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Fun and Games through Collaborative Play Walt Scacchi Institute for Software Research and

Fun and Games through Collaborative Play Walt Scacchi Institute for Software Research and UCGameLab.net University of California, Irvine. Collaborative Science Learning Games (SLG) for Informal Science Education. Physical interaction quest game: DinoQuest

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Fun and Games through Collaborative Play Walt Scacchi Institute for Software Research and

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  1. Fun and Games through Collaborative Play Walt Scacchi Institute for Software Research and UCGameLab.net University of California, Irvine

  2. Collaborative Science Learning Games (SLG) for Informal Science Education • Physical interaction quest game: DinoQuest • Life-size dinosaurs models (e.g. T-Rex, Argentinosaursus, Velociraptors)‏ • Family-based problem-solving and collective learning in physical environment • Game progress tracked via user-controlled IR transmitters that activate embedded sensor net • Web-based SLG: DinoQuest Online • Addresses CA science education standards for K-6 grades • Interoperates with DinoQuest • Designed for internationalization • Developed by UCI GameLab

  3. Objective • How best to develop and deploy networked computer game technology in ways that integrate • social learning opportunities • affordance theory • scientific visualization methods • science work practices • playful fun to enable collaborative game-based learning that support informal science education in different disciplines.

  4. Affordance Theory Socio-technical affordances enable collaborative action and learning • Gibson (1979), Cicourel (1990), Hutchins (1990) on socially distributed cognition via situated affordances • Anderson, R. And Sharrock, W. (1992), Can Organisations Afford Knowledge?, Computer Supported Cooperative Work, 1(3), 143-616. • Kreijns, K. and Kirschner, P.A. (2001). The Social Affordances of Computer-Supported Collaborative Learning Environments, Proc. 31st. ASEE/IEEE Frontiers in Education Conference, TIF 12-17, Reno, NV. • O'Day, V., Bobrow, D., Bobrow, K., Shirley, M., Hughes, B., and Walters, J. (1998). Moving Practice: From Classrooms to MOO Rooms, Computer Supported Cooperative Work, 7(1), 9-45. • Stevens, R., Satwicz, T. and McCarthy, L. (2008). In-Game, In-Room, In-World: Reconnecting Video Game Play to the Rest of Kids' Lives, in K. Salen (Ed.), The Ecology of Games: Connecting Youth, Games, and Learning, MIT Press, Cambridge, MA, 41-66. • Wijekuman, K.J., Meyer, B.J.F., Wagoner, D. And Ferguson, L. (2006). Technology Affordances: The “real story” in research with K-12 and undergraduate learners. British J. Educational Technology, 37(2), 191-209.

  5. Collaborative affordances • Venue/place for game play • Game genre • Game exhibit and content • Game infrastructure • Game play situation and participants

  6. Collaborative group forms in DQ/DQO • Family groups • School classroom groups • Inter-family groups • Mixed reality groups • Online multiplayer groups • Development team groups

  7. DinoQuest at DSC

  8. Fast Facts about Discovery Science Center • Located in Santa Ana, California • 80,000 Sq. Ft. • Budget: $6,000,000 Earned Income: 82% Contributed Income: 18% At the Center: • 425,000 annual visitors (2007); 275,000 (2005, before DQ and DQO)‏ • 88,000 annual student field trip visitors • Provide in-service science teaching training to 1,100 K-12 teachers/yr. In the Schools: • 150,000 annual students in science outreach programs

  9. DinoQuest at DSC

  10. The IR Transmitter -- a wireless, mobile mouse Creating sensor activation events throughout DQ. Tracking visitor’s success on missions. IR transmitter, sensor network technology, and on-site interactive media from Creative Kingdoms, Inc.

  11. Technology: Embedded Sensors and Transmitter Activation

  12. Go to Field Station and Select a Mission 8 Educational Missions: • Aimed at California Science Education Standards for grades K-6 • Mission topics: Predator / Prey, Trace Fossils, Anatomy, Habitats, Identification • Each mission focuses on a different collaboratory and field of science • Missions selected, tracked, and completed at networked multi-media kiosks

  13. Field Site BioMech Lab Zoology Lab Habitat Lab DinoQuest Research Team and Collaboratories: Diverse Science Role Models (ethnicity, age, gender)‏

  14. Role play (see oneself as a scientist)‏ After selecting a mission, head out to the dig site!

  15. Situated roleplay Search DQ site and identify objects in the mission. Computer and sensor network automatically tracks player progress and success.

  16. Video Game Mechanics “Upload” data collected to collaboratories via on-site networked kiosks • Earn Research Points for each item found. • Obtain fossils with encoded DNA as reward for completing each mission. Ability to save data and come back another day.

  17. DQ Affordances • DinoQuest venue at the Discovery Science Center • Quest-style game design • Embedded sensor network and mobile mice • Situated kiosks for quest progress status • Interactive multi-media presentations on demand • Supplementary hand-out materials • Other DQ visitors • Scientific modes of inquiry and field research practices

  18. DinoQuest Online Online Science Learning Games • Distance learning, • Expands on science topics, • Additional, in-depth science missions, Earn points and Dino DNA by completing missions. • Level-up into multi-player dinosaur ecology simulation (Dinosphere)‏

  19. DinoQuest Online (released in June 2007)‏ • Four SLG colaboratories • MyLab personal DQO-based collection site (associates DQ and DQO results like “Dino DNA” samples)‏ • Dinosphere -- Assemble virtual dinosaur via DNA-based body system components • Same scientists as DinoQuest at DSC • Each collab game tied to CA science education standards, but experienced via discovery/exploration-oriented game genres

  20. Multiple Science Learning Games: Dinosaur Dig Pit Field Site Collab Game • Different objectives for each game.

  21. Multiple Science Learning Games: Narrative Content

  22. DinoQuest Online Reconstruction Lab

  23. DinoQuest Reconstruction Laboratory (online tutorial view)‏

  24. Multiple Science Learning Games: Zoology andSystems Collab Games • Design a working digestive system out of available organs and “connnectors” • Transport Oxygen and CO2 through a cardio-pulmonary system

  25. Multiple Science Learning Games: Ecology/Habitat Collab Game • Gain points by matching prey/predator and food chain relations via Tretis-like game play

  26. Multiple Science Learning Games: Biomechanical Collab Mini Games • Mass and balance • Proportion and speed • Matching anatomical structures to diet

  27. Multiple Science Learning Games: Resource Interaction Collab Game Spaces MyLab - shows missions completed both online and at the DSC DinoSphere – allows building of your own Dinosaur with DNA collected from missions. Go back online or go to DSC to obtain different DNA by completing more missions!

  28. Evaluation Potential DinoQuest and DinoQuest Online allow for the following evaluations: Player Centered: scores and missions completed identify progress and provide feedback in context. Exhibit Centered: ability to test content comprehension by player quiz upon completing mission. Challenge the Professor Independent Evaluation: to ask which method is best and why: physical exhibit, online learning games, or both?

  29. DQO Affordances • The DQO venue • Multi-genre game design • Multiple in-game user controls • DQO game environment • Embedded multi-media content • Embedded tutorials for teachers and parents • Contemporary game play practices used to elucidate life science concepts • Multi-person game play

  30. DQ+DQO Affordances • Emerging game play venue that spans physical and online places • Emerging game play experiences that bridge physical and online activity • Joint game play design that incentivizes play of both games (to access certain in-game resources). • DQ+DQO interoperabilty linking through shared database

  31. DSC+UCI working to develop collaborative network (cyberinfrastructure) of SLG-based science centers MMOSLG/Web 3.0 System Tier 1 Tier 2 Tier 5 Tier 4 Tier 3 Tier 1: Individual player connection: your Internet connection at home. Tier 2: Local institutional connection: library, science center, school, or museum. Tier 3: Regional science center provides local exhibit content connected online. Tier 4: “Gateway” science centers provide open interfaces and content. Tier 5: Science Center Grid: Massive Multiplayer Online Science Learning Gamesthat span and interlink multiple science centers and museums.

  32. Project Contributors • DSC – Joe Adams (President), Janet Yamaguchi (VP Education), JoeAnna Jenkins (CFO), Kellee Preston (VP Operations), Leslie Perovich (VP Marketing), Creative Kingdoms Inc., and others • UCI – Robert Nideffer (creative director), Alex Szeto (game programming and art), Calvin Lee (database programming), Celia Pearce (design contributions).

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