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Authenticity in Learning Game:
 How it is designed? and perceived?
Celso Gonçalves (PhD in Sep. 2011), Muriel Ney, Nicolas Balacheff
Laboratory of Informatics of Grenoble (LIG)

Marie-Caroline Croset, Jean-Luc Bosson
Techniques for biomedical engineering and complexity management (TIMC)

                                                 Grenoble, France
October 1st, 2010             EC-TEL Barcelona             1
What authenticity means in learning?
       To whom? According to whom?


    What?
      Learning by living experiences that are in nature
      multidimensional (social, conceptual, perceptual…)
                                                    (Dewey, Petraglia)

    According to whom?
      (Science) teachers bring the “real” world into the school.

    To whom?
        Students are engaged over time, they come to own the activity.



October 1st, 2010          EC-TEL Barcelona             2
Outline

    Background and proposed model

    The serious game LOE

    Empirical studies:

      What attributes make the game LOE authentic?

      Are students engaged into the game (in moments of interaction)?

      Do students perceive the game as authentic?
           What cues enable them to make judgment of authenticity?



October 1st, 2010          EC-TEL Barcelona            3
The Model




October 1st, 2010   EC-TEL Barcelona   4
Authenticity and computer environment design

    Immersion – make players feel they are « there » and « now »

          Fidelity – realism of a simulation




October 1st, 2010             EC-TEL Barcelona        5
Perceived authenticity

Trust (Human Computer Interaction), Presence (Psychology)…


Perception of unrealness in movies (Communication Theory,
  Brusselles & Bilandzik, 2008):

•  This story is a fiction (fictionality)

•  It is not like the actual world
   (external realism)

•  It is incoherent (narrative realism)




October 1st, 2010             EC-TEL Barcelona      6
Proposed model: authenticity in learning games

                                       Appropriation of
                                       problems,
                                       ownership C.G.




October 1st, 2010   EC-TEL Barcelona     7
The game




October 1st, 2010   EC-TEL Barcelona   8
The game LOE: Laboratorium of Epidemiology

Learning objective:
  Critical Reading of Medical papers (based on statistics)

Learning approach:
  Learning by doing (make my own research and paper)

Students main tasks (170 students in 45 teams, 8 4h-sessions):
   Design and carry out an epidemiological survey, analyse a medical
   data base and present results to a congress

Game rules:
  Play the role of a physician (public health)
  Authorization must be obtained in order to visit patients
  Papers assessed by congress scientific committee: Best papers
October 1st, 2010        EC-TEL Barcelona             9
LOE: (simulated) web sites




October 1st, 2010   EC-TEL Barcelona   10
LOE: simulated hospital and patients (video)




                                               Hello




                                        11
                                                       11
LOE: interactions with caracters of the game




October 1st, 2010   EC-TEL Barcelona      12
Attributes of authenticity

    •  Mission
            –  Mission content and resources
            –  Original data
    •  Mise en scene
            –  Graphical representation
            –  Structure of the environment
    •  User freedom
            –  Constraints
            –  Level of control of the users
    •  Interactions
            –  Characters’ personification
            –  Behaviour and feedback from characters
            –  Mode and media of communication

October 1st, 2010                EC-TEL Barcelona       13
Empirical studies




October 1st, 2010   EC-TEL Barcelona   14
Students’ engagement: method and results

    Grid of analysis of moments of interaction
    The message includes:
    1.  Status of the speaker (student, physician)
    2.  Name and/or function of addressee
    3.  Goal of the interaction
    4.  Formallities
    5.  Context (teacher, commission)          Hi, I’m Mike Smith
                                               and I want to come
                                               and visit 20 patients
                                               in your department
    Results (phone messages):
    1+2+3+4 : 37% of 167 messages (15% to 50%).
    24% teams never fulfill theses 4 criteria.


October 1st, 2010          EC-TEL Barcelona              15
Student’s judgements: method

    Phone interviews after each of 8 sessions with about 22 students
       (over 45 teams of 3 to 4 students each):

    1.  Looks real or not?
    2.  Useful or not?


    Goal of analysis:

    When do most students perceived the activity of the day as
      authentic, or not?
    What cues enable them to make judgements of authenticity?


October 1st, 2010            EC-TEL Barcelona         16
Student’s judgements: method and results

    Perceived authenticity, three dimensions:
    •  Internal incoherence: write a protocol, what for if data are given
    •  Unrealistic: talk to an answering machine
    •  Irrelevant: the patient cannot answer twice to the same question
       (learn to control data, listen carefully)
    And interactions.

    Cues (-> Match cues and attributes):
    •  Figures are unquestionable: figures and variability make it real.
    •  Characters (how they are represented, what they say, how they
       behave): no high presence is required.
    •  No graphical cues: low visual fidelity is enough.


October 1st, 2010          EC-TEL Barcelona             17
Conclusions and future work

        One model to design game and to analyse perceptions:
           Authenticity in game design, a compromise between
           realism, coherence and relevance.


 Two measures of perceived authenticity:
 -  during the activity: students make the problems their owns, and
    have appropriate behaviour /real life.
 -  afterwards: interviews on usefulness and credibility.


 Future work:
    What are the attributes that make a game authentic (for adults)?

October 1st, 2010          EC-TEL Barcelona           18

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Ec tel-mney

  • 1. Authenticity in Learning Game: How it is designed? and perceived? Celso Gonçalves (PhD in Sep. 2011), Muriel Ney, Nicolas Balacheff Laboratory of Informatics of Grenoble (LIG) Marie-Caroline Croset, Jean-Luc Bosson Techniques for biomedical engineering and complexity management (TIMC) Grenoble, France October 1st, 2010 EC-TEL Barcelona 1
  • 2. What authenticity means in learning? To whom? According to whom? What? Learning by living experiences that are in nature multidimensional (social, conceptual, perceptual…) (Dewey, Petraglia) According to whom? (Science) teachers bring the “real” world into the school. To whom? Students are engaged over time, they come to own the activity. October 1st, 2010 EC-TEL Barcelona 2
  • 3. Outline  Background and proposed model  The serious game LOE  Empirical studies: What attributes make the game LOE authentic? Are students engaged into the game (in moments of interaction)? Do students perceive the game as authentic? What cues enable them to make judgment of authenticity? October 1st, 2010 EC-TEL Barcelona 3
  • 4. The Model October 1st, 2010 EC-TEL Barcelona 4
  • 5. Authenticity and computer environment design Immersion – make players feel they are « there » and « now » Fidelity – realism of a simulation October 1st, 2010 EC-TEL Barcelona 5
  • 6. Perceived authenticity Trust (Human Computer Interaction), Presence (Psychology)… Perception of unrealness in movies (Communication Theory, Brusselles & Bilandzik, 2008): •  This story is a fiction (fictionality) •  It is not like the actual world (external realism) •  It is incoherent (narrative realism) October 1st, 2010 EC-TEL Barcelona 6
  • 7. Proposed model: authenticity in learning games Appropriation of problems, ownership C.G. October 1st, 2010 EC-TEL Barcelona 7
  • 8. The game October 1st, 2010 EC-TEL Barcelona 8
  • 9. The game LOE: Laboratorium of Epidemiology Learning objective: Critical Reading of Medical papers (based on statistics) Learning approach: Learning by doing (make my own research and paper) Students main tasks (170 students in 45 teams, 8 4h-sessions): Design and carry out an epidemiological survey, analyse a medical data base and present results to a congress Game rules: Play the role of a physician (public health) Authorization must be obtained in order to visit patients Papers assessed by congress scientific committee: Best papers October 1st, 2010 EC-TEL Barcelona 9
  • 10. LOE: (simulated) web sites October 1st, 2010 EC-TEL Barcelona 10
  • 11. LOE: simulated hospital and patients (video) Hello 11 11
  • 12. LOE: interactions with caracters of the game October 1st, 2010 EC-TEL Barcelona 12
  • 13. Attributes of authenticity •  Mission –  Mission content and resources –  Original data •  Mise en scene –  Graphical representation –  Structure of the environment •  User freedom –  Constraints –  Level of control of the users •  Interactions –  Characters’ personification –  Behaviour and feedback from characters –  Mode and media of communication October 1st, 2010 EC-TEL Barcelona 13
  • 14. Empirical studies October 1st, 2010 EC-TEL Barcelona 14
  • 15. Students’ engagement: method and results Grid of analysis of moments of interaction The message includes: 1.  Status of the speaker (student, physician) 2.  Name and/or function of addressee 3.  Goal of the interaction 4.  Formallities 5.  Context (teacher, commission) Hi, I’m Mike Smith and I want to come and visit 20 patients in your department Results (phone messages): 1+2+3+4 : 37% of 167 messages (15% to 50%). 24% teams never fulfill theses 4 criteria. October 1st, 2010 EC-TEL Barcelona 15
  • 16. Student’s judgements: method Phone interviews after each of 8 sessions with about 22 students (over 45 teams of 3 to 4 students each): 1.  Looks real or not? 2.  Useful or not? Goal of analysis: When do most students perceived the activity of the day as authentic, or not? What cues enable them to make judgements of authenticity? October 1st, 2010 EC-TEL Barcelona 16
  • 17. Student’s judgements: method and results Perceived authenticity, three dimensions: •  Internal incoherence: write a protocol, what for if data are given •  Unrealistic: talk to an answering machine •  Irrelevant: the patient cannot answer twice to the same question (learn to control data, listen carefully) And interactions. Cues (-> Match cues and attributes): •  Figures are unquestionable: figures and variability make it real. •  Characters (how they are represented, what they say, how they behave): no high presence is required. •  No graphical cues: low visual fidelity is enough. October 1st, 2010 EC-TEL Barcelona 17
  • 18. Conclusions and future work One model to design game and to analyse perceptions: Authenticity in game design, a compromise between realism, coherence and relevance. Two measures of perceived authenticity: -  during the activity: students make the problems their owns, and have appropriate behaviour /real life. -  afterwards: interviews on usefulness and credibility. Future work: What are the attributes that make a game authentic (for adults)? October 1st, 2010 EC-TEL Barcelona 18