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![Page 1: Fun and Games through Collaborative Play Walt Scacchi Institute for Software Research and UCGameLab.net University of California, Irvine.](https://reader031.fdocuments.net/reader031/viewer/2022020417/56649e6b5503460f94b6951f/html5/thumbnails/1.jpg)
Fun and Games through Collaborative Play
Walt Scacchi Institute for Software Research
andUCGameLab.net
University of California, Irvine
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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
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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.
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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.
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Collaborative affordances
• Venue/place for game play
• Game genre
• Game exhibit and content
• Game infrastructure
• Game play situation and participants
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Collaborative group forms in DQ/DQO
• Family groups
• School classroom groups
• Inter-family groups
• Mixed reality groups
• Online multiplayer groups
• Development team groups
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DinoQuest at DSC
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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
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DinoQuest at DSC
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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.
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Technology: Embedded Sensors and Transmitter Activation
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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
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DinoQuest Research Team and Collaboratories:Diverse Science Role Models (ethnicity, age, gender)
Field Site
Habitat Lab
BioMech Lab
Zoology Lab
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Role play (see oneself as a scientist)
After selecting a mission,head out to the dig site!
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Search DQ site and identify objects in the mission.
Computer and sensor network automatically tracks player progress and success.
Situated role play
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“Upload” data collected to collaboratories via on-site networked kiosks
Video Game Mechanics
• 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.
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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
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• 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)
DinoQuest Online
Online Science Learning Games
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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
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Multiple Science Learning Games:Dinosaur Dig Pit Field Site Collab Game
• Different objectives for each game.
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Multiple Science Learning Games:Narrative Content
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DinoQuest Online Reconstruction Lab
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DinoQuest Reconstruction Laboratory (online tutorial view)
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• Design a working digestive system out of available organs and “connnectors”
• Transport Oxygen and CO2 through a cardio-pulmonary system
Multiple Science Learning Games:Zoology and Systems Collab Games
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• Gain points by matching prey/predator and food chain relations via Tretis-like game play
Multiple Science Learning Games:Ecology/Habitat Collab Game
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• Matching anatomical structures to diet
Multiple Science Learning Games: Biomechanical Collab Mini Games
• Mass and balance • Proportion and speed
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MyLab - shows missions completedboth online and at the DSC
DinoSphere – allows building of your ownDinosaur with DNA collected from missions.
Go back online or go to DSC to obtaindifferent DNA by completing more missions!
Multiple Science Learning Games:Resource Interaction Collab Game Spaces
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Evaluation Potential
Challenge the Professor
DinoQuest and DinoQuest Online allow for the following evaluations:
Player Centered: scores and missions completed identify progress and providefeedback in context.
Exhibit Centered: ability to test content comprehension by player quiz upon completing mission.
Independent Evaluation: to ask which method is best and why: physical exhibit, online learning games, or both?
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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
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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
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DSC+UCI working to develop collaborative network (cyberinfrastructure) of SLG-based science centers
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 Games
that span and interlink multiple science centers and museums.
MMOSLG/Web 3.0 System
Tier 4Tier 2Tier 1 Tier 3 Tier 5
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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).