation,
reward
elements, and
feedback.
designer feedback
Mission 1 for individuals
2 challenges for reading
class feedback
Mission 2 for groups:
4 challenges for
prototyping
Mission 3 for class
2 challenges for sharing
19. And what did
GaCoCo use of
cooperative
learning?
It used
cooperative
learning
methods for
organising
teams and their
work.
20. Co-op co-op
was used for
organising team
work in the
group and class
missions (2 and
3).
Gallery tour was
adapted for
organising class
work in the
class mission
(3).
co-op co-op
~ gallery tour
22. 10-11 olds
The GaCoCo
study used codesign
methods for
producing
paperprototypes,
e.g., layered
elaboration, in
the group
mission (2).
8-9 olds
23. 4
Hi, I am Gabriella,
explaining you
the results of the
study.
ideas
context analysis
protocol
GaCoCo design
in primary schools
18 low
!
Game designers
and teachers
evaluated all lowfidelity
prototypes, with
the expert
review method,
and selected 4.
4
expert review evaluation
evaluation
data
4 high
expert design
4 middle
expert design
THE LIFECYCLE OF GAMES FROM PRIMARY SCHOOLS
24. This evaluation
used 4 criteria.
1st: game value
with respect to
specific heuristics.
2nd:
performance of
groups in
challenges.
3rd and 4th:
cooperation and
engagement of
individuals in
missions.
heuristics
game
value
challenges
performance
missions
missions
cooperation
engagement
26. G. Dodero, R. Gennari, A. Melonio and S. Torello. GAmified CO-design with COoperative Learning.
In Proc. of the alt chapter of CHI 2014, Toronto, April 26–May 1 2014.
G. Dodero, R. Gennari, A. Melonio and S. Torello. How to Engage and Learn with Playful Codesign
—An Exploratory Study in Primary Schools. Submitted.
Original images by: N. Mastachi; L. Buley; WB; Cipì by M. Lodi and his class…
trees
tree puzzle
taffi
oio
ni
an
GACOCO
REFERENCES AND ACKNOWLEDGMENTS