Digitel 2012 presentation

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Presentation of the learning game "Kill it or grow it".

http://vbn.aau.dk/en/publications/kill-it-or-grow-it(a2a13900-a0de-462a-ada2-29f8c8c0f68c).html

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Digitel 2012 presentation

  1. 1. Kill it or grow it Computer game design for playful math-learning. Andrea Valente (Medialogy)Emanuela Marchetti (Centre for Design Learning Innovation) Aalborg University Esbjerg
  2. 2. Our goal● Transpose abstract mathematical concepts into playful visual interaction● prime factorization ● nice and formalized solution procedures -> algorithms ● related to change of base, Gödel encoding, cryptography, ... ● prime numbers are: – central in number theory (fundamental theorem of arithmetic) – primality also leads to classical algorithms – fascinating artistic aspects -> charts, audio, ... ● ... but factorization is pretty abstract -> good challenge for transposition!● playful visual interaction ● there are plenty math-related games online and off ● few have really to do with math ● none have to do with abstract or procedural knowledge within math ● How to proceed? playful learning + visualization + interactivity = game(?)
  3. 3. What is there now?Three kinds of games were identified: ● computer-augmented exercises ● exploratory/manipulative environments ● very few genuine gamesOur game? +
  4. 4. Field study our guidelines● Findings from a one year Participatory Design process ● in cooperation with an after-school institution ● a group of 25 children involved in co-designing a game about urban development in history● Aim: ● transposing historical processes into playful interactions ● provide a more tangible grounding to abstract and dynamic aspects of historical processes, whose meaning and implications are quite difficult to be grasped ● to support more engaging and playful forms of interaction
  5. 5. Field study tangible augmented-reality prototypeMicroCultureprototype ● The focus with Prime Slaughter is on: ● playful interaction with mathematical processes ● visual (instead of tangible) representation of abstractions (e.g. primality)
  6. 6. Play as a self-driven activity● Observations -> different forms of play ● some children adopted a form of military board games play (e.g. strategy games) ● others engaged in a form of designerly play, suitable for construction bricks or managerial games like SimCity● Rogoff’s theory of apprenticeship in thinking ● children learn by engaging in goal-directed activities within informal contexts ● usually supported by adults when reaching the boundary of their current knowledge● For us: ● computer games offer motivation and flow ● peers or adults can help in solving/understanding a particular passage of a game
  7. 7. Visualization of operations and make primality visible1 2 3 4 5 6 7 8 9 10 11 12 13 14 ...
  8. 8. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 ...
  9. 9. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 ... 12 / 2 = 6 6/2=3 2 3/3=1 1 6 2x2x3 4 3 :(
  10. 10. Visualization of operations and make primality visibleObservation Division as cuttingCounting in unary -> factorization becomes a sort of folding/grouping... 3x Multiplication as pruning 3x2x 3x2x2
  11. 11. Primality and game mechanicsFactorization as slaying monsters Factorization as pruning bonsai trees Additional visual clues! Size = # prime factors
  12. 12. Demo
  13. 13. What now + ConclusionsOur transposition works this way: ● abstract concepts: visual representation + elements of the game ● procedural aspects: goal-directed activities within game framework + integral part of the gameplay ● and support different forms of play -> kill AND grow ● Next: test prototype through a series of participatory workshops, involving children within our target group ● emergent play styles? Playability and actual support for learning? -> redesign ● Experiment more and redesign: ● with interaction among elements of the game: monsters VS bonsais ● multiplayer
  14. 14. What now + Conclusions / 38 70Our transposition works this way: ar ios cen g/sgame framework + ● abstract concepts: visual representation + elements of the game procedural aspects: goal-directed activitiesr o within ● integral partoo t.gameplay n f of the eof play -> kill AND grow ● w. gre and support different forms /ww p:/test prototype through a series of participatory workshops, involving children thtNext: ● within our target group Questions? ● emergent play styles? Playability and actual support for learning? -> redesign ● Experiment more and redesign: ● with interaction among elements of the game: monsters VS bonsais ● multiplayer

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