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GAMIFICATION OF 
CO-DESIGN CONTEXTS 
Two Studies in Primary Schools 
Gabriella 
Dodero 
Rosella 
Gennari 
Santina 
Torello 
Alessandra 
Melonio 
Computer 
Science 
Faculty 
http://www.inf.unibz.it 
CHI PLAY
GAMIFICATION OF 
CO-DESIGN CONTEXTS 
Two Studies in Primary Schools 
Gabriella 
Dodero 
Rosella 
Gennari 
Santina 
Torello 
Alessandra 
Melonio 
Computer 
Science 
Faculty 
http://www.inf.unibz.it 
CHI PLAY
GAMIFICATION OF 
CO-DESIGN CONTEXTS 
Two Studies in Primary Schools 
Gabriella 
Dodero 
Rosella 
Gennari 
Santina 
Torello 
Alessandra 
Melonio 
Computer 
Science 
Faculty 
http://www.inf.unibz.it 
CHI PLAY
Primary 
school 
is 
our 
context… 
Friedericks 
2011
Primary 
school 
is 
our 
context… 
Engagement: learner 
engagement 
Friedericks 
2011
Primary 
school 
is 
our 
context… 
behavioural 
engagement 
emotional 
engagement 
social 
engagement 
Dimensions: 
physical 
engagement 
cultural 
engagement… 
Engagement: learner 
engagement 
Friedericks 
2011
Primary 
school 
is 
our 
context… 
behavioural 
engagement 
emotional 
engagement 
social 
engagement 
physical 
engagement 
cultural 
engagement… 
Engagement: learner 
engagement 
Friedericks 
2011 
Dimensions:
GaC C 
INGREDIENTS
Co-­‐design 
with 
children 
how 
designers 
can 
create 
for 
and 
with 
children 
Why:
Co-­‐design 
with 
children 
techniques 
for 
conceptualizing, 
developing 
and 
evaluating 
low-­‐fidelity 
prototypes 
with 
children 
What: 
how 
designers 
can 
create 
for 
and 
with 
children 
Why:
Cooperative 
learning 
groups 
how 
to 
foster 
cooperation 
of 
small 
groups 
by 
leveraging 
on 
differences 
Why:
Cooperative 
learning 
groups 
strategies, 
rules 
and 
roles 
for 
group 
work 
What 
how 
to 
foster 
cooperation 
of 
small 
groups 
by 
leveraging 
on 
differences 
Why:
Gamified 
contexts 
how 
to 
foster 
positive 
achievement 
emotions 
for 
motivating 
students 
Why:
Gamified 
contexts 
creating 
a 
game-­‐like 
context 
What: 
how 
to 
foster 
positive 
achievement 
emotions 
for 
motivating 
students 
Why:
GaC C 
PROTOCOLS FOR STUDIES
GaC C 
PROTOCOLS FOR STUDIES
GaC C 
STUDIES FOR GAMES
GaC C 
STUDIES FOR GAMES 
2013: shorter
GaC C 
STUDIES FOR GAMES 
2013: shorter 2 0 1 4 : longer
2013 shorter-term study
Study 
design
Study 
design 
Mission 1: 
2 
challenges
Study 
design 
Mission 1: 
2 
challenges 
Mission 2: 
4 
challenges: 
(1) 
idea 
(2) 
setting 
(3) 
rules 
(4) 
interaction
Study 
design 
Mission 1: 
2 
challenges 
Mission 2: 
4 
challenges: 
(1) 
idea 
(2) 
setting 
(3) 
rules 
(4) 
interaction 
Mission 3: 
2 
challenges
Study 
results: 
output 
paper based
Study 
results: 
output 
video 
paper based
Study 
results: 
output 
paper based 
app 
video
Study 
results: 
output 
design 
+ 
evaluation 
G. Dodero, R. Gennari, A. Melonio and S. Torello. A Lean Experience of Game Fabrication: 
From School to University and Back. In the FabLabs in Educational Context Workshop 2014
Study 
results: 
co-­‐design 
activity
Study 
results: 
co-­‐design 
activity 
challenges 
behaviour
Study 
results: 
co-­‐design 
activity 
challenges 
behaviour 
missions 
cooperation 
missions 
emotions
Study 
results: 
co-­‐design 
activity 
challenges 
behaviour 
missions 
cooperation 
missions 
emotions
Study 
results: 
co-­‐design 
activity 
challenges 
behaviour 
missions 
cooperation 
missions 
emotions
Study 
results: 
co-­‐design 
activity 
challenges 
behaviour 
missions 
? 
cooperation 
missions 
emotions
2014 longer-term study 
roles
Teacher 
for: 
recapping 
the 
previous 
week’s 
work 
and 
introducing 
the 
new 
one; 
concluding 
by 
collecting 
feedback
Game 
design 
expert 
for: 
rapid 
formative 
feedback; 
validating 
game 
design 
choices 
at 
specific 
moments
Passive 
observer 
for: 
tracking 
behaviour 
and 
emotions; 
tracking 
group 
dynamics
2014 longer-term study 
more tangibly gamified contexts
Gamification of 
- cooperative learning roles 
- cooperative learning rules 
- co-design tasks and environment across the 
long-term activity
Gamification of 
- cooperative learning roles 
- cooperative learning rules 
- co-design tasks and environment across the 
long-term activity
Progression 
bar 
across 
missions
Progression 
bar 
across 
missions split 
in 
challenges
Coins: 
contingent 
completion 
rewards 
for 
challenges
At 
the 
shop
At 
the 
shop a group can spend coins
At 
the 
shop a group can spend coins for buying prototyping objects
At 
the 
shop 
… but how to 
decide which? 
a group can spend coins for buying prototyping objects
Game-­‐like 
objects 
for 
voting
Game-­‐like 
objects 
for 
voting and choosing, e.g., the expert card
Expert 
card 
at 
work: 
“help, 
game 
expert”
2014 longer-term study 
GaCoCo missions
1st 
mission 
@ 
school 
Training, 
roles 
and 
gamified 
material 
exploration, 
group 
formation 
and 
badge 
creation
1st 
mission 
@ 
school 
Mission 
solved: 
big 
applause
2nd 
mission 
@ 
school 
Game 
idea 
doc 
+ 
avatar 
prototyping
3rd 
mission 
@ 
school 
Groups 
are 
split 
in 
pairs, 
each 
works 
on 
a 
game 
level: 
doc 
+ 
prototyping
4th 
mission 
@ 
school 
Groups 
are 
rejoined, 
jointly 
revising 
and 
continuing 
game 
levels: 
doc 
+ 
prototyping
5th 
mission 
@ 
school 
Assembling 
levels 
and 
passage 
conditions 
on 
a 
given 
A0 
form
5th 
mission 
@ 
school 
Rehearsing 
presentation 
of 
game 
prototype 
(A0 
form)
6th 
mission 
@ 
university 
(Ch. 
1) 
Presentation
6th 
mission 
@ 
university 
(Ch. 
1) 
Presentation 
(Ch. 
2) 
Gallery 
tour 
of 
each 
game 
with 
final:
6th 
mission 
@ 
university 
(Ch. 
1) 
Presentation 
(Ch. 
2) 
Gallery 
tour 
of 
game prototypes (A0 form); 
each 
game 
with 
final:
6th 
mission 
@ 
university 
(Ch. 
1) 
Presentation 
Gli Essenzali_TITOLO DEL GIOCO 
Il#personaggio#principale#di#questo#gioco#è#Giovannino.#Giovannino#si#trova# 
in#un#posto#dove#c’è#il#mare#ma#fa#molto#freddo#e#al#posto#di#una#spiaggia#ci# 
sono#metri#e#metri#di#neve.## 
Questo# posto# è# abitato# da# una# famiglia# di# alieni.# Ci# sono# degli# oggetti# 
particolari#in#questo#posto:#un#tavolo#volante#ed#una*rosa*aliena#con#delle# 
spine#senza#punta.## 
! 
Dove si svolge il gioco 
e quali oggetti e 
personaggi ci sono? 
Lo# scopo# del# gioco# è# quello# di# riuscire# a# sottrarre# il# tavolo# volante# alla# 
famiglia#di#alieni#e#raggiungere#prima#che#muoia#la#rosa#con#le#spine#senza# 
punta# che# permetterà# a#Giovannino# di# tornare# sulla# terra,# nel# paese# senza# 
punta.## 
Cosa fanno i 
personaggi e che sfide 
devono affrontare? 
Sfide nel PRIMO livello 
Vite; Punti e Poteri" 
Giovannino#ha#a#disposizione#2*vite#per#riuscire#a#superare#questo#livello.# 
Per# sconCiggere#gli#alieni#e# rubare# il# tavolo#magico#può#usare#due#oggetti:# 
una#mazza#ed#una#cintura#magica#che#una#volta#premuta#si#trasforma#in#una# 
spada.## 
Ci# sono# anche# degli# oggetti# speciali# che# compaiono# di# tanto# in# tanto# che# 
sono#un# fungo:# che#permette# a#Giovannino#di#diventare#piu#potente# e#un# 
cuore# che# fa# guadagnare# a#Giovannino#due# vite.# Se# si#perde# si# ricomincia# 
direttamente#da#questo#livello.# 
Quando si vince il 1° 
livello appare" 
Quando si perde il 2° 
livello appare" 
Quando#si#vince#nel#primo#livello#appaiono#delle#monete#che#corrispondo#a# 
dei#punti. 
Appare#una#scritta#GAME#OVER#e#bisgona#cominciare#tutto#da#capo. 
(Ch. 
2) 
Gallery 
tour 
of 
each 
game 
with 
final: 
game prototypes (A0 form); game design document with color coding
6th 
mission 
@ 
university 
Evaluation 
of 
other 
groups’ 
work
I liked… 
I’d change… 
6th 
mission 
@ 
university 
Evaluation 
of 
other 
groups’ 
work
I liked… 
I’d change… 
I’d vote… 
6th 
mission 
@ 
university 
Evaluation 
of 
other 
groups’ 
work
2014 longer-term study 
data
Data
Data 
FOR 
MATERIAL 
Behaviour: 
usability 
issues 
with 
gamified 
material 
Emotions: 
satisfaction 
with 
gamified 
material 
(post)
Data 
FOR 
MATERIAL 
Behaviour: 
usability 
issues 
with 
gamified 
material 
Emotions: 
satisfaction 
with 
gamified 
material 
(post) 
FOR 
ACTIVITY 
Behaviour: 
success 
in 
challenges 
time 
on 
missions 
Cooperation 
inclusion 
in 
GaCoCo 
(pre-­‐ 
post) 
Emotions: 
5 
positive 
+ 
5 
negative 
achievement 
emotions 
in 
missions 
as 
in 
Pekrun 
control-­‐value-­‐theory
Results: Highlights 
FOR 
MATERIAL FOR 
ACTIVITY 
Emotions: 
Emotions: 
satisfaction 
with 
gamified 
material 
(post) 
5 
positive 
+ 
5 
negative 
achievement 
emotions 
in 
missions 
as 
in 
Pekrun 
control-­‐value-­‐theory
Results: Highlights 
FOR 
MATERIAL FOR 
ACTIVITY 
Emotions: 
Emotions: 
satisfaction 
with 
gamified 
material 
(post) 
5 
positive 
+ 
5 
negative 
achievement 
emotions 
in 
missions 
as 
in 
Pekrun 
control-­‐value-­‐theory
M1 
M3 
M2 
M4 
M5 
Results: Highlights 
FOR 
MATERIAL FOR 
ACTIVITY 
Emotions: 
Emotions: 
satisfaction 
with 
gamified 
material 
(post) 
5 
positive 
+ 
5 
negative 
achievement 
emotions 
in 
missions 
as 
in 
Pekrun 
control-­‐value-­‐theory
Game over
Acknowledgements 
innaffiatoio
Acknowledgements 
innaffiatoio
thank you
Main 
references 
G. 
Dodero, 
R. 
Gennari, 
A. 
Melonio 
and 
S. 
Torello 
(2014). 
GAmi0ied 
CO-­‐design 
with 
COoperative 
Learning. 
In 
alt 
of 
CHI 
2014, 
ACM 
G. 
Dodero, 
R. 
Gennari, 
A. 
Melonio 
and 
S. 
Torello 
(2014). 
Gami0ication 
of 
Co-­‐design 
Contexts— 
Two 
Studies 
in 
Primary 
Schools. 
In 
CHI-­‐Play 
2014, 
ACM 
Kahu, 
L. 
, 
Stephens, 
C., 
Leach, 
L., 
& 
Zepke 
(2014). 
Linking 
Academic 
Emotions 
and 
Student 
Engagement. 
Journal 
of 
Further 
and 
Higher 
Education 
Pekrun, 
R. 
(2006). 
The 
Control-­‐Value 
Theory 
of 
Achievement 
Emotions. 
Educational 
Psychology 
Review, 
18, 
315–341 
Original 
images 
by: 
N. 
Mastachi

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Towards Tangible Gamificaiton of Co-design Contexts: Two Studies in Primary Schools

  • 1. GAMIFICATION OF CO-DESIGN CONTEXTS Two Studies in Primary Schools Gabriella Dodero Rosella Gennari Santina Torello Alessandra Melonio Computer Science Faculty http://www.inf.unibz.it CHI PLAY
  • 2. GAMIFICATION OF CO-DESIGN CONTEXTS Two Studies in Primary Schools Gabriella Dodero Rosella Gennari Santina Torello Alessandra Melonio Computer Science Faculty http://www.inf.unibz.it CHI PLAY
  • 3. GAMIFICATION OF CO-DESIGN CONTEXTS Two Studies in Primary Schools Gabriella Dodero Rosella Gennari Santina Torello Alessandra Melonio Computer Science Faculty http://www.inf.unibz.it CHI PLAY
  • 4. Primary school is our context… Friedericks 2011
  • 5. Primary school is our context… Engagement: learner engagement Friedericks 2011
  • 6. Primary school is our context… behavioural engagement emotional engagement social engagement Dimensions: physical engagement cultural engagement… Engagement: learner engagement Friedericks 2011
  • 7. Primary school is our context… behavioural engagement emotional engagement social engagement physical engagement cultural engagement… Engagement: learner engagement Friedericks 2011 Dimensions:
  • 9. Co-­‐design with children how designers can create for and with children Why:
  • 10. Co-­‐design with children techniques for conceptualizing, developing and evaluating low-­‐fidelity prototypes with children What: how designers can create for and with children Why:
  • 11. Cooperative learning groups how to foster cooperation of small groups by leveraging on differences Why:
  • 12. Cooperative learning groups strategies, rules and roles for group work What how to foster cooperation of small groups by leveraging on differences Why:
  • 13. Gamified contexts how to foster positive achievement emotions for motivating students Why:
  • 14. Gamified contexts creating a game-­‐like context What: how to foster positive achievement emotions for motivating students Why:
  • 15. GaC C PROTOCOLS FOR STUDIES
  • 16. GaC C PROTOCOLS FOR STUDIES
  • 17. GaC C STUDIES FOR GAMES
  • 18. GaC C STUDIES FOR GAMES 2013: shorter
  • 19. GaC C STUDIES FOR GAMES 2013: shorter 2 0 1 4 : longer
  • 22. Study design Mission 1: 2 challenges
  • 23. Study design Mission 1: 2 challenges Mission 2: 4 challenges: (1) idea (2) setting (3) rules (4) interaction
  • 24. Study design Mission 1: 2 challenges Mission 2: 4 challenges: (1) idea (2) setting (3) rules (4) interaction Mission 3: 2 challenges
  • 25. Study results: output paper based
  • 26. Study results: output video paper based
  • 27. Study results: output paper based app video
  • 28. Study results: output design + evaluation G. Dodero, R. Gennari, A. Melonio and S. Torello. A Lean Experience of Game Fabrication: From School to University and Back. In the FabLabs in Educational Context Workshop 2014
  • 30. Study results: co-­‐design activity challenges behaviour
  • 31. Study results: co-­‐design activity challenges behaviour missions cooperation missions emotions
  • 32. Study results: co-­‐design activity challenges behaviour missions cooperation missions emotions
  • 33. Study results: co-­‐design activity challenges behaviour missions cooperation missions emotions
  • 34. Study results: co-­‐design activity challenges behaviour missions ? cooperation missions emotions
  • 36. Teacher for: recapping the previous week’s work and introducing the new one; concluding by collecting feedback
  • 37. Game design expert for: rapid formative feedback; validating game design choices at specific moments
  • 38. Passive observer for: tracking behaviour and emotions; tracking group dynamics
  • 39. 2014 longer-term study more tangibly gamified contexts
  • 40. Gamification of - cooperative learning roles - cooperative learning rules - co-design tasks and environment across the long-term activity
  • 41. Gamification of - cooperative learning roles - cooperative learning rules - co-design tasks and environment across the long-term activity
  • 42.
  • 44. Progression bar across missions split in challenges
  • 45.
  • 46. Coins: contingent completion rewards for challenges
  • 48. At the shop a group can spend coins
  • 49. At the shop a group can spend coins for buying prototyping objects
  • 50. At the shop … but how to decide which? a group can spend coins for buying prototyping objects
  • 52. Game-­‐like objects for voting and choosing, e.g., the expert card
  • 53. Expert card at work: “help, game expert”
  • 54. 2014 longer-term study GaCoCo missions
  • 55. 1st mission @ school Training, roles and gamified material exploration, group formation and badge creation
  • 56. 1st mission @ school Mission solved: big applause
  • 57. 2nd mission @ school Game idea doc + avatar prototyping
  • 58. 3rd mission @ school Groups are split in pairs, each works on a game level: doc + prototyping
  • 59. 4th mission @ school Groups are rejoined, jointly revising and continuing game levels: doc + prototyping
  • 60. 5th mission @ school Assembling levels and passage conditions on a given A0 form
  • 61. 5th mission @ school Rehearsing presentation of game prototype (A0 form)
  • 62. 6th mission @ university (Ch. 1) Presentation
  • 63. 6th mission @ university (Ch. 1) Presentation (Ch. 2) Gallery tour of each game with final:
  • 64. 6th mission @ university (Ch. 1) Presentation (Ch. 2) Gallery tour of game prototypes (A0 form); each game with final:
  • 65. 6th mission @ university (Ch. 1) Presentation Gli Essenzali_TITOLO DEL GIOCO Il#personaggio#principale#di#questo#gioco#è#Giovannino.#Giovannino#si#trova# in#un#posto#dove#c’è#il#mare#ma#fa#molto#freddo#e#al#posto#di#una#spiaggia#ci# sono#metri#e#metri#di#neve.## Questo# posto# è# abitato# da# una# famiglia# di# alieni.# Ci# sono# degli# oggetti# particolari#in#questo#posto:#un#tavolo#volante#ed#una*rosa*aliena#con#delle# spine#senza#punta.## ! Dove si svolge il gioco e quali oggetti e personaggi ci sono? Lo# scopo# del# gioco# è# quello# di# riuscire# a# sottrarre# il# tavolo# volante# alla# famiglia#di#alieni#e#raggiungere#prima#che#muoia#la#rosa#con#le#spine#senza# punta# che# permetterà# a#Giovannino# di# tornare# sulla# terra,# nel# paese# senza# punta.## Cosa fanno i personaggi e che sfide devono affrontare? Sfide nel PRIMO livello Vite; Punti e Poteri" Giovannino#ha#a#disposizione#2*vite#per#riuscire#a#superare#questo#livello.# Per# sconCiggere#gli#alieni#e# rubare# il# tavolo#magico#può#usare#due#oggetti:# una#mazza#ed#una#cintura#magica#che#una#volta#premuta#si#trasforma#in#una# spada.## Ci# sono# anche# degli# oggetti# speciali# che# compaiono# di# tanto# in# tanto# che# sono#un# fungo:# che#permette# a#Giovannino#di#diventare#piu#potente# e#un# cuore# che# fa# guadagnare# a#Giovannino#due# vite.# Se# si#perde# si# ricomincia# direttamente#da#questo#livello.# Quando si vince il 1° livello appare" Quando si perde il 2° livello appare" Quando#si#vince#nel#primo#livello#appaiono#delle#monete#che#corrispondo#a# dei#punti. Appare#una#scritta#GAME#OVER#e#bisgona#cominciare#tutto#da#capo. (Ch. 2) Gallery tour of each game with final: game prototypes (A0 form); game design document with color coding
  • 66. 6th mission @ university Evaluation of other groups’ work
  • 67. I liked… I’d change… 6th mission @ university Evaluation of other groups’ work
  • 68. I liked… I’d change… I’d vote… 6th mission @ university Evaluation of other groups’ work
  • 70. Data
  • 71. Data FOR MATERIAL Behaviour: usability issues with gamified material Emotions: satisfaction with gamified material (post)
  • 72. Data FOR MATERIAL Behaviour: usability issues with gamified material Emotions: satisfaction with gamified material (post) FOR ACTIVITY Behaviour: success in challenges time on missions Cooperation inclusion in GaCoCo (pre-­‐ post) Emotions: 5 positive + 5 negative achievement emotions in missions as in Pekrun control-­‐value-­‐theory
  • 73. Results: Highlights FOR MATERIAL FOR ACTIVITY Emotions: Emotions: satisfaction with gamified material (post) 5 positive + 5 negative achievement emotions in missions as in Pekrun control-­‐value-­‐theory
  • 74. Results: Highlights FOR MATERIAL FOR ACTIVITY Emotions: Emotions: satisfaction with gamified material (post) 5 positive + 5 negative achievement emotions in missions as in Pekrun control-­‐value-­‐theory
  • 75. M1 M3 M2 M4 M5 Results: Highlights FOR MATERIAL FOR ACTIVITY Emotions: Emotions: satisfaction with gamified material (post) 5 positive + 5 negative achievement emotions in missions as in Pekrun control-­‐value-­‐theory
  • 79.
  • 81. Main references G. Dodero, R. Gennari, A. Melonio and S. Torello (2014). GAmi0ied CO-­‐design with COoperative Learning. In alt of CHI 2014, ACM G. Dodero, R. Gennari, A. Melonio and S. Torello (2014). Gami0ication of Co-­‐design Contexts— Two Studies in Primary Schools. In CHI-­‐Play 2014, ACM Kahu, L. , Stephens, C., Leach, L., & Zepke (2014). Linking Academic Emotions and Student Engagement. Journal of Further and Higher Education Pekrun, R. (2006). The Control-­‐Value Theory of Achievement Emotions. Educational Psychology Review, 18, 315–341 Original images by: N. Mastachi