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G4LI Game Design Patterns Rubric Presented at GLS 6.0

Published June 12th, 2010

Category Presentations

By Dan Hoffman

Topics Assessment, Design Patterns, g4li, GLS, Rubric, Teachers College,


Educational game development is increasing in popularity and is tapping into a huge, lucrative market, yet educational game design is sometimes more a matter of intuition rather than based on tested design patterns. A reliable, universal evaluation tool to assess educational games’ designs across genres and content areas is not available, though several researchers and designers are trying to identify core design patterns (Holopainen, 2003; Church, 1999) while others provide rubrics around very limited, design elements (CSUS, 2007; SDSU, 2009).

This presentation encourages educators, researchers and designers to evaluate games with a shared vocabulary and professional dialogue about clear criteria and standards by using a rubric created by researchers from the Games for Learning Institute (G4LI). G4LI is a consortium of university researchers, supported primarily by Microsoft Research, studying the educational use of digital games and investigating their socio-cultural, cognitive and emotional impact (http://www.seriousgamessource.com/item.php?story=20553). Part of this effort is to identify supportable design patterns for effective educational games that designers can draw on to assure high quality gameplay and educational value. A rubric with the dual purpose of providing guidance for educational game design as well as an evaluation tool for comparing educational games across play genres is one outcome of this work.

A rubric is several things: a guide for evaluating performance (Danielson, 1997); a descriptive scoring scheme developed to guide the analysis of a product or process (Brookhart, 1999); a written-down version of criteria, with all scoring described and defined (Arter & McTighe, 2001). While rubrics are commonly used in education, creating a rubric for evaluating game design has been challenging, as fixed criteria about what to assess in a game is not agreed upon. Thus, G4LI researchers surveyed the existing literature and identified 17 “design patterns” of effective games. The rubric uses these design patterns as criteria for game design and evaluation.

Along with the game design patterns, three central criteria are used in the rubric. These relate to internal game mechanics that affect gameplay and learning, and are simultaneously important and independent of one another (Danielson, 1997). Each of the 17 individual design patterns are evaluated on 5-point scale in each of the three criteria:

  1. Technical Implementation: The activity of programming and executing a design pattern into a working version of the game. Includes the seamless integration of design elements within game play.
  2. Educational Appropriateness: The ability of the game to address educational/curricular goals and the player(s) knowledge/ability relative to the educational content being addressed.
  3. Overall Integration with goals: The integration of the design pattern being considered with the other elements within the game, and within overall game play and educational goals.

The rubric has been developed and tested as a guidance-for-design tool in the national G4Li Game Design Challenge, already announced (http://g4li.org/archives/680). Authors will report the effectiveness of using the Game Design Patterns rubric, lessons learned from this experience and, by including a sample game evaluation, demonstrate how the rubric is used.

View this abstract on the GLS 6.0.

Announcing the release of Cognitive Load Theory, Co-Edited by G4LI’s Jan L. Plass

Published May 16th, 2010

Category Publications

By Jan L Plass

Topics


Announcing the release of Cognitive Load Theory, Co-Edited by G4LI Co-Director Jan L. Plass, with Roxana Moreno and Roland Brünken. Published by Cambridge University Press (c) 2010.

Cognitive Load Theory

Cognitive Load Theory

Cognitive load theory (CLT) is one of the most important theories in educational technology, a highly effective guide for the design of multimedia and other learning materials. This edited volume brings together the most prolific researchers from around the world who study various aspects of cognitive load to discuss its current theoretical as well as practical issues. The book is divided into three parts. The first part describes the theoretical foundations and assumptions of CLT, the second discusses the empirical findings about the application of CLT to the design of learning environments, and the third part concludes the book with discussions and suggestions for new directions for future research. It aims to become the standard handbook in CLT for researchers and graduate students in psychology, education, and educational technology.

GDC Talk– The Games for Learning Institute: Research on Design Patterns for Effective Educational Games

Published March 12th, 2010

Category Presentations

By Jan L Plass , Charles Hendee , Katherine Isbister and Ken Perlin

Topics gdc, gdc 2010,


gdc2010

Ken Perlin, Jan Plass, Katherine Isbister, and John Nordlinger discuss the research and activities of the Games for Learning Institute, specifically our research on design patterns for effective educational games, at the Serious Games Summit of the 2010 Game Developer’s Conference 2010 in San Fransisco  March 10, 2010.

Virtualized Games for Teaching About Distributed Systems

Published December 14th, 2009

Category

By Joel Wein

Topics


“…Given the importance of distributed systems for the next decade of computing and beyond, it is critical that computer science educators train students who can understand such systems and contribute to their evolution…”

A copy of the Paper presented at the The 40th ACM Technical Symposium on Computer Science Education by Joel Wein.

Educational Game Design Pattern Candidates

Published December 10th, 2009

Category White Papers

By Helen Zhen Zeng , Jan L Plass and Bruce Homer

Topics design pattern, game design,


designPattWhitePaperImg

The NYU/CUNY team (Jan L. Plass, Catherine Milner, and Bruce Homer) conducted three months of research in an NYC middle school from April – June 2009. This preliminary research indicates several game design elements that either engaged players or that increased players’ levels of experienced fun.

Game Design Patterns

NYU CREATE releases Molecules & Minds final report

Published November 2nd, 2009

Category Publications

By Jan L Plass

Topics Cognition, Design, Multimedia learning, Science Education, Science visualization, Simulation,


The NYU CREATE Consortium for Research and Evaluation of Advanced Technologies in Education today released the final report for the IES funded 2005-2009 research grant Molecules & Minds: Optimizing Simulations for Chemistry Education. The research study, directed by Jan L. Plass (PI) and Bruce Homer, Catherine Milne, and Trace Jordan (Co-PIs) investigated design factors for effective simulations for high school chemistry education. Six simulations developed by the grant and curricular materials are available on the Molecules & Minds Web Site.

M&M logo300

History of Play in Education

Published October 19th, 2009

Category White Papers

By Tsu Ting Huang and Jan L Plass

Topics history of play, play, Salen, Zimmerman,


Game designers, Katie Salen and Eric Zimmerman, describe the relationship between game and play as mutually subordinate (2004). Engaging in games is a kind of playful activity. Play, on the other hand, is one major element that constitutes a game. To create an effective educational game, understanding the concepts of play in education is important. G4LI thus creates an annotated bibliography, collecting various educators’ and psychologists’ ideas of play throughout history. The goal is to find out how play is related to education and human developments. The results can be adopted in the educational game design in later phases of research.

Following is a summary of the annotated bibliography. It is sorted by how play is related with education to distinguish various scholars’ points of view.

History of Play

“Bringing Game-Based Learning to Scale: The Business Challenges of Serious Games”

Published October 19th, 2009

Category Presentations

By Juan Barrientos

Topics Business, Kauffman Foundation, Merrilea Mayo, National Academies, Serious Games,


Presented by Merrilea J. Mayo (Director, Future of Learning Initiatives Ewing Marion Kauffman Foundation: mmayo@kauffman.org) at the National Academies’ workshop on Learning Science: Computer Games, Simulations and Education on Oct 6-7

Beginning with Jim Gee’s recognition of bona fide learning processes in his and his son’s video-game playing [1], and propelled to public recognition through Ben Sawyer and David Rejeski’s launching of the Serious Games movement[2] and its attendant conference, the use of video games to teach academic content has now reached a level of national interest. Game-informed learning is now the basis for a new urban school serving grades 6-12 [3]; numerous colleges and universities offer game design courses [4]; engineering professional societies have launched member sections devoted to games [5]; a recent issue of Science magazine featured several articles on virtual-world and game-based learning [6]; foundations have recently poured millions of dollars into research on games and learning ($50M from the MacArthur Foundation alone [7]), and the venerable National Academies, as evidenced by this volume, has begun to hold workshops on the topic.

“Bringing Game-Based Learning to Scale: The Business Challenges of Serious Games”

Research on Educational Impact of Games A Literature Review

Published October 11th, 2009

Category White Papers

By Jan L Plass , Andy Phelps and Tsu Ting Huang

Topics gaming, learning, Literature review,


Gaming Literature Coding

In response to researchers’ calls for more systematic investigations of the use of games for learning, we conducted an extensive literature review on this topic. By surveying prior research, we examined the themes that emerged, the methodology employed, and the findings yielded, the ultimate goal being to identify knowledge gaps in the literature. To this end, we reviewed the relevant research conducted in the last 15 years by following the procedures outlined below.

Research on Educational Impact of Games A Literature Review

Optimizing Cognitive Load for Learning From Computer-Based Science Simulations

Published October 9th, 2009

Category Publications

By Jan L Plass

Topics Cognition, Cognitive load, icons, Multimedia learning, Science Education, Science Learning, Simulation, Visualization,


Hyunjeong Lee • Jan L. Plass • Bruce D. Homer

How can cognitive load in visual displays of computer simulations be optimized? Middle-school chemistry students (N = 257) learned with a simulation of the ideal gas law. Visual complexity was manipulated by separating the display of the simulations in 2 screens (low complexity) or presenting all information on 1 screen (high complexity). The mode of visual representation in the simulation was manipulated by presenting important information in symbolic form only (symbolic representations) or by adding iconic information to the display (iconic + symbolic representations), locating the sliders controlling the simulation separated from the simulation or integrating them, and graphing either only the most recent simulation result or showing all results taken. Separated screen displays and the use of optimized visual displays each promoted comprehension and transfer, especially for low prior-knowledge learners. An expertise reversal effect was found for learners’ prior general science knowledge. Results indicate that intrinsic and extraneous cognitive load in visual displays can be manipulated and that learners’ prior knowledge moderates the effectiveness of these load manipulations.

Design Factors for Effective science simulations: Representation of Information

Published October 9th, 2009

Category Publications

By Jan L Plass

Topics Cognitive load, icons, interface design, learning, prior knowledge, representation; science, self-efficacy, Simulation, spatial ability, symbols,


Jan L. Plass • Bruce D. Homer • Catherine Milne • Trace Jordan • Slava Kalyuga • Minchi Kim • Hyunjeong Lee

We propose that the effectiveness of simulations for science education depends on design features such as the type of representation chosen to depict key concepts. We hypothesize that the addition of iconic representa- tions to simulations can help novice learners interpret the visual simulation interface and improve cognitive learning outcomes as well as learners’ self-efficacy. This hypothesis was tested in two experiments with high school chemistry students. The studies examined the effects of representation type (symbolic versus iconic), prior knowledge, and spatial ability on comprehension, transfer, and self-efficacy under low cognitive load (Study 1, N=80) and high cognitive load conditions (Study 2, N=91). Results supported our hypotheses that design features such as the addition of iconic representations can help scaffold students’ comprehension of science simulations, and that this effect was strongest for learners with low prior knowledge. Adding icons also improved learners’ general self-efficacy. More…

Expertise reversal for iconic representations in science visualizations

Published October 9th, 2009

Category Publications

By Jan L Plass

Topics Cognitive development, Cognitive load, Expertise reversal, Multimedia learning, Science visualization, Simulation,


Bruce D. Homer • Jan L. Plass

The influence of prior knowledge and cognitive development on the effec- tiveness of iconic representations in science visualizations was examined. Middle and high school students (N = 186) were given narrated visualizations of two chemistry topics: Kinetic Molecular Theory (Day 1) and Ideal Gas Laws (Day 2). For half of the visual- izations, iconic representations of key information were added. Results indicated a main effect of prior knowledge on learning in Day 1. In Day 2, a three-way interaction was found between prior knowledge, age group and icons: icons were effective for all middle school students and for high school students with low prior knowledge, but were not effective for high school students with high prior knowledge. These findings indicate that the expertise reversal effect can be mediated by cognitive development and other factors, not just domain specific prior knowledge. More…