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Making waves, mixing colors, and 
using mirrors: 
The self-regulated learning support 
features and procedural rhetoric of 
three whole-body educational 
games 
Working title
Dissertation Research (plan) 
1. Empirical study of Waves-SRL 
2. Case study-video, reactions to scaffolding 
3. Rhetorical analysis of Waves, Color Mixer, 
and Light & Mirrors (SMALLab*) *Situated 
Multimedia Arts Learning Lab 
How can the rhetoric of whole-body 
educational games inform our understanding 
of self-regulated learning with digital 
technology?
Waves 
 2-players, 3 waves: 
 1 wave per player 
 1 wave that both player-waves influence 
 3 levels 
 Players need to orchestrate their movements 
to achieve success in each level (requires much 
communication)
Waves 
 Level 1: Constructive Interference 
 Players must step side-by-side in sync to create a 
large middle wave 
 Level 2: Destructive Interference 
 Players must step side-by-side in opposite 
directions to create a small middle wave 
 Level 3: Standing Wave 
 Players must face each other and step in opposite 
directions to create a large middle wave
Successful End of Level
My Modifications 
 A task bar (check-list) of 3 concrete tasks players 
need to complete for that level 
 Automatically checked off as they are completed 
 Current task is highlighted, future task is grayed 
 Prompts (pop-ups) to help the players reflect on 
their progress and support self-regulated learning
Task Bar
Self-Regulated Learning (SRL) 
 SRL is something “good students” naturally do: 
“mindfully” (vs. mindlessly) complete a task 
Plan how they will complete the task 
Continually check their progress & 
understanding 
Reflect on the task completed
Research Sub-Questions 
How can a whole-body educational game 
support self-regulated learning? 
How useful are elements designed to support 
self-regulated learning in a whole-body 
educational game?
Prompting for SRL 
 Planning Prompt 
“Can this goal be reached easily?” 
 Progress Prompt 
“Is the wave responding to your movements 
the way you expect it to?” 
 Additional Prompt(s): “Is there anything 
different that could be tried here? 
 Reflection Prompt 
“How does this level work?”
Self-Regulated Learning (SRL) 
Taskbar Structure 
Concrete tasks such as: 
Move side to side to make a wave 
Use constructive interference to make a 
wave 
Use constructive interference to make a 
large wave
Empirical Measures 
 Both Pre- and Post-tests: 
 Self-Regulation Questionnaire (Brown, 1999) 
 Short-answer content questions (waves) 
 Drawings of waves (what would happen if…) 
 Post-test only: 
 Usefulness of prompts (Likert) 
 Usefulness of taskbar (Likert) 
 Comments/Suggestions about prompts/taskbar
 Identify one student with a high SRQ score 
 Identify one student with a low SRQ score 
 Chart their reactions to scaffolding (video) 
 Correlation between SRL & reaction to 
scaffolding? 
 How can a whole-body educational game support 
self-regulated learning? 
 How useful are elements designed to support self-regulated 
learning in a whole-body educational 
game? 
Case Study
Rhetorical Analysis 
What does the procedural rhetoric of 
whole-body educational games tell us 
about our assumptions about learning 
with these types of digital technology?
Sim-Game 2: Color Mixer 
https://www.youtube.com/watch?feature=player_embedded&v=uoSAQtz926w
Sim-Game 3: Light and Mirrors 
https://www.youtube.com/watch?feature=player_embedded&v=p52nQmD8KE8
Primary Research Question 
How can the rhetoric of three whole-body 
educational games inform our 
understanding of self-regulated 
learning with digital technology?
Methodology 
Player 
Action 
Computer 
Reaction(s) 
Concept(s) 
Reinforced 
Value(s) 
Reinforced 
SRL 
Support 
Feature(s) 
Stepping 
side-to-side 
in 
sync (in 
Level 1) 
Glowing 
green wave; 
success 
stars 
Constructive 
interference 
is when 
waves go in 
the same 
direction 
Teamwork Green 
glow & 
success 
stars 
provide 
positive 
feedback

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Waves-ekj

  • 1. Making waves, mixing colors, and using mirrors: The self-regulated learning support features and procedural rhetoric of three whole-body educational games Working title
  • 2. Dissertation Research (plan) 1. Empirical study of Waves-SRL 2. Case study-video, reactions to scaffolding 3. Rhetorical analysis of Waves, Color Mixer, and Light & Mirrors (SMALLab*) *Situated Multimedia Arts Learning Lab How can the rhetoric of whole-body educational games inform our understanding of self-regulated learning with digital technology?
  • 3. Waves  2-players, 3 waves:  1 wave per player  1 wave that both player-waves influence  3 levels  Players need to orchestrate their movements to achieve success in each level (requires much communication)
  • 4.
  • 5.
  • 6. Waves  Level 1: Constructive Interference  Players must step side-by-side in sync to create a large middle wave  Level 2: Destructive Interference  Players must step side-by-side in opposite directions to create a small middle wave  Level 3: Standing Wave  Players must face each other and step in opposite directions to create a large middle wave
  • 7.
  • 8.
  • 10. My Modifications  A task bar (check-list) of 3 concrete tasks players need to complete for that level  Automatically checked off as they are completed  Current task is highlighted, future task is grayed  Prompts (pop-ups) to help the players reflect on their progress and support self-regulated learning
  • 12. Self-Regulated Learning (SRL)  SRL is something “good students” naturally do: “mindfully” (vs. mindlessly) complete a task Plan how they will complete the task Continually check their progress & understanding Reflect on the task completed
  • 13. Research Sub-Questions How can a whole-body educational game support self-regulated learning? How useful are elements designed to support self-regulated learning in a whole-body educational game?
  • 14. Prompting for SRL  Planning Prompt “Can this goal be reached easily?”  Progress Prompt “Is the wave responding to your movements the way you expect it to?”  Additional Prompt(s): “Is there anything different that could be tried here?  Reflection Prompt “How does this level work?”
  • 15. Self-Regulated Learning (SRL) Taskbar Structure Concrete tasks such as: Move side to side to make a wave Use constructive interference to make a wave Use constructive interference to make a large wave
  • 16. Empirical Measures  Both Pre- and Post-tests:  Self-Regulation Questionnaire (Brown, 1999)  Short-answer content questions (waves)  Drawings of waves (what would happen if…)  Post-test only:  Usefulness of prompts (Likert)  Usefulness of taskbar (Likert)  Comments/Suggestions about prompts/taskbar
  • 17.  Identify one student with a high SRQ score  Identify one student with a low SRQ score  Chart their reactions to scaffolding (video)  Correlation between SRL & reaction to scaffolding?  How can a whole-body educational game support self-regulated learning?  How useful are elements designed to support self-regulated learning in a whole-body educational game? Case Study
  • 18. Rhetorical Analysis What does the procedural rhetoric of whole-body educational games tell us about our assumptions about learning with these types of digital technology?
  • 19. Sim-Game 2: Color Mixer https://www.youtube.com/watch?feature=player_embedded&v=uoSAQtz926w
  • 20. Sim-Game 3: Light and Mirrors https://www.youtube.com/watch?feature=player_embedded&v=p52nQmD8KE8
  • 21. Primary Research Question How can the rhetoric of three whole-body educational games inform our understanding of self-regulated learning with digital technology?
  • 22. Methodology Player Action Computer Reaction(s) Concept(s) Reinforced Value(s) Reinforced SRL Support Feature(s) Stepping side-to-side in sync (in Level 1) Glowing green wave; success stars Constructive interference is when waves go in the same direction Teamwork Green glow & success stars provide positive feedback