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Design Strategy
                                   IT 7220
                               February 2, 2009




Monday, February 2, 2009                          1
Agenda
                     Personal Web pages
            


                     Revisit Synergy of Learning and Engagement
            


                     Elements for Engaged Learning
            


                     Design Strategies of e-Learning
            


                     Flash - Motion Tweening, Buttons, Movieclips
            




Monday, February 2, 2009                                            2
Personal Web Pages




Monday, February 2, 2009                        3
Aligning Engagement with
                                   Education
                     Revisit juxtaposition of learning elements with
            
                     engagement elements from week 1
                     Basis for designing games that are both educationally
            
                     effective and engaging
                     Lack of awareness for this synergy creates a barrier
            
                     to providing engaging learning
                     Putting educators and entertainment experts together
            
                     historically doesn’t produce results as they invoke
                     very different paradigms for achieving results



Monday, February 2, 2009                                                     4
Synergy of Learning and
                                Engagement Elements
                       Learning Elements                Engagement Elements            Engaged Learning


                 Contextualized            Thematic coherence                 Theme


                 Clear goal                Clear goal                         Goal


                 Appropriate challenge     Balanced challenge                 Challenge


                 Anchored                  Relevance: action to domain        Action-Domain Link


                 Relevant                  Relevance: problem to learner      Problem-Learner link


                 Exploratory               Choices of action                  Active


                 Active manipulation       Direct Manipulation                Direct


                 Appropriate feedback      Coupling                           Feedback


                 Attention-getting         Novel information and events       Affect




Monday, February 2, 2009                                                                                  5
Elements for Engaged Learning


                     Theme
            

                      Setting and context

                      Draw from well-known genres (from
                        literature, movies, or games) to build
                        familiarity
                      Story; simplification or exaggeration of reality




Monday, February 2, 2009                                                 6
Elements for Engaged Learning


                     Goal
            

                      Establish in the story set-up

                      Provides motivation for action

                      Includes metric for attainment

                      May change over time




Monday, February 2, 2009                                7
Elements for Engaged Learning

                     Challenge
            

                      Systematic balance of difficulty that changes as
                        the learner progresses
                      Drill and practice is test for knowledge
                        retention, does not create challenge or reduce
                        boredom/frustration level
                      Challenge needs to adapt to learner; games
                        have levels with associated difficulty



Monday, February 2, 2009                                                 8
Elements for Engaged Learning

                     Action-Domain Link
            

                      Knowledge needs to be applied as story line
                         progresses in meaningful application of knowledge
                         to tasks
                      Inherent disconnect in edu-software games:
                         answering math questions earns chances to shoot
                         aliens
                      Genre selection aids in particular skills development;
                         use of familiar genres reduce time needed to become
                         familiar with game expectations and interface



Monday, February 2, 2009                                                        9
Elements for Engaged Learning

                     Problem-Learner Link
            

                      Related to theme selection is creating a world
                        and story that is of interest to the learner
                      Learner preferences and attributes

                      Audience emotional factors, cognitive
                        approaches, and motivation
                      Provide insight to learner mistakes and
                        remediation strategies to improve experience


Monday, February 2, 2009                                                10
Elements for Engaged Learning

                     Active
            

                      Learner needs to play active role in making
                        decisions in the story via frequent choices
                      Choices result in consequences from game,
                        leading to further opportunity
                      Action should be cognitive: decisions need to
                        be sufficiently complex to build experience of
                        engagement with material



Monday, February 2, 2009                                                11
Elements for Engaged Learning

                     Direct
            

                      Learner must act, preferably in a direct form of
                        mapping using interactive elements
                      All interaction is a form of multiple choices
                        between alternatives
                      Rule of thumb is if choice is between action
                        choice and a good cognitive choice, cognitive
                        choice wins



Monday, February 2, 2009                                                  12
Elements for Engaged Learning
                     Feedback
            

                      All decisions should have an impact on story
                        line
                      Feedback should be staged in context of story

                      Avoid using external device or narrator inform
                        you of the consequence, as least until play is
                        done
                      Consequences do not have to occur
                        immediately


Monday, February 2, 2009                                                 13
Elements for Engaged Learning
                     Affect
            

                      Play should not be predictable

                      Chance should play a role in the action

                      Affective (emotional) elements should support
                         theme and mood or story setting
                      Inappropriate dialogue, appearance, or sound
                         effects can undermine the willing suspension of
                         disbelief that is core to the manufactured
                         experience


Monday, February 2, 2009                                                   14
Engagement Levels
                     Level 0: Enhanced ISD
            


                     Level 1: Mini-Scenarios
            


                     Level 2: Linked Scenarios
            


                     Level 3: Contingent Scenarios
            


                     Level 4: The Full Monty (Full Game Experience)
            




Monday, February 2, 2009                                              15
Level 1: Mini-Scenarios

                     Follow traditional ISD
            


                     Practice couched in
            
                     context

                     Engagement through story
            
                     line is light and may be
                     superficial




Monday, February 2, 2009                        16
Level 2: Linked Scenarios
                     Decisions are sequenced into a
            
                     single story line (i.e., solve
                     problem, move on)
                     All game problems share a
            
                     common theme
                     Scenario may be launched
            
                     before bringing in content and
                     example resources
                     Linking scenarios gives more
            
                     complex practice opportunity
                     and helps develop relationships
                     between components of the
                     learning goal.



Monday, February 2, 2009                               17
Level 3: Contingent Scenarios
                     Choice is expanded using
            
                     multiple scenarios
                     Learner is allowed to
            
                     make mistakes and
                     experience consequences
                     Takes more work to
            
                     develop multiple paths
                     and keep track of all
                     options
                     Paths may branch but
            
                     generally converge at
                     some point so that
                     eventually everyone
                     arrives at the same place



Monday, February 2, 2009                         18
Level 4: The Full Monty
                     Full game approach employs a game engine which
            
                     dynamically serves activities by rules, probabilities, and
                     variables
                     Provides ideal situation for achieving learning outcomes
            

                     Basis for what are commonly referred to as
            
                     simulations...simulations become interactive when an interface
                     is provided to alter the settings and variables in the model
                     Big difference between scenarios and games is ability to create
            
                     the experience of flow
                     Outcome may be made to be non-deterministic meaning it is
            
                     not fixed and there may be several different types



Monday, February 2, 2009                                                               19
Level 4: Full Game Model




Monday, February 2, 2009                 20
DreamBox
                     Audience is K-2 math students in need of tutoring
            
                     outside of the classroom
                     Lessons are taught through video games
            

                     Players select theme and character
            

                     Personalized paths “...over a million paths a child
            
                     could take through the DreamBox curriculum”
                     Dreambox Learning (http://www.dreambox.com/)
            




Monday, February 2, 2009                                                   21
DreamBox

                     How would you characterize the engagement
            
                     model based on the 4 levels Quinn discusses?

                     How are the engaged learning elements addressed
            
                     through the experience (based on intended
                     audience)?




Monday, February 2, 2009                                               22
Lab - Flash HOT

                     Motion tweening
            


                     Buttons
            


                     Movie clips
            




Monday, February 2, 2009                     23

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Design Strategy

  • 1. Design Strategy IT 7220 February 2, 2009 Monday, February 2, 2009 1
  • 2. Agenda Personal Web pages  Revisit Synergy of Learning and Engagement  Elements for Engaged Learning  Design Strategies of e-Learning  Flash - Motion Tweening, Buttons, Movieclips  Monday, February 2, 2009 2
  • 3. Personal Web Pages Monday, February 2, 2009 3
  • 4. Aligning Engagement with Education Revisit juxtaposition of learning elements with  engagement elements from week 1 Basis for designing games that are both educationally  effective and engaging Lack of awareness for this synergy creates a barrier  to providing engaging learning Putting educators and entertainment experts together  historically doesn’t produce results as they invoke very different paradigms for achieving results Monday, February 2, 2009 4
  • 5. Synergy of Learning and Engagement Elements Learning Elements Engagement Elements Engaged Learning Contextualized Thematic coherence Theme Clear goal Clear goal Goal Appropriate challenge Balanced challenge Challenge Anchored Relevance: action to domain Action-Domain Link Relevant Relevance: problem to learner Problem-Learner link Exploratory Choices of action Active Active manipulation Direct Manipulation Direct Appropriate feedback Coupling Feedback Attention-getting Novel information and events Affect Monday, February 2, 2009 5
  • 6. Elements for Engaged Learning Theme   Setting and context  Draw from well-known genres (from literature, movies, or games) to build familiarity  Story; simplification or exaggeration of reality Monday, February 2, 2009 6
  • 7. Elements for Engaged Learning Goal   Establish in the story set-up  Provides motivation for action  Includes metric for attainment  May change over time Monday, February 2, 2009 7
  • 8. Elements for Engaged Learning Challenge   Systematic balance of difficulty that changes as the learner progresses  Drill and practice is test for knowledge retention, does not create challenge or reduce boredom/frustration level  Challenge needs to adapt to learner; games have levels with associated difficulty Monday, February 2, 2009 8
  • 9. Elements for Engaged Learning Action-Domain Link   Knowledge needs to be applied as story line progresses in meaningful application of knowledge to tasks  Inherent disconnect in edu-software games: answering math questions earns chances to shoot aliens  Genre selection aids in particular skills development; use of familiar genres reduce time needed to become familiar with game expectations and interface Monday, February 2, 2009 9
  • 10. Elements for Engaged Learning Problem-Learner Link   Related to theme selection is creating a world and story that is of interest to the learner  Learner preferences and attributes  Audience emotional factors, cognitive approaches, and motivation  Provide insight to learner mistakes and remediation strategies to improve experience Monday, February 2, 2009 10
  • 11. Elements for Engaged Learning Active   Learner needs to play active role in making decisions in the story via frequent choices  Choices result in consequences from game, leading to further opportunity  Action should be cognitive: decisions need to be sufficiently complex to build experience of engagement with material Monday, February 2, 2009 11
  • 12. Elements for Engaged Learning Direct   Learner must act, preferably in a direct form of mapping using interactive elements  All interaction is a form of multiple choices between alternatives  Rule of thumb is if choice is between action choice and a good cognitive choice, cognitive choice wins Monday, February 2, 2009 12
  • 13. Elements for Engaged Learning Feedback   All decisions should have an impact on story line  Feedback should be staged in context of story  Avoid using external device or narrator inform you of the consequence, as least until play is done  Consequences do not have to occur immediately Monday, February 2, 2009 13
  • 14. Elements for Engaged Learning Affect   Play should not be predictable  Chance should play a role in the action  Affective (emotional) elements should support theme and mood or story setting  Inappropriate dialogue, appearance, or sound effects can undermine the willing suspension of disbelief that is core to the manufactured experience Monday, February 2, 2009 14
  • 15. Engagement Levels Level 0: Enhanced ISD  Level 1: Mini-Scenarios  Level 2: Linked Scenarios  Level 3: Contingent Scenarios  Level 4: The Full Monty (Full Game Experience)  Monday, February 2, 2009 15
  • 16. Level 1: Mini-Scenarios Follow traditional ISD  Practice couched in  context Engagement through story  line is light and may be superficial Monday, February 2, 2009 16
  • 17. Level 2: Linked Scenarios Decisions are sequenced into a  single story line (i.e., solve problem, move on) All game problems share a  common theme Scenario may be launched  before bringing in content and example resources Linking scenarios gives more  complex practice opportunity and helps develop relationships between components of the learning goal. Monday, February 2, 2009 17
  • 18. Level 3: Contingent Scenarios Choice is expanded using  multiple scenarios Learner is allowed to  make mistakes and experience consequences Takes more work to  develop multiple paths and keep track of all options Paths may branch but  generally converge at some point so that eventually everyone arrives at the same place Monday, February 2, 2009 18
  • 19. Level 4: The Full Monty Full game approach employs a game engine which  dynamically serves activities by rules, probabilities, and variables Provides ideal situation for achieving learning outcomes  Basis for what are commonly referred to as  simulations...simulations become interactive when an interface is provided to alter the settings and variables in the model Big difference between scenarios and games is ability to create  the experience of flow Outcome may be made to be non-deterministic meaning it is  not fixed and there may be several different types Monday, February 2, 2009 19
  • 20. Level 4: Full Game Model Monday, February 2, 2009 20
  • 21. DreamBox Audience is K-2 math students in need of tutoring  outside of the classroom Lessons are taught through video games  Players select theme and character  Personalized paths “...over a million paths a child  could take through the DreamBox curriculum” Dreambox Learning (http://www.dreambox.com/)  Monday, February 2, 2009 21
  • 22. DreamBox How would you characterize the engagement  model based on the 4 levels Quinn discusses? How are the engaged learning elements addressed  through the experience (based on intended audience)? Monday, February 2, 2009 22
  • 23. Lab - Flash HOT Motion tweening  Buttons  Movie clips  Monday, February 2, 2009 23