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“How to Fail Your Research Degree”
A game to enhance research skills
Daisy Abbott
D.Abbott@gsa.ac.uk
Academic Context
• GSA Core Research Skills programme
– Range of modules delivered to PG (taught) students
– Similar programme for PG (research) students
– Specific module: “Academic Skills for Masters
Research”
• Challenges
– Limited class size restricts access
– Lecture-based delivery
– Subject can be seen as ‘dry’
Rationale for a serious game
• Deep understanding of research skills
• Embed knowledge/skills into practice
• Motivation/enjoyment of research
• Winning-by-losing/learning-by-failing
• Risk-taking (in a safe environment)
• Memorable, enjoyable, high-impact
Game Design: Content
• Based on the curriculum for the Academic Skills for
Masters Research taught module
• Players build a fictional research project – and hope that
catastrophic events don‘t destroy it!
• Deliberately abstracted, simplified, light-hearted. Not a
simulation!
• Gameplay aimed at groups to enhance learning outcomes
(but solo play still possible)
• Inspire discussion and analysis after gameplay ends
Game Design: Style
• Simple rules: focussed on learning outcomes, not skill of
gameplay
• Fairly short (under 1 hour) to allow for play and discussion
within a lesson/tutorial context
• Student-centred:
– fun and light-hearted;
– memorable;
– directly relevant to students‘ situations;
– of practical use in reinforcing the learning outcomes of the
course.
• Principle of learning by failing/winning by losing
Game Design: Learning Outcomes
• Highlight various risks of research and suggest
their impact on projects
• Reinforce dependencies between tasks at
different stages of research
• Reinforce the interrelations of different risks
with the activities to negate or mitigate them
• Replicate the time-critical nature of short
research projects
Evaluation: Lessons
1 1
32 22
2 14 3
Strongly agree Slightly agree Neither agree
nor disagree
Slightly disagree Strongly
disagree
What did the game teach you (or reinforce in
your mind) about doing research?
Less experienced than a Masters researcher
Masters/early PhD level researcher
More experienced than a Masters researcher
0
10
20
30
40
50
Strongly
agree
Slightly
agree
Neither
agree nor
disagree
Slightly
disagree
Strongly
disagree
The game taught/reinforced my
knowledge of the different types of risks
that can be faced during research
Evaluation: Lessons
1 1
32 22
2 14 3
Strongly agree Slightly agree Neither agree
nor disagree
Slightly disagree Strongly
disagree
What did the game teach you (or reinforce in
your mind) about doing research?
Less experienced than a Masters researcher
Masters/early PhD level researcher
More experienced than a Masters researcher
0
10
20
30
40
50
Strongly
agree
Slightly
agree
Neither
agree nor
disagree
Slightly
disagree
Strongly
disagree
The game helped me to understand the
impact of risks on research
Evaluation: Lessons
1 1
32 22
2 14 3
Strongly agree Slightly agree Neither agree
nor disagree
Slightly disagree Strongly
disagree
What did the game teach you (or reinforce in
your mind) about doing research?
Less experienced than a Masters researcher
Masters/early PhD level researcher
More experienced than a Masters researcher
0
10
20
30
40
50
Strongly
agree
Slightly
agree
Neither
agree nor
disagree
Slightly
disagree
Strongly
disagree
The game helped me to understand how
early activities can affect later activities
Evaluation: Lessons
1 1
32 22
2 14 3
Strongly agree Slightly agree Neither agree
nor disagree
Slightly disagree Strongly
disagree
What did the game teach you (or reinforce in
your mind) about doing research?
Less experienced than a Masters researcher
Masters/early PhD level researcher
More experienced than a Masters researcher
0
10
20
30
40
50
Strongly
agree
Slightly
agree
Neither
agree nor
disagree
Slightly
disagree
Strongly
disagree
The game reflected the time-critical
nature of short-term research projects
Qualitative Evaluation: Lessons
• The interconnectedness/dependencies in
research activities.
• The importance of planning.
• The impact of both internal and external events.
• That the game would be most useful played early
in the research process/course.
– “I wish we could have done this or had it required at
the beginning of our proposals.”
• Familiarising students, novice researchers, and
those with English as an additional language with
research terminology.
Evaluation: Experience
Major Categories Definitions Process Questions
Attention Capturing the interest of learners;
stimulating the curiosity to learn
How can I make this learning experience
stimulating and interesting?
Relevance Meeting the personal needs/
goals of the learner to effect a
positive attitude
In what ways will this learning experience
be valuable for my students?
Confidence Helping the learners believe/ feel
that they will succeed and control
their success
How can I via instruction help the students
succeed and allow them to control their
success?
Satisfaction Reinforcing accomplishment with
rewards (internal and external)
What can I do to help the students feel
good about their experience and desire to
continue learning?
• Keller’s Attention Relevance Confidence Satisfaction
(ARCS) model
• Uses an extensive review of motivational literature to
cluster motivational concepts into four categories
ARCS Model (Keller, 2010, p.45)
Evaluation: Experience
1 1
32 22
2 14 3
Strongly agree Slightly agree Neither agree
nor disagree
Slightly disagree Strongly
disagree
How did you feel while playing the game?
Less experienced than a Masters researcher
Masters/early PhD level researcher
More experienced than a Masters researcher
0
10
20
30
40
Strongly
agree
Slightly
agree
Neither
agree nor
disagree
Slightly
disagree
Strongly
disagree
The game gained and sustained my
attention
Evaluation: Experience
1 1
32 22
2 14 3
Strongly agree Slightly agree Neither agree
nor disagree
Slightly disagree Strongly
disagree
How did you feel while playing the game?
Less experienced than a Masters researcher
Masters/early PhD level researcher
More experienced than a Masters researcher
0
10
20
30
40
Strongly
agree
Slightly
agree
Neither
agree nor
disagree
Slightly
disagree
Strongly
disagree
The game felt relevant to my situation
Evaluation: Experience
1 1
32 22
2 14 3
Strongly agree Slightly agree Neither agree
nor disagree
Slightly disagree Strongly
disagree
How did you feel while playing the game?
Less experienced than a Masters researcher
Masters/early PhD level researcher
More experienced than a Masters researcher
0
10
20
30
40
Strongly
agree
Slightly
agree
Neither
agree nor
disagree
Slightly
disagree
Strongly
disagree
The game helped to increase my
confidence about undertaking
academic research
Evaluation: Experience
1 1
32 22
2 14 3
Strongly agree Slightly agree Neither agree
nor disagree
Slightly disagree Strongly
disagree
How did you feel while playing the game?
Less experienced than a Masters researcher
Masters/early PhD level researcher
More experienced than a Masters researcher
0
10
20
30
40
Strongly
agree
Slightly
agree
Neither
agree nor
disagree
Slightly
disagree
Strongly
disagree
I found playing the game a
satisfying/rewarding experience
Qualitative Evaluation: Experience
• “Thoroughly enjoyed playing.”
• “This game is extremely interesting. It can
make me to understand quickly.”
• “I think this was very accurate to myself”
• “I hope my classmates do this”
Longitudinal Evaluation
– “I think overall the game had a positive impact on
my approach to planning my research project, as I
took a lot of it into consideration when planning
the next stages of my project.”
– “It was a good laugh at the time but now, more
than half way through the dissertation project, I
can appreciate the take home message from the
game more.”
Conclusions
• Succeeds emphatically in all four intended learning
objectives.
• Experience is very strongly positive in three of Keller’s four
motivational categories (attention, relevance, and
satisfaction).
– Implies increased motivation for learning and embedding
research skills into practice.
• Slightly positive results for increasing confidence.
– Negative outcomes can have very strong learning potential
– Frustration over pure luck/lack of control
• Unexpected outcome: much wider applicability than just
being used to teach Master’s students.
• Unexpected outcome: success relies heavily on tutor
guidance, interpretation, performance.
Future Work
• Work in progress!
– Tweak rules to increase player agency (i.e. give
more control over success)
• Future:
– Digital delivery? (Esp. pedagogical considerations,
game is deliberately analogue at present)
– Make game widely available
– Adapt or ‘skin’ game for different learning
contexts
Play the game!
and…
Questions?
D.Abbott@gsa.ac.uk

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How to Fail Your Research Degree - A Game to Enhance Research Skills

  • 1. “How to Fail Your Research Degree” A game to enhance research skills Daisy Abbott D.Abbott@gsa.ac.uk
  • 2. Academic Context • GSA Core Research Skills programme – Range of modules delivered to PG (taught) students – Similar programme for PG (research) students – Specific module: “Academic Skills for Masters Research” • Challenges – Limited class size restricts access – Lecture-based delivery – Subject can be seen as ‘dry’
  • 3. Rationale for a serious game • Deep understanding of research skills • Embed knowledge/skills into practice • Motivation/enjoyment of research • Winning-by-losing/learning-by-failing • Risk-taking (in a safe environment) • Memorable, enjoyable, high-impact
  • 4. Game Design: Content • Based on the curriculum for the Academic Skills for Masters Research taught module • Players build a fictional research project – and hope that catastrophic events don‘t destroy it! • Deliberately abstracted, simplified, light-hearted. Not a simulation! • Gameplay aimed at groups to enhance learning outcomes (but solo play still possible) • Inspire discussion and analysis after gameplay ends
  • 5. Game Design: Style • Simple rules: focussed on learning outcomes, not skill of gameplay • Fairly short (under 1 hour) to allow for play and discussion within a lesson/tutorial context • Student-centred: – fun and light-hearted; – memorable; – directly relevant to students‘ situations; – of practical use in reinforcing the learning outcomes of the course. • Principle of learning by failing/winning by losing
  • 6. Game Design: Learning Outcomes • Highlight various risks of research and suggest their impact on projects • Reinforce dependencies between tasks at different stages of research • Reinforce the interrelations of different risks with the activities to negate or mitigate them • Replicate the time-critical nature of short research projects
  • 7. Evaluation: Lessons 1 1 32 22 2 14 3 Strongly agree Slightly agree Neither agree nor disagree Slightly disagree Strongly disagree What did the game teach you (or reinforce in your mind) about doing research? Less experienced than a Masters researcher Masters/early PhD level researcher More experienced than a Masters researcher 0 10 20 30 40 50 Strongly agree Slightly agree Neither agree nor disagree Slightly disagree Strongly disagree The game taught/reinforced my knowledge of the different types of risks that can be faced during research
  • 8. Evaluation: Lessons 1 1 32 22 2 14 3 Strongly agree Slightly agree Neither agree nor disagree Slightly disagree Strongly disagree What did the game teach you (or reinforce in your mind) about doing research? Less experienced than a Masters researcher Masters/early PhD level researcher More experienced than a Masters researcher 0 10 20 30 40 50 Strongly agree Slightly agree Neither agree nor disagree Slightly disagree Strongly disagree The game helped me to understand the impact of risks on research
  • 9. Evaluation: Lessons 1 1 32 22 2 14 3 Strongly agree Slightly agree Neither agree nor disagree Slightly disagree Strongly disagree What did the game teach you (or reinforce in your mind) about doing research? Less experienced than a Masters researcher Masters/early PhD level researcher More experienced than a Masters researcher 0 10 20 30 40 50 Strongly agree Slightly agree Neither agree nor disagree Slightly disagree Strongly disagree The game helped me to understand how early activities can affect later activities
  • 10. Evaluation: Lessons 1 1 32 22 2 14 3 Strongly agree Slightly agree Neither agree nor disagree Slightly disagree Strongly disagree What did the game teach you (or reinforce in your mind) about doing research? Less experienced than a Masters researcher Masters/early PhD level researcher More experienced than a Masters researcher 0 10 20 30 40 50 Strongly agree Slightly agree Neither agree nor disagree Slightly disagree Strongly disagree The game reflected the time-critical nature of short-term research projects
  • 11. Qualitative Evaluation: Lessons • The interconnectedness/dependencies in research activities. • The importance of planning. • The impact of both internal and external events. • That the game would be most useful played early in the research process/course. – “I wish we could have done this or had it required at the beginning of our proposals.” • Familiarising students, novice researchers, and those with English as an additional language with research terminology.
  • 12. Evaluation: Experience Major Categories Definitions Process Questions Attention Capturing the interest of learners; stimulating the curiosity to learn How can I make this learning experience stimulating and interesting? Relevance Meeting the personal needs/ goals of the learner to effect a positive attitude In what ways will this learning experience be valuable for my students? Confidence Helping the learners believe/ feel that they will succeed and control their success How can I via instruction help the students succeed and allow them to control their success? Satisfaction Reinforcing accomplishment with rewards (internal and external) What can I do to help the students feel good about their experience and desire to continue learning? • Keller’s Attention Relevance Confidence Satisfaction (ARCS) model • Uses an extensive review of motivational literature to cluster motivational concepts into four categories ARCS Model (Keller, 2010, p.45)
  • 13. Evaluation: Experience 1 1 32 22 2 14 3 Strongly agree Slightly agree Neither agree nor disagree Slightly disagree Strongly disagree How did you feel while playing the game? Less experienced than a Masters researcher Masters/early PhD level researcher More experienced than a Masters researcher 0 10 20 30 40 Strongly agree Slightly agree Neither agree nor disagree Slightly disagree Strongly disagree The game gained and sustained my attention
  • 14. Evaluation: Experience 1 1 32 22 2 14 3 Strongly agree Slightly agree Neither agree nor disagree Slightly disagree Strongly disagree How did you feel while playing the game? Less experienced than a Masters researcher Masters/early PhD level researcher More experienced than a Masters researcher 0 10 20 30 40 Strongly agree Slightly agree Neither agree nor disagree Slightly disagree Strongly disagree The game felt relevant to my situation
  • 15. Evaluation: Experience 1 1 32 22 2 14 3 Strongly agree Slightly agree Neither agree nor disagree Slightly disagree Strongly disagree How did you feel while playing the game? Less experienced than a Masters researcher Masters/early PhD level researcher More experienced than a Masters researcher 0 10 20 30 40 Strongly agree Slightly agree Neither agree nor disagree Slightly disagree Strongly disagree The game helped to increase my confidence about undertaking academic research
  • 16. Evaluation: Experience 1 1 32 22 2 14 3 Strongly agree Slightly agree Neither agree nor disagree Slightly disagree Strongly disagree How did you feel while playing the game? Less experienced than a Masters researcher Masters/early PhD level researcher More experienced than a Masters researcher 0 10 20 30 40 Strongly agree Slightly agree Neither agree nor disagree Slightly disagree Strongly disagree I found playing the game a satisfying/rewarding experience
  • 17. Qualitative Evaluation: Experience • “Thoroughly enjoyed playing.” • “This game is extremely interesting. It can make me to understand quickly.” • “I think this was very accurate to myself” • “I hope my classmates do this”
  • 18. Longitudinal Evaluation – “I think overall the game had a positive impact on my approach to planning my research project, as I took a lot of it into consideration when planning the next stages of my project.” – “It was a good laugh at the time but now, more than half way through the dissertation project, I can appreciate the take home message from the game more.”
  • 19. Conclusions • Succeeds emphatically in all four intended learning objectives. • Experience is very strongly positive in three of Keller’s four motivational categories (attention, relevance, and satisfaction). – Implies increased motivation for learning and embedding research skills into practice. • Slightly positive results for increasing confidence. – Negative outcomes can have very strong learning potential – Frustration over pure luck/lack of control • Unexpected outcome: much wider applicability than just being used to teach Master’s students. • Unexpected outcome: success relies heavily on tutor guidance, interpretation, performance.
  • 20. Future Work • Work in progress! – Tweak rules to increase player agency (i.e. give more control over success) • Future: – Digital delivery? (Esp. pedagogical considerations, game is deliberately analogue at present) – Make game widely available – Adapt or ‘skin’ game for different learning contexts