Sanctuary: Asymmetric Interfaces for Game-Based Tablet Learning by



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TABLE OF CONTENTS





BIOGRAPHY 13

TABLE OF CONTENTS 15

INTRODUCTION 16

FOUNDATIONS 18

INTRODUCTION 18

LEARNING SCIENCES 19

Understanding & Pre-Existing Knowledge 19

Active Learning 20

Design of Learning Environments 21

Expertise 22

Learning and Transfer 22

Learning in STEM Disciplines 23

Wrapping Up 32

SCHOOLS 33

GAMES 38

GAMES AND LEARNING 42

PURSUING GAME-BASED LEARNING IN SCHOOLS 52

CONSTRUCTIONS 55

FEATURES OF SANCTUARY 55

A SAMPLE WALK THROUGH of SANCTUARY 61

CHARACTERISTICS OF SANCTUARY 64

Heuristics 64

Length of Play 65

Number of Players 66

Infrastructure 68

Simulation/Systems 76

Player Effort 78

Superstructure 80

PROCESS 84

EXPLORATIONS 86

FRAMEWORK 86

RESEARCH DESIGN 90

STUDY DESIGN 91

Population & Sampling 92

Data Collection 93

Operationalized Concepts (Observation) 93

Operationalized Concepts (Interview) 95

Analysis 96

SITE DESCRIPTION 96

About Bedford 96

Bedford High School By The Numbers 97

Experiencing Bedford High 97

RESEARCH 99

A THEMATIC EXAMINATION 115

Fun/Engagement 115

Usability 116

Role/Expertise Differentiation 117

Conceptual Understanding/Learning 118

Co-Design 119

REFLECTIONS & PROJECTIONS 122

REFERENCES 125

WORKS CITED 125

SOFTWARE 135

BOARD GAMES 136






INTRODUCTION


You’re not competing with World of Warcraft; you’re competing with jail.”



- David Dockterman (attrib.)

Science, Technology, Engineering, and Mathematics (STEM) learning in the United States faces a crisis. Two of the most dire consequences of this crisis are 1) a citizenry lacking the science literacy necessary to engage in topics relevant to everyday life (ranging from stem cell research to the nature of x-rays) and 2) a shortage of young people preparing for careers in STEM disciplines and fields. One of the primary goals of science education is to prepare scientifically literate citizens (AAAS 1990, 1993, Millar and Osborne 1998). According to Miller (1998), scientific civic literacy requires: 1) An understanding of critical scientific concepts and constructs 2) An understanding of the nature and process of scientific inquiry 3) A pattern of regular information consumption and 4) A disposition toward taking action to make change in one’s lifestyle as necessary (adapted from Miller, 1998 by Squire and Patterson, 2009). Yet science literacy rates in the U.S. struggle to reach 20% (Miller, Pardo, Niwa, 1997). With regard to STEM careers and science identity, young people (particularly women and minorities) have difficulty imagining themselves as scientists, engineers, technologists or mathematicians. These careers seem out of reach or foreign to them and inconsistent with their interests (Lowell & Salzman, 2007).


My project is to question is whether, by providing players with two points of view on a shared scientific problem via asymmetric interfaces, under the conditions of play, that the challenges of epistemological pluralism can be made into a virtue for science learning, forcing quality communication, arguments, coordination, and co-strategization amongst participants. By provoking these behaviors, I expect that the game will overcome a chief challenge of experiential learning activities—the creation of tacit, unformalized experience and knowledge. To this end, I am building Sanctuary, an ecological simulation with one biology-themed and one mathematics-themed interface for two players. By requiring players to express their beliefs about the game world to one another in language in order to be successful, the design of the game encourages players to formalize their intuitions and experiences. This is an advance over existing learning game experiences, in which players are rarely required to formalize their strategies. This is also a naturalistic advance over other metacognitive interventions in which a play experience is literally halted in order to solicit formalized thoughts from players. If this approach is successful, then it may be applied further to an increasing range of epistemological frames and better science education. This has the potential to build cooperative, thriving learning communities with shared experiences.
The purpose of creating this work is to a) advance the understanding of teaching science (biology) and mathematics in existing scholarly and institutional context and b) understand the challenges of getting games into the classroom. The latter point has three smaller sub-questions: i) Does this game offer value to teachers? ii) Does this game offer value to students iii) Does this particular type of game play fit within an existing institutional structure? Much has been made about creative and play-based learning in extracurricular learning settings, but there is an argument for play-directed learning in schools.
How do you make a study of this sort of thing? I will be beginning with the learning sciences discipline of Design Based Research, a combination of formative evaluation and experimental psychology. My research in this thesis replaces psychological experiments looking to expose a new learning theory with a phronetic attempt to make sense of the culture around the game. Phronesis demands that we ask where we are going, who wins and who loses, and by what mechanisms, is it desirable, and what is to be done? I believe this makes sense as DBR demands continual iterative improvement to learning interventions.
Asymmetric interfaces potentially offer a solution to some of the problems with learning and game-based learning in particular, but it also introduces problems of power and control. This experiment pays close attention to the effects of power - students are age-graded, MCAS-taking, and given letter grades to evaluate and rank them in traditional school settings. The system may demand they contend with each other, but they can potentially work out their values locally. Another hoped for benefit is that the frame of play and the transgressive nature of the game helps them to pierce or be temporarily liberated from the top down space of school.




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