Papers43 - Open Education Europa
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Papers43 - Open Education Europa
July 2015 g n i n r a e L e ers p a P 3 4 Applied Games and Gamification – Drivers for Change Editorial Applied Games and Gamification – Drivers for Change In-depth Computerized Simulations of the Israeli-Palestinian Conflict and Attitude Change: PeaceMaker vs. Global Conflicts http://openeducationeuropa.eu/en/article/Applied-Games-and-Gamification-Drivers-for-Change_In-Depth_43-1 Collaborative Digital Games as Mediation Tool to Foster Intercultural Integration in Primary Dutch Schools http://openeducationeuropa.eu/en/article/Applied-Games-and-Gamification-Drivers-for-Change_In-Depth_43-2 A Room With a Green View – Using and Creating Games for Sustainability Education http://openeducationeuropa.eu/en/article/Applied-Games-and-Gamification-Drivers-for-Change_In-Depth_43-3 To Game or not to Game – a pilot study on the use of gamification for team allocation in entrepreneurship education http://openeducationeuropa.eu/en/article/Applied-Games-and-Gamification-Drivers-for-Change_In-Depth_43-4 From the field An Experiment to Assess Students’ Engagement in a Gamified Social Learning Environment http://openeducationeuropa.eu/en/article/Applied-Games-and-Gamification-Drivers-for-Change_From%20Field_43-5 What really works in gamification? Short answer: we don’t know, so let’s start thinking like experimenters. http://openeducationeuropa.eu/en/article/Applied-Games-and-Gamification-Drivers-for-Change_From%20Field_43-6 The JamToday Network http://openeducationeuropa.eu/en/article/Applied-Games-and-Gamification-Drivers-for-Change_From%20Field_43-7 Well-being Focused Gaming™: Individualized Engagement with Plush Toys, Avatars, and Personal Robots http://openeducationeuropa.eu/en/article/Applied-Games-and-Gamification-Drivers-for-Change_From%20Field_43-8 Design paper Design Principles for Social Impact Games http://openeducationeuropa.eu/en/article/Applied-Games-and-Gamification-Drivers-for-Change_Design_Paper_43-9 eLearning Papers is a digital publication on eLearning by openeducationeuropa.eu, a portal created by the European Commission to promote the use of ICT in education and training. Edited by P.A.U. Education, S.L.. E-mail: editorialteam[at]openeducationeuropa[dot]eu, ISSN 1887-1542 The texts published in this journal, unless otherwise indicated, are subject to a Creative Commons AttributionNoncommercial-NoDerivativeWorks 3.0 Unported licence. They may be copied, distributed and broadcast provided that the author and the e-journal that publishes them, eLearning Papers, are cited. Commercial use and derivative works are not permitted. The full licence can be consulted on http://creativecommons.org/licenses/by-nc-nd/3.0/ An initiative of the Editorial Applied Games and Gamification – Drivers for Change In this issue of eLearningPapers we explore different approaches and models that spark creative potential of people and bring together interdisciplinary teams to collaborate and produce applied games and gamified apps. This issue is a collaboration with the ECGBL mini track on the same theme (Pivec & Torrent, 2015). The selected papers explore the basic requirements and success factors for applied games and gamified approaches. We open with Kampf, who compares two games designed to promote a better understanding of the Israeli-Palestinian conflict. This is followed by De la Hera et al., who consider the potential of games for multicultural education. Both of these papers illustrate the use of existing commercial games for education with the purpose of driving change in perception, understanding and behaviour. By contrast, Coakley et al. describe the design and development of a purpose built game and the associated pedagogy aimed at promoting sustainable living; Green Games (Green Games, 2015) is another EU funded project to develop skills and competences and areas of food, waste water and energy management in tourism and hospitality area. The next three papers focus on gamification. Basaiawmoit et al. demonstrate the value of gamification for allocating students to teams a hard problem in collaborative learning. Simões et al. consider the impact of gamification on engagement in an online course. Lieberoth asks ‘what really works in gamification’ and comes up with some provocative answers. Crombie presents the Jam Today network (JamToday, 2015), an initiative of 25 European Universities, Innovation Centers, Learning Labs and Business Incubators financed by the EU ICT PSP programme. In 48 hour game jams Jam Today activates creative potential of different stakeholders to produce games for learning and resources for teachers on themes like eSkills, Health & Wellbeing and Maths. Libin presents examples of the therapeutic potential of playful interaction for the elderly. We conclude with Kayali et al., who offer design guidance for creating social impact games. These papers demonstrate the potential of applied games and gamified approaches as drivers of change in various organizations, in the field of education as well as in the society as whole. REFERENCES: Green Games (2015). URL: http://greengamesproject.com/, [20.05.15]. JamToday (2015). URL: http://www.jamtoday.eu/, accessed 19.05.15 Pivec, M. (Ed.) (2014): Serious Game Design Summer School. FH JOANNEUM 2014. Pivec, M.;Torrent, J. (2015), ECGBL Conference Mini track on Applied Games and Gamification – Drivers for Change, http://academic-conferences.org/pdfs/ECGBL/ECGBL_2015-cfp_MTPivec_Torrent.pdf accessed: 24.07.15 SGDSS14 (2014). URL: http://sgdss14.engagelearning.eu/, accessed: 04.03.15 ng i n r eLeaers 3 4 Pap Maja Pivec, Guest Editor, FH JOANNEUM, University of Applied Sciences, Graz (Austria) Yishay Mor, eLearning Papers, Editor in Chief Tapio Koskinen, eLearning Papers, Director of the Editorial Board eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 2 In-depth Computerized Simulations of the Israeli-Palestinian Conflict and Attitude Change: PeaceMaker vs. Global Conflicts Authors Ronit Kampf [email protected] Tel Aviv University Ph.D. Tel Aviv, Israel Two cross-cultural experimental studies examined the effects of PeaceMaker (PM) and Global Conflicts (GC) on attitude change regarding the Israeli-Palestinian conflict. PM and GC are role-playing computerized simulations of this conflict. 248 undergraduate students from Turkey, Israel, Palestine and the US participated in the two studies. They filled in questionnaires measuring attitudes before and after playing the games. Results suggested that participants playing GC became more impartial toward the 2012 Gaza operation than those playing PM. Second, participants playing GC became more impartial regarding long lasting historical issues in the conflict (e.g., Jerusalem, settlements, refugees) compared to those playing PM. Finally, stronger effects were found in attitude change for secondary/third parties (i.e., Turks and Americans) compared to directly involved parties (i.e., Israeli-Jews and Palestinians). The results show that computerized simulations are useful as part of peace education training, but the game characteristics may be crucial in determining whether the players gain the perspective of both sides or not. “I don’t know what an Israeli of my age thinks about the situation… This game opened my mind to see other viewpoints concerning the conflict.’’ (Palestinian participant) Tags PeaceMaker, Global Conflicts, Israeli-Palestinian Conflict, Peace Education, Computerized Simulations “I have a definite attitude toward the “other side”….that`s interesting. I can`t say that my views have changed completely but this game has raised many questions…It is impossible to regard all Palestinians as one and the same, I suppose….once when I heard Arabs mentioned I became afraid, but now I remember the enjoyable game …I have a dilemma.” (Israeli-Jewish participant) 1. Introduction Intractable inter-group conflicts are highly resistant to resolution, involve well-entrenched hostile perceptions of the out-group, drag on for an extended period of time, and are prone to escalation over and over again (Bar-Tal, 2013; Coleman 2000; Kriesberg, Northrup and Thorson, 1989). In such conflicts, hostile attitudes and images of the enemy are passed on from one generation to the next with the learning of the conflict narratives embedded in various socialization agents. Conflict narratives often promote an ethnocentric view of past or present events and people on the two sides hardly communicate with each other directly (Bar-Tal, 1997). Peace education is one of the key theories of change and practical tools that have been developed by conflict resolution and political psychology disciplines to change attitudes ning r a e eL ers Pap 43 eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 3 In-depth and reframe conflict narratives in order to resolve conflicts (Salomon, 2008; Salomon and Cairns, 2009). Peace education often has the goals of reducing inter-group prejudice and negative stereotyping, promoting inter-group empathy and understanding, building trust, and creating awareness about the root causes of the conflict and about non-violence. Promoting and facilitating inter-group contact and educating the participants on various aspects of conflicts and peace-building are among the common activities used in peace education initiatives in order to attain these goals (Salomon, 2008). The prevalence of the Internet in the last two decades has added a new dimension to peace education activities, and provided a new set of tools intended to reduce inter-group conflict. Web based role-playing games, computer chat rooms and social media began to be used as another potential venue to educate members of adversarial groups about one another. These new tools can be an alternative medium to accomplish the goals of peace education, as articulated by Salomon (2008). With the help of computer mediated games and forums it may be that people can learn to legitimate the other’s collective narrative and see events through both lenses; critically examine their in-group’s contribution to the conflict and challenge their perception of sole victimhood; and perhaps develop empathy in order to appreciate the other’s pain and loss and generate mutual humanization. The present studies examined the use and effectiveness of technology in educating about peace building. There is very little research on this question, and very few assessments have involved cross-cultural experimental studies (e.g., Bhappu et al, 2009; Ebner, 2008; Matz and Ebner, 2010). Two cross-cultural experiments were conducted using PeaceMaker (PM) and Global Conflicts (GC) which are role-playing computerized simulations of the Israeli-Palestinian conflict (Buch and Egenfeldt-Nielsen, 2007; Burak, Keylor and Sweeney, 2005). The studies were specifically interested in the following question: Will there be differences in attitude change between GC and PM? Attitude change is considered as one of the most important outcomes in peace building activities as it is often regarded as the prerequisite of developing empathy toward the “other” (Bar-Tal, 1997; 2013; Maoz and McCauley, 2005; Suleiman, 2004). Compared to traditional methods (e.g., face-to-face encounters), digital methods such as GC and PM were found to be more successful as tools for teaching about the “other” for youth, particularly in conflictual contexts, because playful activities ning r a e eL ers Pap 43 can reduce the tension and charged atmosphere around this issue (Weiss, Stock, Fondazione, Eisikovitz, & Koren, 2011). In addition, play is naturally conducive to learning, focusing on learning by doing and learning by experiencing, which were found preferable as inter-group intervention methods (Maoz, 2011; Salomon, 2008). Finally, young people are native to the online world, so they speak the digital language fluently (Brenner & Smith, 2013; Palfrey & Gasser, 2008). Hence, young people may prefer new media technologies as a source of information about political issues, and consume online content more efficiently (Gasser, Cortesi, Malik, & Lee, 2012). In recent years, specific computer games have been manufactured in order to teach students about different skills pertaining to conflicts (see http://www.gamesforchange.org/ game_categories/conflict/). Still only few studies have been undertaken on their effectiveness. Recently, Gonzalez, Saner, & Eisenberg (2012), Cuhadar & Kampf (2014) and Kampf & Cuhadar (in press) conducted experimental studies with PM and GC to find out whether computer games can generate new learning about the Israeli-Palestinian conflict. They found that the two games were effective in teaching about this conflict, showing that it is possible to use computer-based simulations as a peace education tool in order to teach young people a less stereotypical and less ethnocentric view of the conflict. The present studies differ from the abovementioned ones for a few key reasons. First, they provide empirical evidence for the effectiveness of GC compared to PM in motivating learning and teaching skills required for peace building. Second, as mentioned earlier, previous studies have already indicated GC’s and PM’s effectiveness as a pedagogical tool in teaching conflict assessment and resolution (e.g., Buch & EgenfeldtNielsen, 2007; Gonzalez et al., 2012; Raphael et al., 2012), but they mainly used self-reporting (e.g., “how much do you think you learned from the game?”) and game score as measures of learning outcomes, while the present studies use measures of attitude change. Third, the present studies use two measures for assessing attitudes and perspective taking in the conflict. The first one examines long lasting historical issues in the conflict (e.g., Jerusalem, settlements, refugees), while the second focuses on events that were current at the time the study was conducted, receiving extensive media coverage and public debate (e.g., the Gaza operation in November 2012). Finally, the present studies add a cross-cultural assessment to the two games by having students from different cultural eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 4 In-depth and political backgrounds. The two studies were conducted with Israeli-Jewish, Palestinian, American, and Turkish undergraduate students, assessing the effectiveness of the games by differentiating between direct parties to the conflict (i.e., Israeli-Jews and Palestinians) and secondary/third parties (i.e., Turks and Americans), an issue that has hardly been examined in the context of intractable conflicts like the IsraeliPalestinian situation. The studies expect that game effects with regard to attitude change will be stronger for secondary/third parties as opposed to directly involved parties. Attitude change can occur through cognitive, affective, or behavioural processes, with not all three required at the same time (Eagly & Chaiken, 1998, p. 272). Until recently, research on attitude change has focused more on cognitive processes such as the link between attitude consistency and attitude change (Eagly & Chaiken, 1998). An important finding has been that people holding more extreme attitudes (e.g., direct parties to the conflict) are more likely to resist change through social influence (Eagly & Chaiken, 1998, p. 287). When attitudes are linked to self-defining values and reference groups, which is often the case in intractable conflicts like the Israeli-Palestinian situation, they are very resistant to change. Therefore, secondary/third may have less salient and weaker attitudes concerning the conflict, as opposed to directly involved parties who have more salient attitudes which are more resistant to change (Eagly & Chaiken, 1998). As mentioned earlier, both GC and PM are role-playing computerized simulations of the Israeli-Palestinian conflict which are seen as an especially preferable method for generating new insight, empathy, and perspective taking (Baylouny, 2009; Williams, 2006).Yet there are some key differences between the two games which may impact their learning outcomes. First, recent studies have indicated that role-playing computer games that involve winning such as PM (unlike GC) enhance positive learning outcomes, because they are highly motivating, capture the learners’ attention and engage the players in the learning activity (e.g., Bogost, 2007; Peng, Lee and Heeter, 2010). Second, PM focuses on the perspectives of the Israeli Prime Minister and the Palestinian President on the Middle Eastern situation, while GC focuses on the hardships experienced by both Israeli soldiers and Palestinian people in the conflict. The latter may provide a more personal and human perspective on the situation than the former. Therefore, young people like those participating in the present studies may find it easier to identify and empathize with, resulting in more positive effects on attitude change ning r a e eL ers Pap 43 (Bar-Tal, Halpern and Pliskin, in press; Schori-Eyal, Halperin and Bar-Tal, in press). Finally, GC may be a more immersive game environment than PM. The immersion effect creates an environment in which the players submerge themselves and progressively increase their attention and concentration in this environment, resulting in more positive effects on attitude change (Raphael et al, 2012; Yan and Cordry, 2011). 1.1. The PeaceMaker game PM is a computer game inspired by historical real-world events (http://www.peacemakergame.com/). A player can assume the role of the Israeli Prime Minister or of the Palestinian President and take various decisions with the aim of satisfying Israeli and Palestinian constituents. PM developed by ImpactGames in the US with the help of advisors in Israel, Palestine and the US (Burak et al., 2005). PM can be played in English, Hebrew, and Arabic. The player can select between calm, tense, or violent conflict levels, differing in the frequency of events that appear on the screen and are beyond her control. In order to deal with these events a player can select actions pertaining to three main categories: security, political and construction, each branching into a variety of subcategories such as checkpoints and speeches. Players accumulate points for both sides according to the actions taken in the game. The scores, calculated by a function within the game, are related to polls registering the level of satisfaction of different nations, of political groups within the country and around the world in response to the leader’s actions. In order to resolve the conflict in the game, scores for both Israeli and Palestinian sides must reach 100 points each. If either score drops below -50, the player loses the game. Changes in the scores were determined by the developers, based on a series of tests carried out with international experts. 1.2. The Global Conflicts game GC is an award-winning educational game developed by Serious Games Interactive in Denmark (http://globalconflicts.eu/). The game environment is based on real-life accounts reported to human rights organizations and news agencies by victims and witnesses, as well as various other sources. The game consists of several different scenarios, each putting the player in a different context and requiring the employment of different skills. This study selected the one about the Israeli- eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 5 In-depth Palestinian conflict, illustrating the tensions between the two sides in a checkpoint scenario. The player is represented by the avatar of a Western reporter who arrives in Jerusalem. Her task is to write for one of the following newspapers: Israeli, Palestinian, or Western. The player is expected to produce a news report geared to the audience of one of these newspapers based on the interviews she conducts with various characters at the checkpoint. At the end of the game, the player chooses some of the quotes she collected throughout the interviews, including them in her final news report on which she is evaluated. This evaluation indicates whether the report is placed in the front pages of the newspaper or in the back, whether the quotes reflect important pieces of information about the conflict, and whether these quotes are a good fit for the newspaper selected for the assignment. The player is challenged to keep her work objective while gathering important information to be used in the news report. In the meantime, the player experiences the developments in the Israeli-Palestinian conflict and learns about the issues that are important to this conflict. The student has to form an opinion based upon her own actions and after meeting characters who represent different attitudes towards the conflict despite the fact that she writes for a specific newspaper. 2. Research hypotheses H1: Participants playing GC will become more impartial toward the Israeli-Palestinian conflict than those playing PM. H2: Stronger effects will be found in attitude change for secondary/third parties compared to directly involved parties. 3. Methodology 3.1. Participants 148 undergraduate students of political science participated in the PM study, including 38 Turkish students from Bilkent University, 50 Israeli-Jewish students from Tel Aviv University, 30 American students from Wichita State University and 30 Palestinian students from Al-Quds University. The four groups did not differ in terms of gender (X2 (3, 144) =.40, p=.58). Israeli students of Jewish origin were older (M = 25.12 SD =1.32) than American students (M = 22.7 SD =2.39), Turkish students (M = 21.42 SD =1.59) and Palestinian students (M = 21.1 SD =1.17), F(3, 144) =44.57, p=.0001. In general, Israeli students are older ning r a e eL ers Pap 43 than the latter three groups due to service of 3-4 years in the army before studying at university. 140 undergraduate students of communication and political science participated in the GC study, including 30 Turkish students from Bilkent University, 40 Israeli-Jewish students from Tel Aviv University, 40 American students from Wichita State University and 30 Palestinian students from Al-Quds University. The four groups did not differ in terms of gender (X2 (3, 136) =.37, p=.76). Israeli students of Jewish origin were older (M = 25.12 SD =1.32) than American students (M = 22.04 SD =4.45), Turkish students (M = 22.02 SD =1.94) and Palestinian students (M = 21.17 SD =1.44), F(3, 163) =44.57, p=.0001. The studies also included 30 Israeli-Jewish students of communication from Tel Aviv University who did not play the games (control group) (11 of whom were males), and 30 Palestinian students of political science from Al-Quds University who did not play them (control group) (11 of whom were males). 3.2. Design and procedure The data on the PM study were collected in Spring 2013 and the data on the GC study were collected in Spring/Summer 2013. No major event happened between the data collection of the two studies that could bias the results. Both studies were part of classes in political science and conflict resolution, took up to three hours and included four parts. First, participants were introduced to the game and played a short demo. Second, they filled in a short questionnaire. Third, participants played the game. In the PM study, they played the Israeli role and the Palestinian role in random order at the calm conflict level (i.e., low frequency of inciting incidents), because the study examined learning outcomes rather than game performance, which focuses on how well the player deals with high frequencies of inciting incidents. In the GC study, the participants were assigned to represent the Israeli or the Palestinian newspaper. The GC game provides both Israeli and Palestinian perspectives on the conflict no matter which role was assumed, while the PM game provides either the Israeli or the Palestinian perspective depending on the role played. Therefore, participants played both Israeli and Palestinian roles in the PM study in random order and either the Israeli or the Palestinian role in the GC study. Finally, after playing the game, the participants again filled in a short questionnaire. The questionnaires used before and after playing the game were almost identical in content with the exception of a few eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 6 In-depth additional questions in the post-questionnaire deliberating participants’ experience with the game. The control condition was conducted in Spring/Summer 2013 as part of classes dealing with digital natives and news consumption (not related to the conflict). It included three parts and took up to three hours. First, participants filled in a short questionnaire. Then they were given a lecture about digital natives and news consumption. Finally, they again filled in a short questionnaire. The two questionnaires were similar to those used in the experimental condition (besides questions deliberating participants’ experience with the game). 4. Results 4.1 Attitudes toward key issues in the Israeli-Palestinian conflict: Global Conflicts vs. PeaceMaker The interaction between time and game type was significant (F(1,247)=32.13, p<.0001, η2= .26). Participants who played GC got closer to thinking that both Israelis and Palestinians were equally right regarding key issues in the conflict after playing the game (M=2.28 SD=1.18 M=3.08 SD=1.04), unlike those who played PM (M=2.48 SD=.79 M=2.65 SD=.81) (Figure 1). 3.3. Measures The studies used two measures for assessing attitudes in the conflict. The first one examined ‘how right is each side’ on key issues in the conflict, including water, refugees, borders, settlements, Jerusalem, and security, using the following scale: 1. Palestinians are absolutely right, 2. Palestinians are somewhat right, 3. Both sides are equally right, 4. Israelis are somewhat right, and 5. Israelis are absolutely right. After conducting a factor analysis, the average of answers given on the six key issues was used as a measure of attitude change about key issues in the conflict before and after playing the game. The second measure examined attitudes toward the Gaza operation by asking ‘how right is each side’ on the Gaza operation using the abovementioned scale. The studies referred to the Operation Pillar of Cloud in November 2012. This measure was used, because the Gaza operation was a recent event at the time when the study was conducted, receiving extensive media coverage and public debate, as opposed to the abovementioned measure focusing on long lasting historical issues in the conflict. No significant change was found in attitudes regarding key issues in the conflict in the control group of Israeli-Jewish students and of Palestinian students. 4.2. Attitudes toward the Gaza Operation: Global Conflicts vs. PeaceMaker The interaction between time and game type was significant (F(1,247)=15.31, p<.0001, η2= .14). Participants who played GC got closer to thinking that both Israelis and Palestinians were equally right regarding the Gaza operation after playing the game (M=2.21 SD=1.53 M=3.11 SD=1.33), unlike those who played PM (M=2.52 SD=1.34 M=2.79 SD=1.29)(Figure 2). 3.4. Statistical procedures To test the research questions, a three-way ANOVA was conducted with game type (GC or PM) and nationality (Israeli, Palestinian, American or Turkish) as between-subjects factors and time (pre- and post-game) as a within-subjects factor. This procedure investigated the effect of playing the GC or PM games on attitude change at two separate time points: pre- and postgame intervention. The important point with this study design is that the same participants are measured twice on the same dependent variable. Therefore, this test detects any overall differences between related means. ning r a e eL ers Pap 43 eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 7 In-depth No significant change was found in attitudes regarding the Gaza operation in the control group of Israeli-Jewish students and of Palestinian students. 4.3. Nationality and game type effects on attitudes toward key issues in the Israeli-Palestinian conflict The interaction between game type, nationality and time was significant (F(3,245)=23.2, p<.0001, η2= .19). Americans playing GC held a pro-Israeli view before playing the game and got closer to thinking after playing it that both Israelis and Palestinians are equally right regarding key issues in the conflict (M=3.92 SD=.65 M=2.72 SD=.66), while those playing PM did not change their attitude after playing the game and held a pro-Israeli view (M=3.51 SD=.79 M=3.39 SD=.75). Turks playing GC held a proPalestinian view before playing the game and after playing it got closer to thinking that both Israelis and Palestinians are equally right regarding key issues in the conflict (M=2.16 SD=.12 M=3.14 SD=.13), while those playing PM did not change their attitude after playing the game and held a pro-Palestinian view (M=2.42 SD=.63 M=2.51 SD=.65). Israelis playing GC held a pro-Israeli view before playing the game and after playing it got closer to thinking that both Israelis and Palestinians are equally right regarding key issues in the conflict (M=3.98 SD=.59 M=3.48 SD=.66), while those playing PM did not change their attitude after playing the game and held a pro-Israeli view (M=3.47 SD=.83 M=3.35 SD=.84). Palestinians playing GC held a pro-Palestinian view before playing the game, and after playing it got closer to thinking that both Israelis and Palestinians are equally right regarding key issues in the conflict (M=1.07 SD=.09 M=1.59 SD=.11), while those playing PM did not change their attitude after playing the game and held a pro-Palestinian view (M=2.03 SD=.31 M=2.21 SD=.36) (Figure 3). ning r a e eL ers Pap 43 4.4. Nationality and game type effects on attitude change toward the Gaza operation The interaction between game type, nationality and time was significant (F(3,245)=14.12, p<.0001, η2= .12). Americans playing GC held a pro-Israeli view before playing the game and got closer to thinking after playing it that both Israelis and Palestinians are equally right regarding the Gaza operation (M=3.92 SD=1.06 M=2.80 SD=.69). Similarly, Americans playing PM held a proIsraeli view before playing the game and got closer to thinking after playing it that both Israelis and Palestinians are equally right regarding the Gaza operation (M=3.4 SD=1.18 M=2.7 SD=1.26). Turks playing GC held a pro-Palestinian view before playing the game and after playing it got closer to thinking that both Israelis and Palestinians are equally right regarding the Gaza operation (M=2.16 SD=.91 M=3.25 SD=1.10). Similarly, Turks playing PM held a pro-Palestinian view before playing the game and after playing it got closer to thinking that both Israelis and Palestinians are equally right regarding the Gaza operation (M=2.2 SD=1.05 M=2.9 SD=1.27). Israelis playing GC held a pro-Israeli view before playing the game and after playing it got closer to thinking that both Israelis and Palestinians are equally right regarding the Gaza operation (M=3.95 SD=.95 M=3.45 SD=.99), while those playing PM did not change their attitude after playing the game and held a pro-Israeli view (M=3.6 SD=1.07 M=3.6 SD=1.09). Palestinians playing GC held a pro-Palestinian view before playing the game, and after playing it got closer to thinking that both Israelis and Palestinians are equally right regarding the Gaza operation (M=1.05 SD=.17 M=1.52 SD=.99), while those playing PM did not change their attitude after playing the game and held a pro-Palestinian view (M=1.6 SD=.07 M=1.7 SD=.68) (Figure 4). eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 8 In-depth 5. Discussion and conclusions The studies aim at assessing the impact of using technology in motivating learning skills required for peace building. The results are promising, albeit requiring further assessment. First, participants playing GC acquired a more impartial perspective toward the Gaza operation in 2012, unlike those playing PM. In addition, participants playing the GC game shifted from ethnocentric attitudes towards a more impartial attitude regarding long lasting historical issues in the conflict, unlike those playing the PM game. A few explanations can be suggested for the different learning outcomes of the two games which require further research in the future. First, GC provides a more personal and human perspective on the Israeli-Palestinian situation than PM. Therefore, young players may find it easier to identify and empathize with, resulting in more positive impact on attitude change. In addition, GC may be a more immersive game environment than PM, resulting in more positive effects on attitude change (Raphael et al, 2012; Yan and Cordry, 2011). Another possible explanation can be suggested for the different learning outcomes of the two games with regard to attitude change. Participants playing PM may have stronger attitudes about the conflict than those playing GC. The studies were conducted shortly after the Gaza operation in 2012, an event which received extensive media attention and public debate. The data on participants in the GC study were collected after the data on participants in the PM study. Therefore, the latter may have more salient attitudes about the conflict than the former, and research on attitude strength suggests that salient attitudes are more resistant to change and lead to selective cognitive processing (e.g., Eagly and Chaiken 1998; Kelman, 1997; Pettigrew, 1998). Furthermore, when one’s attitude is linked to one’s ‘self’ concept or value system, the attitude is more resilient to change (e.g., Pomerantz, Chaiken and Tordesillas, 1995). In the future, it would be interesting to compare the short-term and long-term impact of game interventions on attitudes and behaviors, particularly since the number of studies on long-term effects of peace workshops in protracted conflicts like the Israeli-Palestinian situation is extremely limited (e.g., Malhotra and Liyanage, 2005; Maoz and Bar-One, 2002; Rosen and Salomon, 2011). Results suggested stronger effects for secondary/third parties compared to directly involved parties. Although all participants playing the GC game acquired a more impartial perspective ning r a e eL ers Pap 43 toward long lasting historical issues in the conflict, the effect was stronger for the secondary/third parties to the conflict. The latter may have less salient and weaker attitudes concerning the situation as opposed to Israeli-Jewish and Palestinian participants who may have stronger and more salient attitudes (Eagly & Chaiken, 1998). Very few assessments have involved cross-cultural experimental studies about the effectiveness and usefulness of technology in teaching about peace building, particularly in the context of intractable conflicts like the IsraeliPalestinian situation, and this should be further explored in the future. Computer games like GC and PM facilitate the gaining by the participants of a conceptually complex view of the conflict as opposed to the simplistic and polarized view of the conflict often presented in collective narratives and mainstream socialization agents in a conflict environment (e.g., Wolfsfeld, Frosh, & Awabdy, 2008). By achieving this, computer games can thus be a tool, as indicated by peace education scholars, for legitimating the other’s narrative in a way such that events are seen from both perspectives (Bar-Tal, 2013). This is an important step towards increasing learning about the “outgroup” and the conflict dynamics as indicated by social and political psychologists working on inter-group conflict (Bar-Tal, Halpern, & Pliskin, in press); a necessary step towards attitude change and reducing inter-group tensions. This leads in the direction of another goal articulated by peace education scholars: liberating the parties from the perception of “sole victimhood” in the conflict (e.g., Bar-Tal, 2013). The more they understand and appreciate the perspective of the other party in the conflict, the more likely that empathy will develop and that they abandon a “victim” mentality (e.g. Kelman, 1997; Malhotra & Liyanage, 2005; Maoz & Bar-On, 2002). This may also lead to “in-group reappraisal” where parties begin to critically assess their group’s contribution to the conflict dynamics (Pettigrew, 1998). Computer games and their effects in this regard should be further explored in depth in future research. The results comparing the effectiveness of GC and PM are promising in terms of showing that computer games can be used as part of peace education training. They indicate that these games are useful in engendering attitude change, especially in the form of taking a more balanced perspective and being able to look at the conflict through both lenses. However, it is also important to note the different results obtained from eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 9 In-depth the two games. The game characteristics may be crucial in determining whether the players gain the perspective of both sides or not. Further research is required to understand how PM and GC achieve their learning effects, by singling out different dimensions of the two games to provide a more in-depth and comparative analysis of their impact. Previous studies have already shown that Israeli and Palestinian young people know almost nothing about what transpires on the other side of the Israeli-Palestinian divide, except for the limited and violent images constructed by the media and daily incidents (e.g., Wolfsfeld et al., 2008). Moreover, since these young people have never actually experienced a state of peace they may not regard it as a significant value for which a price should be paid. Therefore, the opportunity for young Israeli and Palestinian people to learn about and to perhaps understand the “other” party, even if through computerized simulations like GC and PM, is an issue of great importance in any process of reconciliation in the Middle East and an essential requirement for obtaining public support and legitimacy for any peace initiative. ning r a e eL ers Pap 43 eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 10 In-depth References Bar-Tal, D. (1997). Formation and change of ethnic and national information systems: Challenges in e-HRM. Hershey, PA: Idea Group stereotypes: An integrative model. International Journal of Intercultural Reference Publishing. Relations, 21, 491-523. Gasser, U., Cortesi, S., Malik, M., & Lee, A. (2012). Youth and digital media: Bar-Tal, D. (2013). Intractable conflicts: Socio-psychological foundations From credibility to information quality. Berkman Center for Internet & and dynamics. New York: Cambridge University Press. Society. http://ssrn.com/abstract=2005272. Accessed July 18th, 2015. Bar-Tal, D., Halpern, E., & Pliskin, R. (in press). Why it is so difficult to Gonzalez, C., Saner, L. D., & Eisenberg, L. (2012). Learning to stand in resolve intractable conflicts peacefully? A socio-psychological explanation. the other’s shoes: A Computer video game experience of the Israeli- In M. Galluccio (Ed.), Handbook of international negotiation: Interpersonal, Palestinian conflict. Social Science Computer Review, 31(2), 236-243. intercultural and diplomatic perspective. New York: Springer. Kampf, R., & Cuhadar, E. (in press). Do computer games enhance learning Baylouny, A. M. (2009). Seeing other sides: Nongame simulations and about conflicts?A cross-national inquiry into proximate and distant alternative perspectives of Middle East conflict. Journal of Political Science scenarios in Global Conflicts. 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(2005). Long-term effects of peace workshops in protracted conflicts. Journal of Conflict Resolution, 49(6), 908-924. Maoz, I. (2011). Does contact work in protracted asymmetrical conflict? Appraising 20 years of reconciliation-aimed encounters between Israeli Jews and Palestinians. Journal of Peace Research, 48(1), 115-125. Buch, T., & Egenfeldt-Nielsen, S. (2007). The learning effects of Global Conflicts Palestine. Conference Proceedings, Media@Terra, Gaming Realities: The Challenge of Digital Culture, Athens, October. Burak, A., Kelor, E., & Sweeney, T. (2005). PeaceMaker: A video game to teach peace. In Intelligent technologies for interactive entertainment (pp. 307-310). Berlin: Springer. Maoz, I., & Bar-On, D. (2002). From working through the holocaust to current ethnic conflicts: Evaluating the TRT group workshop in Hamburg. Group, 26, 29–48. Maoz, I. and McCauley, C. (2005). Psychological correlates of support for compromise: A polling study of Jewish-Israeli attitudes toward solutions to the Israeli-Palestinian conflict. Political Psychology, 26(5), 791-808. Coleman, P. (2000). Intractable conflict. In M. Deutch & P. Coleman (Eds.), The Handbook of conflict resolution. San Francisco: Jossey Bass Publishers. Cuhadar, E., & Kampf, R. (2014). Learning about the Israeli-Palestinian conflict and negotiations through simulations: The case of PeaceMaker. International Studies Persectives, 15, 142-162. Matz, D., & Ebner, N. (2010). Using role play in online negotiation teaching. In C. Honeyman, J. Coben & G. De Palo. (Eds.), Venturing beyond the classroom. St. Paul, MN: DRI Press. Palfrey, J., & Gasser, U. (2008). Born digital: Understanding the first generation of Digital Natives. New York: Basic Books. Eagly, A., & Chaiken, S. (1998). Attitude structure and function. In D.T. Gilbert, S.T. Fiske & G. Lindzey (Eds.), The handbook of social psychology. New York: McGraw-Hill. Peng, W., Lee, M., & Heeter, C. (2010). The effects of a serious game on role-taking and willingness to help. Journal of Communication, 60(4), 723–742. Ebner, N. (2008). Online dispute resolution: Applications for e-HRM. In T. Torres-Coronas & M. Arias-Oliva (Eds.), Encyclopedia of human resources ning r a e eL ers Pap 43 eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 11 In-depth Pettigrew, T. (1998). Inter-group contact theory. Annual Review of Weiss, P., Stock, O., Fondazione, B., Eisikovitz, Z., & Koren C. (2011). Psychology, 49, 65–85. Co-narrating a conflict: A technology to facilitate attitudinal shifts. Pomerantz, E., Chaiken, S., & Tordesillas, R. (1995). Attitude strength and Transactions on Computer-Human Interaction, 19(3), 1-30. resistance processes. Journal of Personality and Social Psychology, 69(3), Williams, V. C. (2006). Assuming identities, enhancing understanding: 408-419. 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(2009). Handbook of peace education. New York: Francis and Taylor. Schori-Eyal, N., Halperin, E., & Bar-Tal, D. (in press). Three layers of collective victimhood: Effects of multileveled victimhood on intergroup conflicts in the Israeli-Arab context. Journal of Applied Social Psychology. Suleiman, R. (2004). Planned encounters between Jewish and Palestinian Israelis: A social-psychological perspective. Journal of social Issues, 60( 2), 323-337. Edition and production Name of the publication: eLearning Papers ISSN: 1887-1542 Publisher: openeducation.eu Edited by: P.A.U. Education, S.L. Postal address: c/Muntaner 262, 3r, 08021 Barcelona (Spain) Phone: +34 933 670 400 Email: editorialteam[at]openeducationeuropa[dot]eu Internet: www.openeducationeuropa.eu/en/elearning_papers ning r a e eL ers Pap 43 Copyrights The texts published in this journal, unless otherwise indicated, are subject to a Creative Commons Attribution-Noncommercial-NoDerivativeWorks 3.0 Unported licence. They may be copied, distributed and broadcast provided that the author and the e-journal that publishes them, eLearning Papers, are cited. Commercial use and derivative works are not permitted. The full licence can be consulted on http://creativecommons.org/ licenses/by-nc-nd/3.0/ eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 12 In-depth Collaborative Digital Games as Mediation Tool to Foster Intercultural Integration in Primary Dutch Schools Authors Teresa de la Hera Conde-Pumpido [email protected] Postdoctoral researcher and lecturer at Utrecht University Utrecht, The Netherlands Amanda Paz Alencar [email protected] Marie Curie Fellow 2013-2015 and post-doc researcher at University of Amsterdam Amsterdam, The Netherlands In the Netherlands, the growing presence of immigrant children in schools has fueled scholarly interest in and concerns for examining the process of integration in school environments. The use of digital games has found to be an effective tool to reinforce teaching/learning practices. Several studies have already shown the benefits of the use of digital games in educational contexts. However, most of these studies are focused on how digital games can be used as a mediation tool in the process of knowledge acquisition. The present research proposes a new approach for the study of digital games in the field of education. Drawing from collaborative learning methods, we explore the potential of digital entertaining collaborative games to become a mediation tool in the process of integration of immigrant children with different cultural backgrounds in Dutch schools. This paper1 reports the preliminary results of an exploratory study that sets out to evaluate the potential of digital games as a mediation tool to foster intercultural integration in educational environments. 1. Introduction Tags Persuasive gaming, gamemediated persuasion, intercultural integration, collaboration with games, educational practices. In the Netherlands, the presence of students who have an immigrant background has continuously increased since 2005. In 2014, the children of immigrants represents 11% of the overall school population (OECD, 2014). The integration of immigrant children into the host cultural environment is a major function of schools in the immigration country. This is evident in the case of the Dutch educational system, in which specific measures have been designed to ensure that migrant children achieve basic qualification and that their integration is facilitated in the school environment. These include funding to secondary schools for newly arrived immigrants. At schools, migrant children experience a very different atmosphere, and this can be very difficult for parents to understand and very confusing for children who have to live in two separate worlds. Problems of adaptation, identity formation and interaction with native Dutch as well as with other migrant children and even with teachers are usually experienced at Dutch schools. Most studies in the field have only focused on the educational performance of migrant children (e.g., Traag & Velden, 2008; Ohinata & van Ours, 2012). This indicates the need to examine the role of new educational interventions for the integration of migrant children in European schools and societies. The present study is focused on the potential of entertainment collaborative digital games to foster integration of migrant children in Dutch schools. 1 This article was written within the project “Persuasive Gaming in Context. From theory-based design to validation and back” funded by the Netherlands Organization for Scientific Research (NWO). See www.persuasivegaming.nl. This study is also in collaboration with the Research Project “Television News for Promoting Interculturalism. A Novel Step towards Immigrant Integration” funded by the European Commission in the framework of Marie Curie Actions (327228-TVNPI). ning r a e eL ers Pap 43 eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 13 In-depth In recent years, mainly with the advent of new technologies, the use of digital media tools has become an important and exciting part of education instructional and learning processes (see O’Maraa & Harris, 2014). In the framework of education and migration, digital media technology is a catalyst for the successful integration of immigrant children in European schools and societies (Nguyen, 2010). On the other hand, the use of digital games has found to be an effective tool to reinforce teaching/learning practices. Several studies conclude that by incorporating video games in the school practices, pupil’s educational performance and motivation to learn is improved (see González Sánchez et al., 2007; Padilla Zea et al, 2009). However, the study of the potential of digital games in the context of education has been mainly focused on their use for knowledge acquisition and far too little attention has been paid to the ways digital games can be used in educational environments for other purposes different from acquiring knowledge. Consequently, the current study aims to fill a gap in the literature by exploring the potential of digital games as a mediating tool in the persuasion process for attitude change in educational environments. Our study proposes the use of digital games as an alternative for fostering integration of immigrant children as well as for attenuating identity crisis/conflict among children with different nationalities in the school environment. Drawing from collaborative learning methods (Johnson and Johnson, 2004), we explore the potential of digital entertaining collaborative games to become a mediation tool in the process of integration of immigrant children with different cultural backgrounds in Dutch schools. For this purpose we have conducted an explorative qualitative study in a Dutch integration school in which three pairs of children coming from different migrant backgrounds were asked to participate in a collaborative digital game session. In this game session players needed to collaborate in order to achieve a common objective. An entertaining collaborative digital game was used to facilitate a situation in which children forget about cultural differences and interact in a digital environment in which all of them are represented in the same way. 2. Promoting Integration in Culturally Diverse Classrooms Success in integrating the children of immigrants is of enormous consequence for societies. The educational system plays a ning r a e eL ers Pap 43 crucial role in this process by integrating the child into sociocultural life of the host country and preparing children for the real world. Relevant studies suggest that schools facilitate the integration of migrant children, functioning as a doorway to host societies and the key to enter a ‘new future’ (Eurydice, 2004; Chomentowski, 2009; Steinbach, 2010). In the Netherlands, the growing presence of immigrant children in schools has fueled scholarly interest in and concerns for examining the factors important in shaping their educational trajectories (Asher et al., 2008; Traag & Velden, 2008). In general, several studies suggest that problems of school adjustment and sociocultural integration among immigrant children are usually associated to their different cultural background (Lenoir et al., 2008; Crul & Holdaway, 2009). During their school attendance, learning and integration difficulties may occur, as the characteristics of migrant children and their cultural background are highly varied. In light of these considerations, it is important to highlight the role of culture in major areas of integration outlined in the initiatives launched by the Dutch government for the integration of immigrant children. Such initiatives are mainly focused on the implementation of integration or reception schools with special programs for language instruction that can facilitate learning and foster the integration process of migrant children in Dutch schools. In this process of adaptation, language and friendship are key elements for creating the sense of belonging to and make them feel part of the life and activity of the class (Dusi et al., 2015). Former research on the integration of migrant children at schools have provided empirical evidences that language and friendship are the two dimensions that color the experience of migrant children entering a new world (Suarez-Orozco & SuarezOrozco, 2000). Similarly, Berry et al. (2006) have argued that successful integration at schools is correlated to the acquisition of linguistic-communication and socio-cultural competence. In culturally diverse classrooms, more experienced teachers and integration activities are fundamental to promote friendship and stimulate higher grades and more participation among them. Consequently, these skills, values and objectives are associated with the intercultural outlook that should be developed among pupils. Intercultural strategies for teaching culturally diverse pupils are focused on the development of educational interventions that support cultural dialogue in order to hinder differences and protect cultural diversity, but at the same time fosters the integration of immigrant children at schools. In the Netherlands, the educational system does not provide recommendations regarding the promotion of intercultural eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 14 In-depth activities at schools, failing to address the real-life performance of pupils in multicultural classrooms (Bauman, 1999). It is up to schools to organize and implement curricular activities for intercultural education. One of the most effective educational practices for promoting intercultural experiences among students and teachers at schools is the so-called collaborative learning. This method has gained fresh prominence among education scholars as a device for managing diversity in multicultural classrooms (see Tielman et al., 2009). In the sections that follow, it will be argued that collaborative video games as a tool for collaborative learning can help immigrant children develop the intercultural skills and competences necessary to live and function well in their daily lives in the school environment. 3. A Collaborative Approach Intercultural Education to Although individualism and competition are usually prioritized as student–student interactive patterns in educational environments, previous research has shown that collaborative interactive patterns have several positive effects (Padilla, González & Gutiérrez, 2009, p.1251) that can benefit intercultural integration among children in educational environments. Students seem to be more positive about each other when they work cooperatively regardless of differences in ability, ethnic background, handicapped or not. Students also seem to be more effective interpersonally as a result of working cooperatively when cooperative interactive patterns are used (Johnson and Johnson, 1988, para.13). Furthermore, when collaborating, students seem to better develop their interaction skills, and have a more positive expectation about working with others than students from competitive or individualistic settings (1988, para.14). As a result of collaborative interactive practices in educational environments students can learn to work together and different skills can be acquired and developed regardless of their cultural backgrounds, fostering attitudes of respect and tolerance. Educational researchers Johnson and Johnson (1994) have identified five collaborative components that according to the authors should be encouraged when collaborative learning is promoted: • Positive interdependence: Positive interdependence happens when collaborating students are aware that they are linked with others and that their success depends not ning r a e eL ers Pap 43 • • • • only on their performance, but also on the performance of their partners. To put it differently, they understand that their own performance benefits not only themselves, but also their partners, and that their partners’ work also benefits them. Positive interdependence is therefore related to socio-cultural competence: students participating in activities that foster positive interdependence learn that collaborating with others can report personal benefits and that an egocentric behaviour is not always beneficial. Positive interdependence has also the potential to facilitate communication among participants who need to understand other students and communicate their individual needs. Individual accountability: Individual accountability happens when all the players can contribute in a specific way with their personal knowledge, but also can benefit from others’ personal skills. Individual accountability is therefore related to socio-cultural competence: students participating in activities that foster individual accountability are encouraged to empathize with other participants and acknowledge and value their individual skills. Positive interdependence has also the potential to facilitate communication among participants who might be interested in learning the skills they observe on their partners or ask them for help, for example. Face-to-face promotive interaction: This is produced when players share their knowledge, discuss different points of view, help others who are finding it difficult, etc. The benefits of face-to-face promotive interactions are related to the cognitive activities and interpersonal dynamics that only occur when players get involved in promoting each other’s progress such as orally explaining how to solve problems or teaching their own skills. Social skills: This cooperative component is present when in collaborative sessions students are encouraged to use their social skills such as leadership, decision-making, trust-building, communication and conflict management. This component is then again strongly related to sociocultural competence and also facilitates linguisticcommunication. Group processing (Self-analysis of the group): According to Johnson and Johnson collaborative learning is also more effective when group self-reflection is encouraged. Students should be given the possibility to discover whether their working relationships were effective and if they were able to achieve their goals. Again, linguistic eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 15 In-depth and socio-cultural competence can be derived from learning practices in which group processing is promoted. In light of the correlation between these five components and the acquisition of linguistic and socio-cultural competences, they have been used as guidelines to structure our exploratory study. These five components are then considered here as indicators of intercultural integration in educational environments. 4. Collaborative Video Games Intercultural Integration for Considering the benefits of collaborative interaction for intercultural integration, the present study explores the potential of the use of collaborative digital games as a mediation tool in designed gaming sessions that aim to foster intercultural integration in educational environments. The use of a digital game in a specific context as a mediation tool to foster attitude change was coined by the game scholar Teresa de la Hera (2015) as game-mediated persuasion. The practice of game-mediated persuasion can be used, among other purposes, in a process of persuasion in which the game is used as a tool of mediation between transmitters and receivers. In this case, the game is not used to convey a specific message, but to change or reinforce specific attitudes or behaviours of players by providing an experience that fosters specific interactive patterns to achieve the attitude or behaviour pursued among participants. The persuasive potential of this practice relies on the fact that while playing the game players are not only situated as avatars in a virtual world but are also situated as human beings in a particular physical space, sometimes surrounded by other people that can or cannot be playing the game (Hung, 2007, p. 248). In this respect, game scholar Chia-Yuan Hung (2007) has found that offline interaction among players and the locally constructed and contingent factors of the context in which games are played have an important role in the process of persuasion. As well, the relationship between integration and adjustment is also moderated by the context of integration (Berry et al., 2006). The relevant dimensions and elements of the environment where integration occurs need to be considered, as they exert great influence on intergroup attitudes towards intercultural practices (Ward, 2013). Because the school environment provides the conditions for intercultural interactions among students from different migrant backgrounds, playing the game at school moderates the persuasive effects of the game on intercultural integration. ning r a e eL ers Pap 43 This exploratory study is based on the hypothesis that the use of collaborative video games as mediation tool in sessions in which intercultural integration is sought and fostered can facilitate verbal and non-verbal communication and social interaction among immigrant students. These social communication practices can increase players’ language and socio-cultural competences, which in turn will positively rebound on their sense of belonging, fostering the process of integration. As previously stated, the five components identified by Johnson and Johnson (2004) are considered in this study as indicators of intercultural integration. The study of Padilla Zea et al (2008) has analyzed how these five collaborative components can be encouraged via collaborative digital games: • Positive interdependence. Collaborative games can foster positive interdependence by: - Establishing a common goal for all players. - Including a “group life” system to achieve team accountability. - Establishing an evaluation process on the group rather than on each player. • • • • - Providing a player score and a group score. Individual accountability. Collaborative games can foster positive interdependence by balancing players’ activities in a hidden way in order to help participants with difficulties. Face-to-face promotive interaction. Collaborative video games encourage players to play together to achieve their goals in the game. Interaction among players becomes then essential to progress in the game. Sharing their knowledge, discussing different points of view and orally teaching their own skills become essential to progress in the game. Social skills. Players of collaborative games must organize their tasks and make decisions that help them show their leadership and conciliation abilities. Group processing (Self-analysis of the group). A group analysis of the gaming session allows us to examine the effectiveness of each player’s contribution and how targets are being achieved. This could be a useful way to enforce an individual player’s abilities and enhance the group commitment to common targets. Up to this point we have discussed the theory that helps us support the claim that collaborative digital games used in designed gaming sessions in educational environments can eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 16 In-depth be an effective mediating tool in the process of persuasion. In the following sections, we present the design and results of a qualitative study that aims to be a first step to explore the potential of this practice. 5. Explorative Study Design In this section we present the design of the study conducted with the aim of exploring the potential of designed gaming sessions in which collaborative digital games are used to foster intercultural integration in educational environments. This research is qualitative in nature and therefore it does not seek for generalizable results. Accordingly, the purpose is to serve as a preliminary step for an eventual follow-up study. Methodology and Sampling The methodological approach of this study is the triangulation of methods. Methodological triangulation is defined as “the use of two or more methods of data collection in the study of some aspect of human behaviour” and it is used to “attempt to map out, or explain more fully, the richness and complexity of human behaviour by studying it from more than one standpoint” (Cohen, Manion, & Morrison, 2000, p. 141) and to overcome the problem of ‘method boundedness’ (see Gorard and Taylor, 2004). We have combined methodological triangulation with investigator triangulation, engaging two independent investigators for data collection and interpretation (see Silverman, 1993). Investigator triangulation has been used to increase the reliability of results as the use of two or more participants has been proven to lead to more valid and reliable data (see Smith, 1975). For this study we have used the combination of two methods: semi-structured interviews and observation during designed gaming sessions. As a methodological technique, an interview is a “flexible tool for data collection, enabling multi-sensory channels to be used: verbal, non-verbal, spoken and heard” (Cohen et al., 2000, p. 350) used for “an interchange of views between two or more people on a topic of mutual interest” for knowledge production (2000, p. 349). In this case, we conducted semi-structured interviews, i.e. “with a given agenda and open-ended questions” (2000, p. 97). Semistructured interviews should be conducted on a ‘critical case’ basis, selecting participants who are in key positions and have insightful knowledge about the information that is going to be collected. We held interviews with the director of the school and the teacher of the students participating in the study. These ning r a e eL ers Pap 43 interviews have been conducted as a first step with the objective of collecting information about the real situation of the school, present practices that are being used to foster integration and students’ profiles that could be interesting for the project. In a second stage, we conducted observation of designed gaming sessions (see Cohen et al., 2000, p. 401). The observation was direct and known by students but non-participant in nature (see Cooper and Schindler, 2001, p.375). The investigators did not intervene during the game sessions, avoiding conversations and eye contact with participants. Observational techniques were used to collect verbal and non-verbal data on the human setting and the interactional setting of the gaming sessions conducted with students. During the gaming sessions the gameplay and the conversations among players were recorded. Furthermore, both researchers present during the game sessions took notes about students’ performance in the game, verbal and nonverbal communication and any other details that could be relevant for the study. Three pairs of students were selected to participate in the gaming session. The selection of participants was done after collecting information during the interviews about their cultural background, linguistic competence in Dutch, time living in The Netherlands, social profile and school performance. Among the participants, we formed three pairs of students between 6 and 8 years old according to the following criteria: participants of pair one had good relationship in the classroom, participants of pair two had scarce relationship in the classroom and participants of pair three had a bad relationship in the classroom (See table 1). The criteria used for the selection of participants and pairs sought after the configuration of a sample that represented a variety in linguistic and social competences. As this was a qualitative research it was not the purpose of this study to look for a representative sample, as general conclusions will not be made from the results of the analysis. Once the game sessions were finished the researchers conducted a short structured interview consisting of the following questions: 1. Did you enjoy playing the game? 2. Did you enjoy playing with your partner? 3. If you were asked to play again, would you like to play again with the same partner? eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 17 In-depth This short interview was used to triangulate its results with some of the observations of the researchers regarding the evolution of the relationships among the pairs. Integration schools in the Netherlands The field site was located in one of the integration schools based in the city of Amsterdam. This school was chosen because it introduces newly arrived immigrant children to the challenges of adapting to a new school system where they have to learn a new language and integrate with other pupils coming from culturally diverse backgrounds. The main goal of integration schools is to provide new immigrant children with a good understanding of Dutch language in terms of speaking, reading and writing before they engage in regular public schools. The classes in these schools are smaller (10-15 pupils), and they often have an extra-school assistant and appropriate teaching methods and books that focus on the special (language) needs of children of immigrants. They cover children between 6 and 13 years old, as these children are defined as the most critical groups when arriving in a new school environment. New immigrant children attend the integration schools on a temporary basis, which means that after a year and a half of intensive education in Dutch language they are prepared to start regular schools. The promotion of educational practices that support intercultural integration is stimulated in integration schools. In the interviews conducted with the director of the school and the teacher of the students participating in the study, the informants provided a description of the types of activities conducted with the students and how they contribute to improve respect and mutual understanding, which is a fundamental element of knowledge and understanding of other cultures. For example, films and programs are used as a way to promote knowledge of their home country and at the same time stimulate their interesting in learning more about their classmates’ culture. Games also play a very important part in their learning process. When used in the classroom, they aim to create ways for students to collaborate with each other and help each other with their tasks during the class. Their teacher reported that when they play together, they are more motivated to speak with each other and work together. Another interesting activity is the “telling stories about their home country”. This practice consists of giving immigrant children the opportunity to talk about their country of origin in their classroom and sharing their different cultural experiences with their schoolmates. ning r a e eL ers Pap 43 The Game Little Big Planet 3 (Media Molecule, 2015) is a puzzle platform console game created by Media Molecule and published by Sony Computer Entertainment on multiple PlayStation platforms. The series follows the adventures of Sackboy and has a large emphasis on gameplay rather than being story-driven. The play component involves players taking control of Sackboy and navigating him through various levels. The game is suitable for those aged six and older. The gameplay consists primarily, but not entirely, of platforming like jumping and avoiding obstacles to successfully navigate to the end of a level to win. The game involves a player playing co-operatively with other players to navigate through a level whilst collecting various “bubbles” along the way. There are also numerous co-operative parts of levels whereby certain prize bubbles can only be collected with the help of at least one player or more depending on the number of players stated in the level. The Gaming Sessions We have conducted two hours designed gaming sessions with the three pairs of students described above. The pairs were asked to play the first level of the collaborative entertaining game Little Big Planet 3 (Media Molecule, 2015). Children were asked to play the game but did not receive any information about the objective of the study. Two researchers observed the gaming sessions without intervention. The gaming sessions were conducted in a special room in the school and scheduled according to the school availability. The first level of the entertaining collaborative digital game Little Big Planet 3 was used in this study because it is a tutorial level in which players are taught how to play. It follows that all participants, with or without experience playing video games in general and/or this one in particular, are given the possibility to learn how to play while playing. Furthermore the collaborative nature of this game allows encouraging the five collaborative components identified by the educational researches Johnson and Johnson (1994) in the following manner: • Positive interdependence: - Little Big Planet 3 is a game in which players need to collaborate in order to pass the different levels. One of the players cannot progress alone; therefore, competitive play is pointless. The common goals eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 18 In-depth and the required collaboration lead to positive interdependence. - Furthermore, all the players in the game are guiding a character with the same characteristics. The only thing that differentiates elements from one another is the customs they select for their particular character. This means that all players are equally represented in the game and physical or racial differences do not matter in this environment. - Individual achievements and rewards in Little Big Planet 3 benefit all players in the game. This means that players acknowledge not only how their personal achievements can bring benefits to others, but also how sometimes they can benefit from others’ achievements. - In Little Big Planet there is also a “group life” system that helps to achieve team accountability. A single player can die at certain moment, but if other players progress in the played level, the dead player comes back to the game. There is also a number of lives that all players share, so at certain moment all of them cannot continue anymore, this means that each player needs to take care from the rest if he or she wants to continue playing. • • • • Individual accountability: Little Big Planet 3 is a game in which different skills are necessary to progress in the game. The game requires from analytical skills, to problem-solving capacities or good hand-eye coordination among other skills. This allows different players to shine in different moments of the game fostering individual accountability. Face-to-face promotive interaction: The collaborative nature of Little Big Planet 3 stimulates in a natural manner the face-to-face interaction among players. At certain moments, the players need to teach their skills to other players, reflect together on how to solve a certain problem or even share or celebrate together an achieved goal. Social skills: The different nature of the goals of Little Big Planet 3 encourages players to take different roles while playing. While some of them take the leadership, for example, others play more in silent or even show their ability to conciliate when problems show up. Group processing (Self-analysis of the group): In this case the context in which the game was played facilitated ning r a e eL ers Pap 43 group processing after the gaming sessions. The short interviews conducted with the participants at the end of the session facilitated this reflection. 6. Results and Discussion The analysis of the data collected during this exploratory study has been structured using the five components of collaborative learning previously discussed in the theoretical framework of this paper. Each of these components has been considered an indicator of the potential of the practice proposed in this study to foster intercultural integration. These five components are discussed in relation to the development of linguisticcommunication and socio-cultural competences. Positive interdependence As previously stated in this paper Little Big Planet 3 is a game in which players need to collaborate in order to pass the different levels. This is also the case of the tutorial level that students were asked to play during the game sessions. As to positive interdependence, the most striking observation to emerge from data analysis is the evolution of collaborative behaviour among the three different pairs in the game. The three different couples started with different playing behaviour patterns. The first pair of students who had a good relationship in the classroom performed collaborative interaction in the beginning of the game. The second pair of students who did not have any relationship in the classroom started with an individualistic playing behaviour, without paying attention to their partner’s performance in the game and trying to progress by themselves. It is important to note that this second pair was also the one with more limitations in terms of language, a factor that may have precipitated linguistic and social interaction between them. Finally, the third pair of students, who had a difficult relationship in the classroom, started the game with a competitive playing behaviour. There is a first key moment in the game in which the attitudes of the three couples change from competitive to collaborative attitude. This is a moment when the two participants need to collaborate to pass a specific obstacle in the level. At this moment, all participants realize that they need to collaborate with their partners to progress in the game and positive interdependence arises for the first time. We also identify a second key moment in the game and it is the one in which the participants realize that they can rescue their partners when they die in the game if they keep progressing in eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 19 In-depth an individual manner. Interestingly, this moment leads to a new change in the behaviour of the three couples; in the three cases, they shift from collaborative to individualistic playing behaviour. This is the point in the game when they seem to perceive that they do not need their partners as much as they previously thought, as they can individually progress in the game and rescue their partners in a later stage. There is, however, a third key moment in the game that again turns the attitude of all the players. In this case, it changes from individualistic to again collaborative playing behaviour. In the three cases, the collaborative playing behaviour is maintained from this moment until the end of the session. This new change in behaviour is determined by the moment when players discover that there is a limited number of times they can die and be recovered in the game, and when this limited number of lives is reached, both players die in the game and need to start the level from the beginning. This key moment seems to foster positive interdependence again, and as previously stated, the collaborative playing behaviour is definitively settled. Highlighted moments: Positive Interdependence Group 1 Group 2 1: Do you have an idea for that? They discover they can save each other when one of them dies. Then 1 starts playing alone and leaving 2 behind to save her later 2: I think I understand it. We should do this together 2 starts learning from 1 by watching what she does. Finally 1 surprises 2, they start playing together and finish the level together. Overall, the analysis of the evolution of behaviour in the three couples suggests that Little Big Planet 3 as a collaborative digital game has the potential to foster positive interdependence. Individual accountability There is also a specific key moment in the game in which it is possible to see how individual accountability arises in the three cases. This is a moment when different skills need to be combined to pass an obstacle. It is not obvious in the game how this obstacle needs to be passed and the three couples need to think for a while how to pass it. In this case, good problemsolving capacities are useful to overcome the obstacle. However, when the players discover how to pass the obstacle, good handeye coordination is also needed to achieve it. In both verbal and ning r a e eL ers Pap 43 non-verbal communication emerging from that moment, it can be appreciated how participants recognize and value the skills of their partners and also enjoy when their partners discover and value their own skills. It is can also be observed that the pairs become more interactive at this point (i.e., they ask for help and offer help). It is notable the example of a pair who really struggled with language barriers. In this case, both players used non-verbal communication and interaction via their characters in the game in order to help each other. Highlighted moments: Individual accountability Group 1 Group 3 2: I do not understand it. Do you see how I do it? 2: Listen to me, listen to me, we have to do it like this 1: Can you please help me? 1: I can help you 2: This is better They solve a problem together They bump fists to celebrate Face-to-face promotive interaction As previously stated, the collaborative nature of Little Big Planet 3 stimulates in a natural manner the interaction among players. In all the key moments described above, it can be noted how verbal and non-verbal communication increases. The participants seem to feel the need to communicate in order to solve the different challenges of the game. Again, we would like to highlight the case of group 2. In this case, it is interesting to observe the use of gestures to establish communication as a way to overcome language barriers. This factor led them to evolve from an individualistic playing behaviour to a collaborative playing behaviour. Highlighted moments: Face-to-face promotive interaction Group 1 Group 1 takes 2’s control, teaches 2 how to pass the obstacle, this way she draws her attention, and then gives 2 her control back and let her do it 1: I am here 2: How I get there? 1: Do it like this (points the button in the control) They celebrate together by touching each other and smiling Social skills It is interesting to observe the ways in which the players adopt a clear role in the game in relation to their social skills. In the three cases, for example, it is possible to see from the very beginning that there is a leader in each pair and that the other eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 20 In-depth member quickly assumes his/her secondary role. Another interesting pattern refers to the way they behave according to social conventions fostered in the school, such as apologizing when they do something wrong or being thankful when they receive help. Highlighted moment: Social Skills Group 1 Group 3 When they are not able to continue together, 2 decides to kill himself, 1 passes the obstacle and he gets 2 back later When they realize they have to play together they start helping each other from their own benefit. 2 starts teaching 1 how to do things At certain moment 1 starts leaving 2 continuously behind, killing him several times Then 1 discovers how to do something and 2 realizes that he needs from 1. They solve together a problem 2 starts crying 2: Well done! Thank you! 1 offers his control to 2 for him to play Then 2 takes the control of 1 and helps his character to save an obstacle to keep playing together They finally find the way to finish the level together Group processing (Self-analysis of the group) As previously explained, group processing has been fostered via short interviews conducted after the gaming sessions in which questions were focused on making participants reflect on the value of collaborating with their partners during the game. It needs to be highlighted in this section that the six participants in the study manifested their will to play again if the possibility would be given to them. The overall response to this practice was very positive. Interestingly, all the six participants manifested their desire to play again with the same partner and reported that playing in collaboration was more fun than competitive or individual play. 7. Conclusions and Directions for Further Research After analyzing the data collected during the exploratory study presented in this paper we can conclude that the results suggest that collaborative video games might have the potential ning r a e eL ers Pap 43 to become an effective mediation tool to foster intercultural integration in schools. As it has been discussed in the previous section, we have found in the three gaming sessions conducted for the study examples of the five components of collaboration identified by Johnson and Johnson (1994). These five components have been showed to have a direct correlation to the development of linguistic-communication and sociocultural competences, considered in this paper as indicators of intercultural integration. It is interesting to note that the three couples, who had completely different playing behaviours at the beginning of the session, experienced similar changes in playing behaviour throughout the session triggered by specific key moments in the game. The need of collaboration and combination of different skills in the game to pass the proposed level were the key game elements that not only fostered a collaborative attitude, but also encouraged communication among players and increased social interaction. During the sessions, it was also possible to appreciate how participants learned to value their partners’ skills and learned the value of their own skills. These findings suggest that collaborative games may serve as a way to foster players to see differences between each other from a positive perspective. The positive consequences of these game interactions for integration can be illustrated by assessing the third couple’s performance in the game. Both students started with a really competitive behaviour, and eventually learned to value each other’s competences, which were not only appreciated via their linguistic and non-linguistic communication codes during the game, but also verbally manifested by them in the short interview after the gaming session. Furthermore, collaborating in a digital environment in which visual communication played a main role seems to serve as a tool to overcome language barriers. It is interesting to note here how in the second gaming session of this study problems stemming from language barriers that at the beginning of the session affected their capability to express their difficulties and/ or explain different mechanisms of the game, were overcame during the session by the use of other types of communication, such as interaction of characters in the digital environment. In short, the results of the current study support the idea that game-mediated persuasion via collaborative digital games can be an effective practice to foster multicultural integration. Further research including a larger group of participants and evaluation of the evolution of the relationships beyond the gaming should eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 21 In-depth be conducted in order to evaluate the effectiveness of this practice. Of relevance to our study was also the fact that integration schools in Amsterdam allow for a curriculum that includes activities aimed at the improvement of intercultural dialogue and mutual understanding of the culture of immigrant children attending these schools. Despite the lack of incentives by the Dutch government towards the adoption of policies to manage cultural diversity, schools receiving children with immigrant backgrounds recognize the importance of implementing innovative practices that can help students successfully negotiate their cultural differences. Gee, J. P. (2004). Situated language and learning: A critique of traditional schooling. London: Routledge. González Sánchez, J. L., Cabrera, M., Gutiérrez, F.L. (2007). Diseño de Videojuegos aplicados a la Educación Especial. In: Proceedings of eighth congreso internacional de interacción persona, Ordenador, Zaragoza, Spain. Gorard, S. and Taylor, C. (2004) Combining Methods in Educational and Social Research. London: Open University Pres Hung, C.-Y. (2007). Video games in context: An ethnographic study of situated meaning-making practices of Asian immigrant adolescents in New York City Paper presented at the Situated Play. DiGRA 2007 International Conference, Tokyo, Japan. 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Appendix Pair 1 Pair 2 Pair 3 Students Age Country of origin Time in NL School group School Performance (General information) Boy 1 7 Greece 12 months 3-4 Regular child Boy 2 6 Serbia 5 months 3 Very talkative and curious, performs well at school Boy 3 8 Israel/Italy 6 months 4-5 He’s very smart, performs well at school, but he has lots of trouble at home, sometimes he finds it difficult to express himself. Boy 4 8 Egypt 6 months 4-5 He is very active, likes sports and he performs well in the activities. Girl 1 8 Poland 6 months 4 She performs well at school Girl 2 8 Great Britain 6 months 5 No special remarks, she performs well Edition and production Name of the publication: eLearning Papers ISSN: 1887-1542 Publisher: openeducation.eu Edited by: P.A.U. Education, S.L. Postal address: c/Muntaner 262, 3r, 08021 Barcelona (Spain) Phone: +34 933 670 400 Email: editorialteam[at]openeducationeuropa[dot]eu Internet: www.openeducationeuropa.eu/en/elearning_papers ning r a e eL ers Pap 43 Copyrights The texts published in this journal, unless otherwise indicated, are subject to a Creative Commons Attribution-Noncommercial-NoDerivativeWorks 3.0 Unported licence. They may be copied, distributed and broadcast provided that the author and the e-journal that publishes them, eLearning Papers, are cited. Commercial use and derivative works are not permitted. The full licence can be consulted on http://creativecommons.org/ licenses/by-nc-nd/3.0/ eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 23 In-depth A Room With a Green View – Using and Creating Games for Sustainability Education Authors Darragh Coakley [email protected] Cork Institute of Technology, Technical Officer: Department of Online Delivery Cork, Ireland Roisin Garvey [email protected] Cork Institute of Technology, Technical Officer: Department of Online Delivery Cork, Ireland This paper offers a qualitative review of the types of learning computer and video games have been shown to support and goes on to focus in on the specific area of games which are aimed at fostering knowledge and skills related to sustainable development, in addition to cultivating a range of important generic metacognitive and 21st century skills. The authors outline a number of theories related to sustainability education and identify how games can be used to help support sustainable development education through conventional skills and knowledge facilitation while also discussing the use of games to help promote a shift in fundamental attitudinal dimensions by constituting a form of procedural rhetoric (Bogost, 2007) based around the learner experiences of rulegoverned variables related to sustainable development. A variety of games which can be used for sustainable development education from a spectrum of existing commercial and serious video game titles across a wide range of game genres are presented and their potential for sustainability education is discussed. An analysis of a game designed to facilitate sustainability education which is currently under development as part of an EU project - “Green Games” - is analysed and a number of conclusions are offered. Gearoid O Suilleabhain [email protected] Cork Institute of Technology, Head of Department: Department of Online Delivery Cork, Ireland Maja Pivec [email protected] FH JOANNEUM, Professor: Dept. of Information Design Graz, Austria Tags Serious Games, Game Based Learning, Games for change, Gamification, Sustainability ning r a e eL ers Pap 43 1. Serious Games for education Digital games, regardless of their intended use, can be seen to aid in the development of a range of specific competencies, social skills, cognitive abilities, motivation, strategic thinking, problem solving skills, hand-eye coordination, motor skills and memory. Notably, the pedagogical model and methods used within serious games environments are based on authentic constructivist approaches of promoting collaborative learning and active participation in order to build meaning. Shaffer (2007) notes that games build situated understandings, effective social practices, powerful identities and shared values and ways of thinking, and Whitton (2010) states that games facilitate “good learning activities are intrinsically challenging – but achievable – and stretch and engage the learners through gradually increasing levels of difficulty”. One extremely beneficial characteristic of an educational game, for example, is the manner by which instructional content can be integrated with general game characteristics. With repeated use of a game, the learner is expected to elicit desirable behaviours based on emotional or cognitive reactions which result from interaction with and feedback from game play - in particular constant evaluation and assessment, evidenced in the progression in difficulty in games, and feedback which is elicited by interactions & actions taken in the game. In this manner, game-based learning helps to facilitate learning through authentic activities and environments, a concept similar to the use of Cognitive Apprenticeship. eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 24 In-depth While theory provides an extremely good basis for learning, situation or context-based experience is where authentic learning can be implemented and higher-level metacognitive activities such as planning and evaluation, and critical and creative thinking can take place and can help to facilitate the application of knowledge and skills. The movement towards this reflective and focused utilisation of knowledge and skills, as a goal of the learning process, can be seen in learning theories such as Bloom’s Taxonomy (Bloom et al., 1956) and Sternberg’s Developing Expertise Models (1999) (see Figure 1 below). The immersive nature of games are a means to offer simulated environments in which players can lose themselves for extended periods of time, of their own volition, and can facilitate learning within a generated context or situation in a way few other approaches can offer. 2. Games for sustainability education Sauvé (1999), described sustainability education as being similar to 3 spheres, one within the other - “The “space” of environmental education corresponds to the third of the following three interpenetrated spheres of interaction where the basic development of a person occurs” (see Figure 2 below). Figure 2. Sauvé’s three interrelated spheres of personal and social development. Figure 1: Sternberg’s developing expertise model An additional key factor in the use of an educational game is motivation. The game environment is motivating, so that the learner repeats cycles within a game context. As noted in “Intelligence as Developing Expertise” (Sternberg, 1999; Sternberg, 1985): “Motivation drives metacognitive skills, which in turn activate learning and thinking skills, which then provide feedback to the metacognitive skills, enabling one’s level of expertise to increase”. Games, built upon a constant loop of activity and feedback, are intrinsically rewarding, and good game design determines that a game offer the right amount of challenge throughout to the user. This “right amount” refers to a level of challenge designed to try the player’s abilities without exceeding what the player is capable of and which adjusts the challenge as the game progresses, allowing the player a sense of personal control over the game activity. ning r a e eL ers Pap 43 The core or central sphere refers to the learner’s own identity, the second sphere refers to the learner’s interactions with other individuals or groups. The third sphere, then, refers to the biophysical environment which the learner is part of and the relationship the learner has with this environment, as conveyed through the sphere of interpersonal and social relations. Sauvé noted of this third sphere that: “We also find here the integration of ecological education and economic education, both related to an individual’s and a society’s relationship to the “home”— oikos...Economic education helps to manage our relationships of consumption, organization, and exploitation of the environment as a “home” (it is not, in fact, a question of managing the environment but of “managing” our own choices and behaviours in relation to it).” Tragazikis et al. (2009) noted that Sauvé’s concept for sustainability education as appropriate for the world of video games, noting that: “In a game a player adopts three different identities, the real one, the representation of the real one on the avatar and finally the avatar itself on the digital environment”. They identified that, from an educational point of view, learners eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 25 In-depth should, through this process, develop a kind of “environmental morality” which can influence the learner’s thoughts and actions and through which learners should become aware of the effects which their personal and social perceptions and actions have on their environment through their personal ingame investigations. In this fashion, players can access a context for understanding complex systems related to environmental awareness. Tragazikis et al also drew comparisons between this process of learners adopting particular roles and perspectives in playing games and players occupying the zone of proximal development. An additional important element with regards to education on sustainability is to illustrate the catastrophic results of bad sustainability practice, such as global warming and deforestation, as a way of increasing the learner’s “environmental morality” - e.g.: environmental concern and/ or knowledge of same. Malone and Lepper (1987) noted that imagined scenarios, such as those found in digital games, can offer the learner representations of real-world elements that allow the user to experience resulting scenarios or effects from such elements from multiple perspectives. Tragazikis et al seem to agree with this finding, noting that “material may be learner more readily when presented in an imagined context that is of interest than when presented in a generic or decontextualized form”. A useful additional element with regard to this scenarioorientated approach is also that it encourages to players to “think outside the box” in confronting problems and creating solutions. As noted by (Thomas and Brown, 2009, such approaches require players to carefully examine situational potentials. Kelly and Nardi (2014) see this as an extremely beneficial educational element in games, in particular for games that deal with issues of “futures of scarcity” in which environmental issues such as climate change, resource depletion and pollution must be considered by the player. Kelly and Nardi also note that “Playfulness itself can be an asset for approaching the serious, daunting problems that modern civilization faces...Games can model making tough choices and cycles of scarcity, and games are pushing beyond current mechanics to incorporate more intellectually challenging options”. This transformative learning experience can help to both spark curiosity and foster persistence, opening students’ minds to new possibilities. Furthermore, this ability, to “play out” representations of real-life scenarios (including, in the case of sustainability training, scenarios which would result in ning r a e eL ers Pap 43 damaging real-life consequences such as global warming and deforestation) resembles one Gee’s learning principles (2005), the “Psychosocial Moratorium Principle”, whereby learners can take risks in a space where real-world consequences are lowered. Bogost (2007) identified that a key element to teaching and learning with games was not necessarily changing behaviours, but fostering frequent deep thinking and having the learner consider both the positive and negative results of actions. The persuasive power of games can be used to elicit deep and lasting emotional responses or critical reflections in the player. Bogost identified these “Persuasive games” as a natural choice for many bodies such as advocacy groups and lifestyle brands who wish to persuade the player of a certain argument, noting that such games not only deliver messages, but also stimulate experiences - becoming rhetorical tools. Indeed, this use of rhetoric is a key element for the use of games for sustainability education. Bogost, speaking on the ability of “persuasive games”, makes the case for what he terms “procedural rhetoric” within games, which posits that games can make powerful representations of real-world practices, concepts and happenings, not only through the use of media, but also through the use of processes which they embody and models which they present. Bogost noted that a game need not have an obvious political or ideological message to do this, however, as he identifies that all games facilitate this simply by the manner in which they reward some actions while discouraging others, creating their own procedural rhetoric in doing so. Games concerned with sustainability education, therefore can make strong rhetorical arguments that encourage more sustainable lifestyles, or can outline the dangers of unsustainable actions. Arora & Itu (2012) note that the trend in many games concerned with educational elements are able to indirectly affect players of their learning objectives by “attracting, engaging and sustaining the players in this game world and, through constructed narratives, fostering empathy for the characters and creating shared knowledge about the issue at hand, with the overall aim for personal involvement and activism towards the issue.”. Writing on the use of virtual tools and e-campaigns by INGOs to inform, communicate, educate and raise funds, Arora & Itu also noted that these methods “could be considered an innovative idea of using a non-mainstream channel (which, nevertheless, eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 26 In-depth has a wide potential public) to disseminate information about social causes and reach the INGOs purpose of raising awareness and enhancing social change.”. It is also worth noting that the use of games as a medium for education brings with is an additional, external factor, which is the community of gamers who play games. Gamers, as a community, have a strong history of activity and generativity outside and inside of games. Players engage in modding, fan-fiction, screencasting, streaming, producing and reviewing games and have, over the past number of years, developed extremely strong communities of practice around games. Players of the hugely popular MMOG “World of Warcraft” have developed a Wiki community around the game, for example, which at one point in time was the largest wiki after Wikipedia. This willingness to engage in activity outside of the game environment is an element which can be harnessed to affect positive change in terms of activism. The case for the use of games for sustainability education, therefore, is a strong one. Adding credibility to this case is a range of games, in a variety of game genres and formats, currently available which facilitate education on sustainability. This range of games includes both large-budget commercial games as well as serious games whose aim is to provide training on a specific area of sustainability education. 2.1. Commercial games The primary advantage of the use of commercial games for sustainability education typically (though not necessarily) lies in the strength of these games “as” games. Commercial games tend to possess larger budgets, more experienced and intellectual individuals for development and the most up-to-date technical hardware and software, creating games which provide players with premium gameplay experiences. Furthermore, commercial games and commercial game developers often command a strong audience of followers and can access avenues of popular culture which may be beyond serious games and developers of serious games. Commercial games, however, as they are focused strictly on providing the most engaging gameplay experience of the player, tend to lack the specific objective of serious games. Nonetheless, commercial games, even without this focus, are able to facilitate education on issues related to sustainability. Indeed, as noted by Jenkins et al (2003), serious games may often fail to engage players due to a less enjoyable playing experience (as a result of sacrificing rhetoric for gameplay), whereas commercial games, with their focus specifically on enjoyable game mechanics, can overcome this. ning r a e eL ers Pap 43 Games such as Sim City were early (and still are) examples of games which confronted the player with choices and responsibilities related to sustainability and environmental morality. Decisions in games such as Sim City required the player to decide what sources they would use to provide energy to their virtual cities and necessitated that players adopt a realistic viewpoint with regard to the advantages and disadvantages of each - whereas renewable energy sources, for example, in the game such as wind turbines reduced pollution and provided energy, they required a comparatively large amount of real estate and produced less power compared to other sources. Fossil fuels in the game provided more energy and took up less space, but would create pollution, impacting on the health of residents. Nillsson (2008), for example, as part of a study which involved using Sim City 4 to get students to create sustainable cities, noted that: “When deciding which power plant to install the students considered relationships between cost, amount of power generated, and environmental damage. They got to experience consequences of their actions and how they influenced the development of the city, e.g. citizens moving in or out, level of pollution, budget and tax problems, factors that in this paper are referred to as simulated real world problems.” Another commercial game for sustainability education is Ludwig, a futuristic physics adventure game requiring the player to learn about the need for renewable energy and the dangers of depleting fossil fuels. The player must explore a futuristic environment and discover ways of creating energy from that environment. The game’s website provides educational information for parents and teachers as the game is targeted towards children between the ages of 10 and 14. This game was developed in tandem with research undertaken as part of a project studying motivation and learning transfer in serious games - “Research on motivational aspects and knowledge transfer in digital educational games for children aged 10 to 14 years”. 2.2. Serious Games Serious games that are designed specifically for educational purposes are often suitable for use alongside traditional teaching methods in order to achieve various curriculum objectives. Games for sustainability education are no different allowing students, both formally and informally, to learn or revise content related to this important area. While the advantages of serious games often lie in the quality of the content within, they can also make good use of the motivational and engaging effects of eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 27 In-depth games while also allowing users to explore the development of other skills (De Freitas, 2006). This motivation and engagement in turn increases the potential for knowledge acquisition and retention (Connolly et al., 2006) potentially leading to a change in real-life habits or increased awareness of important environmental issues. Serious games for sustainability have taken many forms, from simulations to turn-based strategy games and the recent focus on sustainability and environmental education has seen a steady rise in the development of serious games in this genre. Simulations have their advantages for learning, as they require critical thinking rather than putting an emphasis on any traditional rote learning. Students engage in decision-making and can test these decisions in risk free environments void of real world consequences. But simulations are, in essence, overly simplified versions of environments and, games like Sim City and Civilisation in particular, are vastly complex ingame environments where users can essentially roam free. An old case study on the benefits of Sim City and Second Life as planning tools had pointed to a lack of fidelity in the responses and actions of the characters as a significant flaw but noted the use of evaluation tools such as graphs as aiding the analysis of decisions (Devisch, 1998). SimCityEdu: Pollution Challenge! addresses these and other issues by adding structure and constraints to the environment to enhance learning and by chunking information and tasks into 10 minute sessions to make them more suitable for the classroom. The game, modified from the popular SimCity game series was developed as an educational game to teach students about environmental issues and pollution in cities and to provide an integrated assessment methodology for the students. The game encourages students to plan ahead but also take risks, and they become invested in the town they’re creating, thus encouraging them to analyse the decisions they have made and plan for a more successful town in the future. ElectroCity, a turn-based strategy game follows a similar model whereby users in the role of mayor manage a virtual town with gameplay involving the particular management of issues relating to energy. The game development was funded by the New Zealand energy company, Genesis Energy with a view to increasing awareness of consequences of energy consumption and misuse. The larger aim of this game is to use critical thinking and decision making strategies to develop a town into a large metropolis all the while maintaining the satisfaction of the ning r a e eL ers Pap 43 population. Catchment Detox is another turn-based strategy game but with a focus on water and the environment in and around catchment areas. The game requires the player to manage a virtual river catchment over a set period of time (100 “turns”) whereby the player must make decisions on changing the landscape to facilitate activities and/ or deal with environmental problems. The overall aim of the game is to create an environmentally happy catchment with a sustainable and thriving economy. These games takes advantage of the particularly addictive nature of turn-based strategy games, using simplistic gameplay mechanics in order to challenge the user to improve their outcome. Both games are offered along with supplementary educational material for teachers to use the games in the classrooms. Generally, these games allow for risk free, experimental learning to take place as the user takes control of their virtual world under the guidance of their teacher. Climate Defense is a “tower-defense” mobile strategy game designed to specifically target environmental issues by teaching students about the absorption of CO2 by plant life (and elements which can reduce Co2). The game requires the player to reduce the amount of CO2 approaching the top of the screen by placing obstacles such as buds, flowers, fruit, each of which absorbs CO2. There are two modes of play within the game – one “ideal world” version where it is possible to reduce CO2 levels and another “realistic” version where the CO2 levels increase and cannot ultimately be slowed by player actions, ultimately aiming to highlight the real world implications of CO2 in the atmosphere. PowerUp is a 3D action strategy game that focuses on energy, engineering and diversity, with the objective of the game being to generate clean energy while racing to save the planet from ecological disaster. Each area of the energy- themed worlds - water, solar and wind - has a major challenge to be solved, all with four objectives and clear measures of success. The game also allows players to interact with non-player character “engineer guides”, whose personal experiences are provided by professional engineering societies from various diverse backgrounds. The gameplay is designed for classrooms with the minimum age of 10 years; the recommended age is 12-16 years. The homepage has teacher resources and recommendations for planning the order of the lessons. The two lessons based on the Orientation Center (Lessons 1 and 2) review concepts that are integral to the game’s back story and provide students with an insight into the diversity of the Engineering field. eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 28 In-depth 3. Green Games Project Game - The Great Green Hipster Hotel Seeking to build upon the characteristics and lessons of many of the aforementioned games, the central aim of the Green Games project (www.greengamesproject.com) is to develop an online digital game and game-based-learning methodology for the understanding and implementation of knowledge, skills, strategies, tools and regulations related to food and water waste and energy management specifically within the Tourism and Hospitality sector, the game in addition advocates attitudinal change and endorsement of relevant environmental values. In keeping with the notion of a “persuasive game”, the developed game invites players to interact with a complex system which not only facilitates conventional skills and knowledge development but also addresses the more fundamental attitudinal dimension by constituting a form of procedural rhetoric based around the learner experiences of rule-governed variables to do with food waste, water waste and energy management within the Tourism and Hospitality sector. The game-based learning approach environment is seen as an appropriate and innovative method for this, providing an immersive, manipulable environment for education, which allows for the tuning of the learning content to the relevant learning group - as indicated by many of the games described previously which addresses education in sustainability. This game-based learning approach will also help modernize the area of green-oriented skills, knowledge and regulation in the Tourism and Hospitality sector. The game does not aim to replace any current environmental sustainability education, but rather offers an engaging means of complementing learning and allowing lifelong learners to improve or retain knowledge in the area. 3.1. Challenges of Applied Game Design The specific game requirements required for fulfilling the purposes of the Green Games project aims were varied, involving the design of a game which would: • • Facilitate the teaching of and acquisition of skills and competences in the areas of food waste, water waste, energy management related to tourism and hospitality. Facilitate transfer of in-game skills and competences developed to player’s real-life activities (both in a tourism ning r a e eL ers Pap 43 • • • and hospitality context as well as for regular household activities). Provide an experiential learning occurrence. Be fun to play and have a short and effective learning curve. Offer the right amount of challenge to the user throughout their progression in the game, while also remaining easily accessible/ playable to casual gamers. A key element in this process was the selection of the game genre. As outlined in the earlier description of games which offer sustainability education, the blending of gameplay mechanics with the educational elements of each game is frequently closely tied to the genre which the game occupies. An additional important additional element to this genre selection process was that the associated game genre mechanics would ensure that the game, to the player, would be engaging and enjoyable to play - e.g.: that the game would be a “fun” game. This “fun” factor constitutes an essential element for ensuring learner motivation - as noted earlier by Connolly et al, motivation and engagement in turn increases the potential for knowledge acquisition and retention. A further consideration undertaken was also the platforms which the game should be made available on - the selection of which would determine the “spread” of the game to ensure it reached the maximum number of players. The genre chosen for the Green Games project game was that of a mobile and tablet-based Business management game (e.g.: for iOS and Android smartphones and tablets). This genre of games is also often-referred to as “resource-management” (although the two terms are not equivalent). In a similar fashion to other games in this genre, such as the hugely popular games “Hay Day” and “Middle Manager of Justice”, the player must effectively run a business by hiring and training staff, managing and spending resources and building and upgrading their premises. The game addresses the issue of sustainability education by ensuring that players are required to learn about effective sustainability in tourism and hospitality (as well as in their own homes) by having to build and manage their hotel while attempting to ensure that they minimize food, energy and water waste through decisions in terms of building and upgrading, staff training and spending of resources. The decision to develop the game in question as a business management game was based upon a number of advantages offered by the genre. Business management games typically place the player in a management role – as a CEO or a manager or a trainer - a position many of the target audience (tourism eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 29 In-depth and hospitality students) will go on to occupy. Business management games usually involve high fidelity to the business in question, with a focus on a realistic experience of inhabiting the role of a manager and the use correct and adequate sport terminology - an element which facilitates effective transfer when attempting to educate players on realistic challenges and solutions which they may encounter in real-life. Furthermore, business management games typically involve making a series of strategic decisions and allowing the results to unfold, which, as outlined previously, allow the player to engage in and consider, at their own pace, the results of their own decisions in relation to bad and good sustainability practice. In this capacity, the competences of business management games are based around problem-solving skills, meta-cognitive competences and the player’s sense of agency - appropriate elements for education on effective sustainability practice. Business management games also tend to provide information on the current state of the subject area, institutions and individuals and to some extent, provide information and demonstrate knowledge about specific business techniques. As with the developed project game, business management games emphasize primarily resource management, e.g. using resources to hire staff, purchase equipment, etc.; followed by engaging the player to a high extent in problem-solving and decision making activities around their choices and developing and testing hypotheses thus improving players strategy to achieve better performance. In this way, games in this genre support the development of meta-cognitive competences by demonstrating interconnections between different elements of the game and how player’s decisions affected profit and loss. Business Management Games also provide a good learning platform for business students to learn about sustainability related aspects from a managerial point of view, and can develop a rhetoric around the influence and importance of various management factors necessary for a successful business. In this manner, this genre can therefore be used to highlight social issues (such as sustainability) in a realistic manner. 3.2. Strategies for Objectives Reaching the Learning Within the context of a mobile business management game, the Green Games Project game aims to provide players with a quirky, humorous learning experience, in which the task of the player is to create a successful, environmentally-sustainable, hotel for ning r a e eL ers Pap 43 a variety of “hipster” guests. To achieve this goal, players must build and upgrade a range of bedrooms, bathrooms, restaurants and other features to meet guest requirements and must also hire staff to manage these facilities (see Figure 3 below). By meeting guest demands and managing their available resources, players can grow their hotel effectively, constantly improving its size, capacity and reputation. Figure 3. Gameplay graphic of a player’s hotel In addition to building the hotel, players must also ensure that they run their hotel in an efficient and sustainable way if they wish to be successful in the game. Players begin with a limited amount of water and energy (until the hotel as a whole can be upgraded). In order to keep expanding their hotel, players must therefore minimize the amount of water & energy that rooms in the hotel use. This can be done through improving rooms with upgrades that reduce energy/ water waste, such as energyefficient lights and tap aerators (see Figure 4 below), or through training hotel staff on how to reduce waste and improve sustainability. Players must also upgrade their restaurant to serve all manner of dishes – primarily “hipster” meals such as veggie burgers and kimchi tacos - and train staff in how to avoid food waste. Players must also order food without ordering too much which results in waste, or too little which results in unhappy guests. These sustainability actions require players to reflect upon and critically evaluate their decisions with regard to the necessity of balancing the expansion of their hotel and their ability to generate income with the need to maximize sustainable practice in order to facilitate expansion and income generation. This process requires players to engage in strategic decision-making which can involve a course of trial and error and which also calls upon players to assess their decisions in terms of effectiveness and to consider alternative courses of action. eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 30 In-depth Figure 4. Optional upgrades for a bedroom to reduce energy/ water waste Figure 5. An upgraded bedroom in the process of receiving additional upgrades to reduce energy/ water waste objects and associated assessment, the developed game utilizes an approach similar to the “freemium” mechanic implemented by hugely successful mobile games such as “Hay Day”, “Clash of Clans” but subverts this model for pedagogical purposes. Within commercial freemium games such as Hay Day/ Clash of Clans, players pay microtransactions to access additional features, or to speed up aspects of the game (e.g.: time required for construction of new in-game elements, training of in-game character for improved performance, etc.). In the developed Green Games project game however, players can speed up certain in-game events (such as construction of a room, or upgrading of upgrades of equipment to reduce energy/ water waste, or staff training in some element of improved sustainable practice) not with microtransactions, but by watching training animations and correctly answering the accompanying assessment questions. Figure 6. An educational animation which can be viewed to speed up the process of upgrading a bedroom’s light bulbs For further implementing education on sustainability, the developed game also provides training on the implementation of specific equipment, practices and opportunities related to food, water and waste management. This is facilitated through the provision of animated content in-game which is focused on the specific practice/ equipment being implemented (e.g.: swapping standard light bulbs in a bedroom for energy-efficient light bulbs, or training staff on the correct way to separate waste in the kitchen). Each of these educational animations also involves a series of assessment questions which the player is required to answer to demonstrate learning. If the player answers the question correctly, the process of upgrading is sped up, if the player answers incorrectly, the process of upgrading does not happen. To incentivize the player to engage with these media ning r a e eL ers Pap 43 eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 31 In-depth The animation sequences and additional resources (in-game or as separate resource) to support achieving learning objectives. Figure 7. An assessment question related to the animation in figure 6 which the player is required to answer to complete the process of speeding up the upgrading of the bedroom’s light bulbs In this way, there is a genuine, game-related incentive for players to engage in and demonstrate learning, as demonstrated by the success of game mechanics used by successful freemium games. The educational element of the game is therefore targeted both to provide the player with: • • The ability to partake in trial and error regarding decisions resource management for real-life scenarios (e.g.: the expansion and management of the hotel against generated income and limitations in energy, food and water), requiring deep thinking and the evaluation of decisions made against positive and negative outcomes. The option to undertake “direct” training and assessment on specific elements of practical sustainability through the provision of structured, media-rich media (training videos and animations related to specific equipment upgrades or staff training) and accompanying assessment and feedback on same. In addition to the developed project game, associated guidelines and training for students, vocational teachers and others receiving, providing or participating in vocational training in the tourism and hospitality sector is offered by the Green Games project to facilitate the deeper learning process. This additional learning content is offered in the form of: • • • Information packs for teachers and materials and that are based on the research phase PowerPoint introductions for teachers to present the game and outline the learning objectives Lesson plans outline that can be further adapted to individual setting ning r a e eL ers Pap 43 In addition, several possible applications of the use of the game for educational purposes are provided along with the developed game, primarily focused on three steps: preparation, playing, and debriefing. In the “preparation” phase, topics and their importance are outlined along with learning goals. The “playing” session can be carried out as part of the class activities, or as additional homework, or a combination of inclass and after class activities, following the inverted classroom pedagogy. In the “debriefing” phase the in-game experiences need to be related to and transferred to real life context. To support better learning and discussion in this phase, students can also be asked to prepare for this phase in form of written reflections and play experience journal. 4. Conclusion Sustainable development education remains a hugely relevant and indeed urgent pursuit in the developed and development world alike. It is a challenge to us as educationalists and to those of us who promote the transformative potential of games for learning. The immersive nature of games in this context is seen as particularly interesting as a means to create learning environments in which learners as players can lose themselves for extended periods of time, and begin to think from the “inside out” gaining situated understanding and, ultimately, a kind of “environmental morality” (Tragazikis et al., 2009). In the Green games project this basic notion has been linked to Sauvé’s theoretical framework for sustainability education as well as Bogost’s (2007) recconceptualisation of games as procedural rhetoric to address hard to get at attitudinal learning and, ultimately, learning transfer. To date a range of games with varying levels of resonance with the above and with varying degrees of success have been developed. The range again includes a variety of genres and formats, and incorporates both commercial games as well as more niche market serious games. The former of course includes the hugely influential and often imitated game SimCity which can be seen as an early example of a recreational game which confronted the player with choices and consequences with regard to sustainability and, arguably, this notion of environmental morality. It is moreover a direct antecedent to eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 32 In-depth serious game titles such as SimCityEdu: Pollution Challenge! And ElectroCity. The Green Game project seeks to build upon the characteristics and lessons of some of these games in developing an online digital game for the understanding and implementation of knowledge, skills, strategies, tools and regulations related to food and water waste and energy management. In keeping with the theoretical frameworks indicated at the outset, the game is intended as a form of procedural rhetoric based around the learner experiences of rule-governed variables to do with food waste, water waste and energy management within the chosen Tourism and Hospitality industrial sector. Rather than following the template established by SimCity and its serious game clones the Green Game looks to the popular mobile and tablet-based Business management game genre to create a compelling and immersive gaming experience. A number of reasons for this choice are noted and includes the way in which such games can be seen to facilitate a sense of agency and to require, inter alia, certain problem-solving skills, and meta-cognitive competences. In addition to the challenges of creating a game that is both fun and educational the project has faced the challenges typical of a multidisciplinary project, including attitudinal resistance, differing work and research methods and related communication barriers. The project has had to draw on expertise in, variously, ecology and sustainable development, business management, hospitality and tourism studies, game design and development, instructional design, user experience, e-learning etc. As is typical of successful interdisciplinary projects, however, all members, whatever their original background, have gained from the experience. The common theoretical, methodological and technical groundwork has moreover, the project team believe, made the effort more than worthwhile. All have been joined in the common belief in the need for a greater focus on the promotion of sustainable development education both for the well-being of the citizens of our world but also – a point often missed --for the development the economy. ning r a e eL ers Pap 43 eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 33 In-depth References Malone, T., and Lepper, M. 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How Computer Games Help Children Learn. New Cambridge: MIT Press York: Palgrave Connolly, T., Boyle, E., MacArthur, E., Hainey, T. and Boyle, J. (2012) “A systematic literature review of empirical evidence on computer games and serious games”, Computers & Education, Volume 59, Issue 2, 661-686 De Freitas, S. I. (2006). “Using games and simulations for supporting learning”, Learning, Media and Technology, 31(4), 343–358. Devisch, O. (2008). “Should Planners Start Playing Computer Games? Arguments from SimCity and Second Life,” Planning Theory & Practice, Sternberg, RJ (1999). “Intelligence as Developing Expertise”, Contemporary Educational Psychology, 24(4): 359-375 Sternberg, R. J. (1985): Beyond IQ: A triarchic theory of human intelligence, New York: Cambridge University Press. Thomas, D. and Brown, J. (2009). “The play of imagination: Extending the literary mind”, In: K. Leidlmair (editor), After cognitivism: A reassessment of cognitive science and philosophy. Dordrecht: Springer, 99–120. 9:2, 209-226 Gee, J. P. (2005). “Good video games and good learning”, Phi Kappa Phi Forum, 85(2), 33-37. Retrieved from http://www.phikappaphi.org/web/ Tragazikis, Panagiotis, and Michael Meimaris (2009). “Engaging kids with the concept of sustainability using a commercial video game–a case study.” In Transactions on Edutainment III, . 1-12. Springer Berlin Heidelberg. Publications/PKP_Forum.html Jenkins, H., Squire, K. and Tan, P. (2003). ‘You can’t bring that game to school!’ Designing Supercharged! In B. Laurel (editor), Design research: Whitton, N. (2010). Learning with Digital Games: A Practical Guide to Engaging Students in Higher Education. New York: Routledge Methods and perspectives. Cambridge, Mass.: MIT Press, . 244–252. Kelly, S. and Nardi, B. (2014). “Playing with sustainability: Using video games to simulate futures of scarcity”, First Monday 19, no. 5. Edition and production Name of the publication: eLearning Papers ISSN: 1887-1542 Publisher: openeducation.eu Edited by: P.A.U. Education, S.L. Postal address: c/Muntaner 262, 3r, 08021 Barcelona (Spain) Phone: +34 933 670 400 Email: editorialteam[at]openeducationeuropa[dot]eu Internet: www.openeducationeuropa.eu/en/elearning_papers ning r a e eL ers Pap 43 Copyrights The texts published in this journal, unless otherwise indicated, are subject to a Creative Commons Attribution-Noncommercial-NoDerivativeWorks 3.0 Unported licence. They may be copied, distributed and broadcast provided that the author and the e-journal that publishes them, eLearning Papers, are cited. Commercial use and derivative works are not permitted. The full licence can be consulted on http://creativecommons.org/ licenses/by-nc-nd/3.0/ eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 34 In-depth To Game or not to Game – a pilot study on the use of gamification for team allocation in entrepreneurship education Authors Rajiv Vaid Basaiawmoit [email protected] Aarhus University Aarhus, Denmark Eszter Somos [email protected] University of Hull Hull, United Kindgdom Ervin Szalai [email protected] GraviTalent Budapest, Hungary Kata Szabo [email protected] GraviTalent Budapest, Hungary Taru Deva [email protected] Biosymfonix Skanderborg, Denmark Tags Teamwork, gamification, serious games, team allocation, business education ning r a e eL ers Pap 43 “A need for a well-balanced team” is a well-known adage, be it in sports, organizations or startups. There are numerous studies that suggest which type of teams perform better than others for a certain task, but the process of that team formation itself is rather unexplored and next to non-existent in the educational literature. Furthermore, educators burdened by course loads and schedules tend to opt for the easiest method of team formation – a random allocation or self-selection by the participants. Taking into account well known benefits of diversity in teams, we have tried to explore team allocation by educators and the use of gamification to try and answer the question - Is it possible to make team allocation easier for the educators as well as more fun for the students? We compare a serious gaming solution with an intensive instructorselection method for team allocation. This pilot study finds that the game-allocated teams performed equally as the instructor-selection method, but the former saved time for the educator while being fun for the students. While there were some hints that the game-allocated teams performed marginally better than the instructor-selectionallocated teams, further studies need to be done to confirm our hypothesis. 1. Introduction The importance of teamwork on learning in both organizational and educational settings is well established (Stevens & Campion, 1994; Henke et al 1988). From an entrepreneurship education perspective, the concept of teamwork is even more essential as it is increasingly evident that most venture creation processes are team-based and not individual-based (Forbes, Borchert, Zellmer-Bruhn, & Sapienza, 2006). While entrepreneurship research has largely been “individual” focused (Forbes & Miliken, 1999), a growing body of research is now forming around the study of entrepreneurial teams (Clarysse & Moray, 2004; Ruef, Aldrich and Carter, 2003). Nevertheless, a lot of these studies tend to study the process within these entrepreneurial teams and not necessarily the process of the entrepreneurial team formation itself (Forbes et al., 2006). There is even less evidence available for studies on team formation for entrepreneurial teams in a “classroom” setting (Huang-Saad, 2009) which serves as our starting point for this pilot study. Nevertheless, this is not a theoretical study on what criteria one should choose for the formation of entrepreneurial teams but rather an exploratory approach on studying entrepreneurial team formation and the use of gamification as an aid to known approaches. We first define certain background information on team-performance and team allocation and then report on the intervention following a 7 week entrepreneurship course. This, being a pilot study, takes an exploratory approach into team allocation methods and tries to correlate certain interventions with overall team performance measured at the end of the course. eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 35 In-depth What do we call a good performing team? Although the positive effect of any kind of team-work has long been established in educational settings (Henke et al., 1988), an additional aspect is how well the teams perform. Apart from the benefits of team-work itself (improving communication and cooperation skills), one would expect students to also experience effective team-work with a good outcome at the end of a project. For reaching this goal and maximizing learning opportunities, a good task has to be found which is similar enough to a real world environment to give usable knowledge and experiences to the students but is also feasible in the learning environment and allows a fair comparison between the teams. An established way of implementing this concept is the use of synthetic task environments (Cooke & Shope, 2004). In the synthetic task environment, participants use similar cognitive skills and behaviours as in the real world analogue which makes it a valuable teaching tool. Measuring the quality of work of real life groups is usually aided by objective outcomes (e.g. technician repair and response times: Wageman, 1995; sales: Gladstein, 1984; client complaints: Cohen and Ledford, 1994). When these kind of self-evident proofs are not available, like in the case of some project groups, a frequently used measure is the opinion of the manager or supervisor (Pina, Martinez & Martinez, 2008). In our synthetic task environment this was actualized by a jury ranking the teams’ overall performance over the course of 7 weeks by judging their final performance. The use of an external panel of judges is quite common within the entrepreneurship area. Much of start-up success is attributed to convincing investors/ stakeholders about the potential of the team and the venture to obtain investment. In a classroom setting, the entrepreneurship education method used by the lead author tries to simulate this approach by taking students through a mock-entrepreneurial journey in the course of 7 weeks where they have to work in teams, come up with an idea/venture and a business plan/ model to support it and then defend the idea in front of a mock jury consisting of academic and business leaders. While the jury has only a 15 minute window to judge the teams in, their combined experience and business acumen should be able to evaluate an idea and contrast it with good team performance as in real-life where venture jury panelists not only select a good idea but also a good team. How should we allocate members? ning r a e eL ers Pap 43 When assigning students to teams for a project, a fundamental question is what to the allocation should be based on. There are three basic methods commonly used when assigning student teams: methods using random, self-selected (student) or instructor/facilitator-selected approaches (Bacon, Stewart, & Anderson, 2001). Random assignments are generally the most commonly used methods for experiments with student teams and are also considered the fairest as they replicate experimental design conditions the best (Bacon et al., 2001). Another study of 40 instructors in large-scale business simulations found a higher prevalence for self-selection as a method (Decker, 1995). Engineering design research on the other hand suggests that instructor chosen teams are more effective in the academic environment (Felder, Woods, Stice, & Rugarcia, 2000). Considering that the population of students used in the study is a mix of engineering and natural science students (clubbed as STEM students) and due to literature that promotes the prevalence of diversity in teams (Bacon, Stewart and StewartBelle, 1998; Comer 1995; Ruef et al., 2003), the lead author’s classroom normally uses the instructor-assignment method. Team composition theories use the participants’ knowledge, skills, abilities and other characteristics (KSAO) as a starting point. Mathieu et al. (2014), in their review, differentiated between two basic methods of team composition. They examined how much a method used the individual or the team as the basis for team allocation. While the individual-based models focused on each person’s KSAO alone, the team-based models considered how KSAOs complemented each other. For example, when trying to maximise all team members’ team-generic competencies (e.g. conflict management, Marks, Mathieu, and Zaccaro, 2001) would be an individual-based solution. In contrast, with a teambased perspective the distribution of KSAOs is considered. For example, when examining retail assistant teams, Neumann, Wagner & Christiansen (1999) found that job performance was better in teams with more diverse extroversion and emotional stability traits. Similarly, Humphrey et al. (2011) reported that big variance in extroversion combined with similar levels of consciousness among team members led to the best performance in MBA teams. In another study focusing on innovation (Miron-Spektor, Erez & Naveh, 2011) it has been shown that including both creative and conformist members in a team enhanced team performance. Thus, there is ample evidence of instructors or business units using several methods such as the ones aforementioned to compose teams. However, there is no comprehensive review eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 36 In-depth on the outcomes or pros and cons of all such facilitatordriven team allocation methods. For example, an instructor in Copenhagen Business School uses the Danish self learning styles inventory based on Sternberg’s Theory of Mental Self Government (Sternberg, 1997) to form teams with different learning styles across the teams as an overall strategy (Nielsen T, 2009). The Kolbe Conative Index (KCI) gives a psychometric system that can be used to form successful teams (Kolbe, 1989; 1993). Another frequently employed metric is the social-style implement, Myers-Briggs Type Indicator (MBTI). Hammer and Huszczo (1996) review its use in improving and predicting team performance. Hermann (1996) confirms that teams of individuals with diverse thinking styles obtain better results than homogeneous teams. When considering team composition the type of task also needs to be taken into account. It has been suggested that while diverse groups outperform homogenuous groups in complex tasks, routine problems are solved easier by homogenous groups (Watson, Kumar & Michaelsen, 1993; Higgs, Plewnia & Ploch, 2005). How could games help in measuring characteristics? Although measuring psychological characteristics has traditionally been done through paper based tests, it is not the only possible way. In recent years, games have been used in increasing number of areas in science, business and education. The term serious games refers to “any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed with the intention to be more than entertainment” (Ritterfeld & Worderer, 2009, p. 6). Serious games preserve the fun and engagement features of traditional games (here referring to the entertainment & game perspective provided in video games as in the definition by Ritterfeld & Worderer, 2009) while also serving “serious” goals (e.g. teaching, informing, assessing and drawing attention to issues). Serious games have been used in a huge variety of domains from military to healthcare, serving various functions from teaching to assessment (Susi, Johannesson & Backlund, 2007). We would like to acknowledge the current constraints of the “serious game” definitions as even fun-games or games designed without any serious-game intent have led to “serious” effects such as positive development of sensory, cognitive and/or social skills (Ritterfeld & Weber, 2006). While this extends the debate of where the domain boundaries of serious games lie, discussing this is beyond the scope of this study and as there is a general consensus to the aforementioned ning r a e eL ers Pap 43 definition, this is the definition that provides the context for the serious game intervention in this study. Furthermore, the validity of psychometric assessments such as those of the MBTI or JTI and their usage to form teams is still not established and has recently also attracted increased scrutiny amongst researchers (Michael, 2003; Pittenger, 2005). This also opens up the arena for exploration for alternate methods – one of them being serious games. When speaking about assessment in the context of serious games, the most common use is assessing a just-learned skill or knowledge (Belotti et al., 2013). However, using the same logic, more general characteristics can be measured through gaming as well. For example, several studies have examined players’ behaviors in commercial online games and categorized them into different player types like aggressive or social player (for review, see Hamari & Tuunanen, 2014). In the present experiment, a serious game was used to measure cognitive characteristics of students to serve as a base for team allocation. There are definite advantages of using games for cognitive assessment instead of other methods. First of all, we can look at the experience of the student. Playing a game is fun and engaging while filling out questionnaires can be unexciting and they are also often transparent. Questionnaires measure what the participants know about themselves and are willing to reveal and are susceptible to faking attempts or matching/ presenting an “idealized self”, as studies by Mahar et al. (1995) showed that respondents using an MBTI inventory had identical fake-job and stereotype typologies (Mahar et. al., 1995). In contrast, during play it is easy to forget about the assessment situation and thereby make it difficult to fake skills. While, technically, expert gamers are known to be able to “game a game” (and in this way be similar to respondents “gaming a questionnaire”), studies of these incidences have found that these are transitionary phases and are difficult to do willfully (Frank, A., 2012). This is even more difficult when the “true” objective of the game is obscured. A game, with an agenda intentionally hidden to the participiants, thereby presents a more reliable method to evaluate a candidate’s skills. Furthemore, analysing the gameplay itself can shed light on hidden characteristics which players are not necessarily conscious of. Additionally, from an educator’s perspective, traditional psychological assessments take a long time to evaluate. The gaming solution (the Virtuoso game by GraviTalent) used in this study doesn’t burden academic staff as the results are calculated eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 37 In-depth with predefined algorithms. It is important to highlight that the Virtuoso game profiles are “individual”. However, depending on a certain task need, one can overlay multiple profiles to see if the task criteria are fulfilled. Research question Based on the above background and the fact that the gamebased digital solution for generating “individual” psychometric profiles had a short game-play time of 20 minutes, we decided to explore the option of allocating teams using the Virtuoso game and comparing it to the manual instructor-selected method. Thus, our research question is: “Are there any differences in overall team performance and team dynamics in instructorselected teams versus a gamified approach to team selection?” 2. Background Context We have earlier explained the reason for the instructor-selected method over the two other methods of random-assignment and student self-selection. It is important to contextualise this a little further in context of this exploratory design. The instructor-selected method is atypical within Aarhus University and especially so within entrepreneurship education practice. When the lead author contacted other teaching teams and did an arbitrary survey within the university, he found out that the main method in use was the random or self-selection method. The lead author also observed that the formation of the selfselected teams led to teams formed of either - all-male, or allfemale teams. Another course (not taught by the lead author), using “constrained” self-selection (i.e. the imposition of a topic of interest as an amalgamation point for individuals with an interest in the topic/problem), also indicated that teams formed over similar interests were low in gender and professional background diversity. Self-selection seems to be the most popular team assignment method in simulations (Decker, 1995). It is easy, requiring no action on the teacher’s part except when remainders emerge (as discussed later), and it often leads to higher initial group cohesion, expediting group development (Mello, 1993; Strong & Anderson, 1990). Although not all selfselected teams are initially cohesive (some players may simply choose people sitting close by for teammates; see Norris & Niebuhr 1980), early cohesion apparently gives a group a leg up in performance. Minimal instructor effort and positive team cohesion results clearly make this an “easier” method from both practical and methodological considerations. However, the distinct disadvantage of this method such as selection of ning r a e eL ers Pap 43 friends, prevalence of remainders and at a cost of reduced diversity or higher homogeneity (also known in theory as in Bacon et al, 2001) were readily observed as described above. Thus, the instructor-selected method was experimented as an alternative to achieve the diversity gains despite the higher practical/resource costs. About Virtuoso Virtuoso, the game used for team allocation in this study is the product of GraviTalent (www.gravitalent.com). Virtuoso is in commercial use as a selection tool in the hiring process (please read details about the game below in the Methods section). By exploring cognitive and other psychological skills, this serious game offers help in assessing how well the applicant would fit the job and the organizational culture. Recently, Virtuoso has also been used to examine the composition of existing work teams. The lead author after meeting the GraviTalent team at their demo stand at a gamification conference and trying out the game came up with the idea to test its use for making teams in his classroom as an alternative approach to the instructorselection method that he uses. This resulted in collaboration between GraviTalent and the lead author of Aarhus University to explore this new use case. 3. Methods Participants The participants were 36 STEM students at Masters Level from Aarhus University who were enrolled for an entrepreneurship course run by the lead author. The participants were mostly Danish students barring one exchange student from Spain. The participants were divided into two sets based on gender, academic discipline and JTI profiles, such that each set had more or less equal number of different profiles. This was done to remove any biases due to inequality between the sets. One set was allocated to the instructor-selection method (labelled as R-teams, where R=Rajiv, the instructor & lead author) and the other to the game-based method of team formation (labelled as G-teams, where G=GraviTalent, the firm behind the Virtuoso game). The detailed distribution of the two sets is available at http://dx.doi.org/10.6084/m9.figshare.1494666 Instructor-selection method (for teams R1-R5) In the present study we focused on the composition of the teams rather than on each individual alone. As the students participated in the same course, we presumed similar level of eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 38 In-depth knowledge and abilities. The focus of the team allocation was the measured skills and other characteristics. The overarching goal of the instructor-selected method that the lead author employs in his teaching practices is of increased diversity from multiple fronts. Thus, the method achieves this mix by combining team-formation literature of strong-ties and weak-ties (Ruef, 2002), gender mixes (Ruef, Aldrich and Carter, 2003), cultural background (Davidsson, 2006), Jung’s theory of personality types - JTI (Budd, 1993) which is similar to the MBTI (Myers’ 1962). While an interesting combination in itself and results in high-performing teams (as observed from team engagement and overall performance, subjective though) in a short 7-week course (spring semester, 2015), the mixed use of these methods requires both time and resources. The JTI workshop normally takes place in a 3-hour time span with an additional feedback session on a following day. To be able to identify, to some extent, the students’ knowledge of weak/strong ties the students are also asked to submit a 2 page assignment on “Who they are” that combines information about their social and professional networks with their skills. Finally, this is coupled to a half-a-days work of assigning mixed teams based on gender, cultural and professional diversity and ties. This then results in an arguably well-balanced team. The GraviTalent method (for teams G1-G4) The Virtuoso Game All participants played the Virtuoso game at the start of the course and informed that this was one of many methods used in this course to form diverse teams. They received an invitation for the game which they opened individually from their computers at any time convenient to them. In this game, their goal was to build a structure to reach the target point positioned at the top of the screen (Figure 1.). A training level was used to familiarize the participants to the building of structures and procedures. After completion of this short training they had twenty minutes to find a solution for the measured challenge. The gameplays were recorded and analyzed. Based on their gameplay participants were scored along four dimensions. The first dimension (with the two endpoints intuitive and analytical) measured how much one was likely to make extensive plans before acting and how much one preferred a keenly structured and precise solution. The second dimension (with the two endpoints experimenting and focused) showed how much one aspired solely for the goal and tried to avoid unnecessary and potentially wasteful attempts in the process. ning r a e eL ers Pap 43 The third dimension (with the two endpoints conventional and innovative) depended on how much one preferred original and unconventional solutions over safe and conventional ones. The fourth dimension (with the two endpoints specialist and generalist) indicated if one’s profile had a few disproportionately dominant features or if it was more well-balanced. Figure 1. Screenshot of the Virtuouso game The participants in the game-based group were allocated into teams using the GraviTalent method. The main focus during team allocation was to create teams with maximum potential for effective work. Each team needed students towards the endpoints innovative and experimenting in the first two dimensions for creative input and people towards the analytical end to deliberate the different ideas. Also needed in each team were members who are closer to the focused end on the second dimension and closer to the conventional end on the third dimension to make sure that the project finishes on time and the ones towards the generalist end of the forth dimension who communicate well with everybody and who can fill in the missing roles. The allocation process was based on the algorithmic solution of the stable roommate problem (Irving, 1984). All 16 participants in the GraviTalent group were measured along all four dimensions using an ordinal scale from 1 to 10 (10 being the endpoints analytical, focused, innovative and generalist respectively). The final teams had similar mean values in all dimensions (see Table 1). eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 39 In-depth Table 1. Descriptives of the four dimensions in the four teams. Team performance measures instrument can be accessed here: http://dx.doi.org/10.6084/ m9.figshare.1494671 2. Results Individual Workload & blind trial conditions All participants in the course who work in teams and even come up with team solutions at the end of the course are subject to a final individual 20 minute oral examination that measures their understanding of the entrepreneurial process they have experienced and theoretical considerations of their individual and team-performance. The grades are based on individual performance in an oral examination of 20 minutes where the student pitches the idea for 2 minutes and then defends his idea in a Q&A format where the instructor and an external examiner are present. The grades are assigned in a 7 point scale (-3 to 12) according to the Danish Grade Assessment scale. Team-based All participants in this course have to present their team idea at the end of the course to an external 4-member jury panel comprised of business and academic experts. These jury members are unaware of the students’ processes and backgrounds and the students are informed about the jury panelists just 3 days before their final pitches in front of the jury. The students are expected to present their cumulative experience of the past 6 weeks of the course and the resultant “product/business idea” in a 3-minute pitch and 7 minute business model explanation followed by a 5 minute Q&A with the jury. The standardized jury criteria to rate the teams can be accessed here: http://dx.doi.org/10.6084/m9.figshare.1494670 The business ideas always relate to the student’s background (in this case Science & Tech and IT) and involve the students finding a problem of their own within a defined arena (for example food waste) and then coming up with a solution that they can solve with their skill sets in diverse teams (for example a nano-based food spoilage detector that send you a message on the phone). All students were informed that they will be grouped based on their individual profiles, background, psychometric profiles and interests. The students were grouped into teams by the 2nd week of the course. They participated in active team-work in the course for a total of 5 weeks (meeting bi-weekly for 4 hours per teaching session per week). Thus the total in-class interaction time pre-team formation was 16 hours. The total in-class interaction time in teams (excluding the final jury presentation day) was 36 hours. While there was some off-class interaction required, this was not measured and it was dependent upon the teams to find time for tasks as they deemed fit. It was observed that some teams worked more than the others while some others made more effective use of the time and decided to focus most of their activities and meetings within the class-hours owing to official scheduling differences that were a result of them being from two different disciplines (Engineering vs Basic Sciences). The students were blind to the team allocation intervention experiment and most believed that the only tool used was the JTI and to some extent their discipline and gender mixes. They totally forgot about the game that they played after the first couple of weeks and in their final report (a reflection assignment over the entire process they went through) none acknowledged the use of the GraviTalent game. This could be attributed to the fact that it was just a short 20-30 min game session very early on in the course done individually, thus indicating low impact at a conscious level. This can be an indicator that the subjects were “blind” to the experiment at a conscious level and that the experiment has not been biased by the participants’ knowledge of differences in the team formation. Team assessment questionnaire Grades At the end of the semester, students completed a shortened version of the Team Assessment Questionnaire (Simmering & Wilcox, 1994). One or two items were selected from the subscales Team foundation, Team functioning, Team performance, Team skills, Team climate and atmosphere and Team identity and two items were added about the distribution of work within the team. All questions used a 5-point Likert scale. The survey One student from the instructor-selection group did not receive a final grade due to a no-show at the exam and was therefore excluded from the analysis. The average of the grades in the GraviTalent group was 10.31 (SD=2.63) and 9.58 (SD=3.37) in the instructor-selection group. As the number of cases was low in both groups, a Mann-Whitney test was conducted. According ning r a e eL ers Pap 43 eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 40 In-depth to this test the final grades of the two groups did not differ significantly (U=141.5, z=-0.38, p=0.7) as shown in Figure 2. Figure 2. The final grades received by the members of the GraviTalent and instructor-selection teams. The error bars represent confidence interval. Jury ranking The jury selected the three best performing teams and gave out one reward for the best pitch. The first and the second place went to teams allocated by the GraviTalent method (G2 and G1 respectively). The best pitch award was won by the instructorselection team (R3). The team-survey average response data, the team ranking as rated from survey responses and the jury ranking are shown in Table 2. analysed data can be accessed here: http://dx.doi.org/10.6084/ m9.figshare.1494849. Significant differences between the two groups (G-teams Vs. R-teams) were found in the responses to Q1-“Everyone on the team had a clear and vital role” (p=0.023) and Q8 “I was pleased to be in this team” (p=0.021). For the other questions, though the averages indicate some differences, they were not significant enough. A more in-depth team analysis was conducted on the survey responses. The first surprising result is already documented in Table 2, where the cumulative average mean of all responses (excluding Qs. 2 & 9) indicates that the highly positive team-work score ranks the teams according to the student’s self-assessment and that this ranking closely correlates with the jury ranking. While the above results may suggest that the G-teams have performed relatively better than the R-teams and also cite good team-work experience, it is still too early to call this result definitive in any way. This is further seen when the data is analysed by contrasting individual responses with each of the team-members as shown in Table 3. We focus on 3 of the G-teams that feature in the top-5 ranked teams to further analyse if the differences seen between the two methods are meaningful. Team G3 had only two respondents which was too low for any meaningful pattern analysis and therefore was not included in this analysis. Table 3 highlights the individual responses of the team-members to four survey questions – Q2 & 9 on the right hand side (green-to-cream color scale) and questions 3 & 8 on the left hand side (yellow-to-red color scale). Qs 2 & 9 were not included in the team work average shown in Table 2 as these are “subjective type responses”. Qs 3 & 8 were selected to correlate in more objective terms with the parameters being measured in Qs 2& 9. Table 2. Average data of the team-work survey instrument (excluding the responses from Qs. 2 and 9 due to their subjective nature) and comparison of rankings from students self-assessment of how well the team worked with jury ranking. Questionnaire The questionnaire was completed by 29 students of which 13 belonged the G-teams and 16 belonged to the R-teams. For each team there was a minimum response from at least two students and an overall response rate of 80.5%. For comparing the two groups a Mann-Whitney test was conducted as the number of cases in both groups were low. The detailed ning r a e eL ers Pap 43 Table 3. Individual responses of the G-team members to four survey questions – Q2 & 9 on the right hand side (green-to-cream color scale) and questions 3 & 8 on the left hand side (yellow-to-red color scale) correlating the subjective answers to the objective ones. Green is positive for team work while cream is not. Similarly, red is considered negative for team-work while yellow is positive. eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 41 In-depth Team G2 that won the external jury 1st rank and also topped the team-work rank (as shown in Table 2 earlier) indicates coherence and agreement from all team members on shared work-load distribution and good team-work in general. Team G4 by contrast shows a slight disagreement by one of the teammembers on equal sharing of the work-load even though there is a general consensus that the team worked well together. The sharpest insight, however, comes from team G1 where there is a clear disagreement by one team member (highlighted in red – red indicating a negative outcome for team work) w.r.t. work-load sharing, a fact that is supported by two others and negated by one. The same person also does not agree that the team has worked well together nor does he think there was a good team work – despite the team performing well overall. While statistical measures may be inclined to consider this an outlier, in terms of team-work analysis, this is data to be further explored. A more detailed comparison (also for the R-teams that consist of 3 respondents or more) in similar fashion as shown in Table 3 can be accessed as open-access data here: http://dx.doi.org/10.6084/m9.figshare.1494857 collects a mini-CV, a network base and the students’ JTI profiles coupled to subjective information based on initial interactions with the students. However, students can be sensitive sharing some of this personal information and even though the method is entirely optional, the lead author has seen some students raising a few concerns or declining to share information like, for example, their JTI profiles (which they have the right to). As the students were not aware of the Virtuoso game test – gauged by their final reflection assignments and anonymized evaluation forms – and did not raise any concerns about the game or acknowledge its presence – indicates that the method was unobtrusive. However, the lack of bias and “perceived fairness” criterion of the game-based method for team allocation has not been evaluated directly through interviews in this preliminary study. This will be evaluated in future studies. Teams of students, allocated by two different methods, worked together through a semester and created a business project. The outcome of their work was measured by two means: the students received a final grade and the teams were judged by a jury. The instructor-selected team formation has been the method of choice for the lead author – with historically good results observed both by self-reporting and anonymized student evaluation reports. However, there is a significant resource cost and unconscious bias risk with this method which is why it is not that widely used in addition to an overall recognition of “fairness” that is generally accompanied with a randomly assigned method (Bacon et al., 2001). Thus, exploring alternate methods of team formation gave rise to the opportunity to test an in-market-available game - developed for soft skill assessment in the hiring process – as a tool for team allocation in an educational setting. We then looked at the grades of the individual students. The grades do not measure team performance and even if the students have worked in groups, they have to defend their knowledge individually. Why are we including a grade assessment then if it does not measure team performance in any direct way? This is primarily to establish a baseline of the knowledge level of the individuals within the teams and looking at the grades (as seen in Figure 1) there was no difference between the achievements of the team members (individually) from either of the two sets (G or R). This result may reflect the fact that all teams have, in general, performed well in the course – which would positively impact knowledge uptake and retention. Experiential learning in teams is known to work against some common pitfalls of team-work such as groupthink, social loafing, under-delegation etc. and enhance learning and knowledge uptake (Kayes, Kayes and Kolb, 2005). It is thus not a far cry that the experiential learning approach has impacted the grade distribution. The equal grade distribution across both team-sets indicates a relatively even academic level and points to the fact that any difference that would come up in the team sets would probably stem from team composition effects rather than from students with variant abilities being assigned to the different team sets. The method of allocation itself – individuals play a short game, game generates a profile and the profiles are used to create well-balanced teams can be viewed as inherently “fair” or comparable to the “fairness” criteria of a “random” method. This stems from – a) the teacher is blind to the student profiles per se and b) Gravitalent gets very basic information about the student. In the instructor-selection method, the instructor However, for arguments sake, if we accept that similarly skilled students were placed in all teams then the difference in the performance could well be based on how well the team worked together. As mentioned in the introduction it has been proposed that heterogeneous groups could profit from their diversity (Humphrey et al., 2011; Miron-Spektor, Erez & Naveh, 2011) especially when the task is ill-defined or where a solution 3. Discussion ning r a e eL ers Pap 43 eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 42 In-depth is unknown. The unknown solution context is relevant within the mentioned entrepreneurship course and thus the focus on setting up diverse teams congruent with what theory also calls for. The educator also requested that GraviTalent prioritize diversity and skill spread in their allocation method. Thus, more than the game itself, it was the complementary diversity that the Virtuoso game facilitated that could be the underlying success factor here. However, it must be stated here that a look at the detailed team composition (as accessible here: http://dx.doi.org/10.6084/m9.figshare.1494666 ) – shows that the winning team (G2) is an exceptionally well-balanced team also in terms of the JTI profiles. This, of course, is pure coincidence as Gravitalent did not have access to the JTI profiles of the participants. Nevertheless, it supports the argument that a well-balanced team is not only a function of diversity – i.e. more diversity is not necessarily better but balanced diversity is (Pierce & Aguinis, 2013). This assumption is also marginally supported by the results from the questionnaires. Team members from GraviTalent teams reported often that they felt the division of labour was satisfactory. This could be because a more heterogenous team made it easier to find a role for everyone. This is also shown by high agreement that everyone had a clear and vital role in the team. This could be the reason that GraviTalent team members were more pleased to be in their teams than instructor-selection teams and that they received the highest rankings from the jury. However, the analysis of the results (Table 2) also showcase that the R3 team was also well balanced and had a higher team satisfaction score than the other 3 GraviTalent teams. Again this could be a co-incidence but the matching of the jury results with the top 3 student-self-assessed team-work functions are striking indeed and are a strong indicator of further investigation into this interesting phenomenon of game-based facilitation. Gamebased facilitation does not necessarily have to be viewed as a replacement of current methods – whether random or instructor-facilitated – but can certainly be a supplement to current methods and especially helpful under time and bias constraints. The opinion of a higher ranked/experienced person is often used as the measure of performance when more objective measures are not avaliable (Pina, Martinez & Martinez, 2008), which in this case comprised of an external jury panel composed of 4 panelists – 2 from academia within technology and entrepreneurship domains whereas 2 others from the industry. The jury ranked the top 3 teams in terms of idea, business model and pitching/communication (most pitches ning r a e eL ers Pap 43 were team-pitches). Two of the three top-ranked teams fell in the G-set while 1 in the R-set. Is this co-incidence or indicative of a gamified solution being better if not equal to the instructorfacilitated team formation? At this stage the data set is too small to justify a clear answer and we will have to repeat the studies on a larger data set. Also, as Table 3 shows, the “team-work” measure itself could be doubtful even if one person in a survey indicates poor team work. While we offer no clear answers as no follow-up interviews or analysis were done (and ideally needed to corroborate this observation), this indicates that we take the aforementioned correlations with a grain of salt until more definitive studies are done to investigate this further. 4. Conclusion and limitations The study shows that there is no major or significant difference between the instructor-selected teams and the game-selected teams when viewed at an aggregate level. Any purported differences, like that of the GraviTalent teams bagging the two best jury awards could also be pure co-incidence and not necessarily representative of team-work or team performance. However, this goes on to show that the instructor-selection method with its higher resource cost is a more expensive teamallocation method than the game-based cost with the latter having an additional element of entertainment and fun. Limitations to be noted: a. Results of the jury can be totally coincidental: It can be argued that the winning teams were in the G-team by coincidence. One could speculate as to what the results would have been, had the students from the winning teams been in the R-team albeit in possibly different conformation. b. Jury can be biased to ideas that they like: Bias towards a more interesting idea compared to team dynamics could skew the results. c. Subjective bias of the teacher while forming teams using the manual method: There is a possibility that unknown to the teacher, he selected some students over others based on his understanding and perception of the students. Additionally, time pressure biases could exist as well. d. Team survey done retrospectively (after 3 months): This could possibly introduce retrospective bias (false memory) and winners’ bias (winning makes you think you had a good team experience). This argues for the next study to conduct a survey before the jury presentation. eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 43 In-depth e. Small sample size f. Unproven method of GraviTalent: This is a new use-case and the method needs to be proven theoretically and tested more rigorously. g. Game-play biases: Negative bias against game-play does exist and there is a possibility that the students just participated in the game just because they were asked to. On the other hand, there could also be perceived performance pressures by some students that could affect their performance. More studies are therefore needed from field or other researchers into this as this is a new field. h. Scheduling issues of students from different disciplines put pressure on the students’ abilities to meet often. There thus could be an artificial factor on student team performance or perception. References Bacon, D. R., Stewart, K. 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Postal address: c/Muntaner 262, 3r, 08021 Barcelona (Spain) Phone: +34 933 670 400 Email: editorialteam[at]openeducationeuropa[dot]eu Internet: www.openeducationeuropa.eu/en/elearning_papers ning r a e eL ers Pap 43 Copyrights The texts published in this journal, unless otherwise indicated, are subject to a Creative Commons Attribution-Noncommercial-NoDerivativeWorks 3.0 Unported licence. They may be copied, distributed and broadcast provided that the author and the e-journal that publishes them, eLearning Papers, are cited. Commercial use and derivative works are not permitted. The full licence can be consulted on http://creativecommons.org/ licenses/by-nc-nd/3.0/ eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 46 From the field An Experiment to Assess Students’ Engagement in a Gamified Social Learning Environment Authors Jorge Simões [email protected] Adjunct Professor at Instituto Superior Politécnico Gaya This paper presents a research work conducted to address students’ disengagement by investigating if gamification can make a contribution to solving this problem. The disposition to experience flow, a psychological state, was used as a measurement of engagement. An experiment allowed testing a research hypothesis concerning flow in a gamified environment. Vila Nova de Gaia, Portugal Sérgio Mateus [email protected] Teacher at Escola EB Eng. Fernando Pinto de Almeida Leça da Palmeira, Portugal Rebeca Redondo [email protected] Associate Professor at University of Vigo Vigo, Spain Ana Vilas [email protected] Associate Professor at University of VigoWashington, DC; USA Vigo, Spain Tags Gamification, Social Learning Environment, Engagement, Flow 1. Introduction While schools are struggling with the lack of motivation and engagement of many of their students, digital technologies and video games are part of most children and teenagers lives in today’s societies. Gamification, the use of game elements in non-game contexts (Deterding et al., 2011), is a way to take advantage of digital technologies and use the video games’ power to increase people’s engagement and motivation. Although education is pointed for some time as an important field to apply gamification principles, further research was needed to investigate the impact of gamification on students’ engagement and how to measure that impact. The tendency to experience flow was chosen as a measure of engagement. Flow is a psychological state felt by people when they act with total involvement (Csikszentmihalyi, 1975). A Social Learning Environment (SLE) is technological platform including or allowing the access to different tools and applications, namely Web 2.0 applications. These tools help students to learn and socialize. An SLE includes some social elements that provide an open environment for students to work, co-create, communicate and learn collaboratively. But, like with most technology-enhanced environments, SLEs need motivated and engaged users to be effective. To investigate if gamification can make a contribution to improving students’ engagement, while users of a SLE, a controlled experiment was envisioned. This experiment was designed to test the hypothesis that a gamified version of a SLE causes in its users an increase in their disposition to experience flow than the non-gamified version. A high tendency to reach the flow state while performing an activity was considered in this research as a high engagement with the activity. The experiment used Schoooools, a fully functional K-6 SLE (Simões and Aguiar, 2013a). It follows a wiki-way philosophy for the co-creation of contents. Schoooools combines Web 2.0 features relevant for schools, simplified and integrated in a single platform, like easy-touse content editors, wikis, blogs, private social networks, image galleries, calendars, private messages, chat, shared files, and micro-blogging. ning r a e eL ers Pap 43 eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 47 From the field 2. Participants The subjects in the experiment were 26 students from a Portuguese Primary School. From these 26 students, 14 were girls (53.8%), and 12 were boys (46.2%). The majority of them, 18 students (69.2%), reported that they spend part of their free time playing video games. All the subjects had previous experience using the SLE Schoooools. 3. Procedure To measure flow it was chosen a psychometric survey by using a questionnaire based on the Portuguese version (Gouveia et al., 2012) of the Dispositional Flow Scale-2 (DFS-2), proposed by Jackson and Eklund (2002). This scale assesses the tendency of experiencing flow and is also a widely used instrument to measure flow (Hamari et al., 2014). The DFS-2 has been applied to the study of various physical activities, education, arts and digital gaming and has also been used in the research of flow in gamification (Hamari and Koivisto, 2014). DFS-2 assess the nine flow dimensions identified by Csikszentmihalyi (1975): challenge-skill balance, merging of action and awareness, clear goals, unambiguous feedback, concentration on the task at hand, sense of control, loss of self-consciousness, transformation of time, and autotelic experience. A set of learning activities was proposed in Schooooools as homework using traditional and gamified versions of Schooooools. The experiment followed a one group pre-test and post-test design: the subjects used a non-gamified version of Schooools to perform a set of activities and then they used the gamified version for similar activities. In between, they answered the questionnaire, and after they had performed the activity in the gamified version, the subjects answered the questionnaire a second time. The effect was taken to be the difference between the pre-test and the post-test scores regarding DFS-2. Only 24 questionnaires were considered to process the results. The experiment used, as a statistical test, the t distribution, also known as the t-Student distribution. This test is suited for small sample sizes (less than 30). Since the samples are not independent, they were paired. The setup of the experiment started with several interviews with the subjects’ teacher. The teacher received an informal description about what was intended with the experiment: a set of gamified learning activities must be initially chosen. The activities must take place for a few hours or days. Each activity must be split into several tasks. Each activity is a mission in the ning r a e eL ers Pap 43 gamified setting and each task is level within the mission. Each mission must have an overall goal and the mission’s levels must have intermediate goals concerning the mission’s goal. All goals must be quantified. The concept of gamification and how it could be used in learning settings was also detailed. The flow concept was also presented, and a list of game elements (available in Schoooools) and some game techniques were provided to the teacher (Table 1). These elements and techniques (Table 1) are part of a gamification framework developed as a result of previous research (Simões et al., 2013b). They are some of the most used game elements and game techniques found in existing gamified systems, mainly according to the studies from Dicheva et al. (2015), Seaborn and Fels (2015), Thiebes et al. (2014), Hamari et al. (2014), and Thiebes et al. (2014). Game elements are game components that are found in several different kinds of games. These elements are normally visual components that the players are aware of when they play and correspond to the game interface design patterns from Deterding et al. (2011). Game techniques create the gamelike environment that promotes the target behaviors. Game techniques are implemented by game elements and by the way they are used. Rules govern how the game elements work, how they interact and how they implement the game techniques. Table 1. Framework’s Game Elements and Game Techniques Game Elements Game Techniques Points Clear and intermediate goals Badges Content unlocking Leaderboards Time pressure Levels Fun failure Progress bars Multiple paths Social graphs Social interactions Virtual currency Virtual economy To set up the gamified learning activities, the subjects’ teacher followed a reference guide with a sequence of well-defined steps (Table 2). Steps 1. Activity and context characterization What to do Describe the context nature, characterize the players, define the target behaviors and the corresponding target activities. eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 48 From the field 2. Define the activity goals Define which are the goals for the target activities and how they are quantified 3. Apply the game techniques Set the game techniques with a clear view on how to apply them 4. Apply the game elements Apply game elements to meet the game techniques 5. Set the rules Define the rules to apply to game elements and game techniques 6. Deploy the solution Insert the rules in the system, define the rewards schedule and start the activity 7. Evaluate the results Observe the target behaviors and readjust the activity if the behaviors are not observed possible value for the DFS-2 total score is 45. In the pre-test, the mean value of the subjects’ total score was 36.73 (with a standard deviation of 3.70). In the post-test, the mean value of the subjects’ total score was 37.85 (with a standard deviation of 3.84). The post-test median (38.38) was slightly higher than the pre-test median (37.50). The post-test lower quartile was also higher than the one found for in pre-test (Figure 1). In the statistical test, the test value, t, was calculated was equal to 1.57. From t-test tables, a critical value of 1.32 was used (df = 23, α = 0.10). Since the t value was higher than the critical value, the research hypothesis was accepted. Regarding Steps 1 and 2 from Table 2, the teacher defined the missions’ activities and for each one, a goal was set. Each mission’s overall goal was also quantified. For example, in one activity each student (the player) must choose a country and then identify the country’s capital in an activity created in the platform; the player should write a text related to the country, make a drawing of the country’s flag, and share a photo of the capital and a link about the country or its capital; the player must complete the activity, at least, once. In Steps 3 and 4 the framework’s elements and techniques were applied (Table 1). Some rules for gamified activities were set in Step 5: • • • • • • When a mission ends, the player earns a badge; When the player finishes a mission’s level, the players earns points; When the player reaches a certain amount of points, the player gets a physical reward; When all the class reaches a certain amount of points, the all class gets a reward; A leaderboard was set, ranking players by points; When the activities end, the top 5 players in the leaderboard got a physical reward. The activities were then deployed (Step 6). Students executed the activities as homework, mainly accessing the platform from their homes. 4. Results After the pre-test and the post-test, the subjects answered the questionnaire and the scores were processed, according to the DFS-2 manual (Jackson et al., 2010). The maximum ning r a e eL ers Pap 43 Figure 1 – Boxplots of DFS-2 Total Scores: Pre-test and Post-test. 5. Discussion The results’ analysis showed a slight increase in the class total average score (+1.13). The statistical test aimed to find if the differences between the total average scores in the post-test and the pre-test were due to chance or if the results could be considered statistically significant. The computed test value, t, was higher than the critical value. With these results, it was possible to accept the research hypothesis with a significance level of 90.00%. Some threats to the experiment’s internal validity were identified: testing effects, instrumentation, and statistical regression. Testing effects mean that the subjects can get used to the test, which may lead to bias. Answering the same questionnaire in the pre-test and in the post-test may lead to score gains. This threat was addressed by taking the questionnaire a second time several eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 49 From the field weeks after the pre-test to decrease the chances that subjects make comparisons with previous answers. Instrumentation or instrument change was considered because the subjects’ teacher helped them answering the questionnaire, by reading aloud (as recommended by DFS-2 authors when subjects’ ages are below twelve years old) and explaining some of the questions. This could affect the experiment since the teacher, unconsciously, could have changed the explanation criteria or use different judgments. This threat was addressed by asking the teacher to use the same criteria in the pre-test and in the post-test. The adequacy of the DFS-2 to the subjects’ ages was of concern. The teacher’s active presence, when the subjects were answering the questionnaires, was also a way to deal with this other potential threat. The teacher read and explained each question to the subjects to avoid misinterpretations. Statistical regression, or regression towards the mean may occur when subjects with extreme scores (very high or very low) are selected. In subsequent tests these subjects are likely to get closer to the mean. This threat was considered and two subjects with extreme scores in the pre-test were rejected. 6. Conclusions The experiment had some limitations, but it was possible to conclude that the class had a statistically significant increase, although small, in the students’ tendency to experience flow while using the gamified version of the SLE. These results allowed to accept the research hypothesis: a gamified version of a SLE caused in its users an increase in their disposition to experience flow than the non-gamified version. However, these results generalization should be carefully considered. The research hypothesis was accepted but with a relatively small significance level. The empirical study with young students, presented in this paper, made a contribution to improve the knowledge of how gamification, a new trend in education, can be effectively used to improve students’ engagement in technology-enhanced learning environments. ning r a e eL ers Pap 43 eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 50 From the field References International Conference on Gameful Design, Research, and Applications, pages 107–110, New York. ACM. Csikszentmihalyi, M. (1975). Beyond Boredom and Anxiety. Jossey Bass, Simões, J., Redondo, R., Vilas, A., Aguiar, A. (2013a). Using Gamification San Francisco, CA. to Improve Participation in a Social Learning Environment. In: The PLE Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From game Conference 2013 Proceedings. design elements to gamefulness: Defining ”gamification”. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Simões, J., Redondo, R., Vilas, A. (2013b). A Social Gamification Framework Media Environments, MindTrek ’11, pages 9–15, New York, NY, USA. ACM. for a K-6 Learning Platform. Computers in Human Behavior, n. 28, p. 1-1. Dicheva, D., Dichev, C., Agre, G., and Angelova, G. (2015). Gamification in Thiebes, S., Lins, S., and Basten, D. (2014). Gamifying information systems education: A systematic mapping study (in press). Educational Technology - a synthesis of gamification mechanics and dynamics. In Twenty Second and Society, 18(3). European Conference on Information Systems, Tel Aviv. Gouveia, M., Ribeiro, J., Marques, M., and Carvalho, C. (2012). Validity and reliability of the portuguese version of the Dispositional Flow Scale-2 in exercise. Revista de Psicolog ́ıa del Deporte, 21(1):81–88. Hamari, J. and Koivisto, J. (2014). Measuring flow in gamification: Dispositional Flow Scale-2. Computers in Human Behavior, 40(0):133 – 143. Hamari, J., Koivisto, J., and Sarsa, H. (2014). Does gamification work? – a litera- ture review of empirical studies on gamification. In proceedings of the 47th Hawaii International Conference on System Sciences, pages 6–9, Hawaii, USA. Jackson, S., Eklund, B., and Martin, A. (2010). The FLOW manual: The manual for the flow scales. Technical report, Mind Garden, Inc. Jackson, S. and Eklund, R. (2002). Assessing flow in physical activity: The Flow State Scale-2 and Dispositional Flow Scale-2. Journal of Sport and Exercise Psychology, 24(2):133–150. Seaborn, K., Pennefather, P., and Fels, D. (2013). Reimagining leaderboards: Towards gamifying competency models through social game mechanics. In Lennart E. Nacke, K. H. and Randall, N., editors, Proceedings of the First Edition and production Name of the publication: eLearning Papers ISSN: 1887-1542 Publisher: elearningeuropa.info Edited by: P.A.U. Education, S.L. Postal address: c/Muntaner 262, 3r, 08021 Barcelona (Spain) Phone: +34 933 670 400 Email: editorialteam[at]openeducationeuropa[dot]eu Internet: www.openeducationeuropa.eu/en/elearning_papers ning r a e eL ers Pap 43 Copyrights The texts published in this journal, unless otherwise indicated, are subject to a Creative Commons Attribution-Noncommercial-NoDerivativeWorks 3.0 Unported licence. They may be copied, distributed and broadcast provided that the author and the e-journal that publishes them, eLearning Papers, are cited. Commercial use and derivative works are not permitted. The full licence can be consulted on http://creativecommons.org/ licenses/by-nc-nd/3.0/ eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 51 From the field What really works in gamification? Short answer: we don’t know, so let’s start thinking like experimenters. Authors Andreas Lieberoth [email protected] Research Fellow, Ph.D. Aarhus University, Denmark This brief discussion addresses the practice of effect documentation in gamification from the standpoint psychological and behavioral sciences. Based on experience from the field and the lab, I suggest that the two most promising weapons for 2015 and beyond will be an experimental mindset and creative partnerships connecting datadriven research with real-world design practices. Even though still a rarity, I mention two recent experiments to support the view that gamification research can be subjected to the same standards of evidence as similar interventions in e.g. social or health sciences. 1.Year zero Tags Games are everywhere, and they have mysterious sway over both players and those who look to influence people – from teachers to marketers. In fact, looking closely at games seems to be an awesome resource for understanding human psychology in general. With sentiments like this, the field has been characterized by a “year zero” narrative (as per Feldwick, 2015) similar to what has been seen in the recent excitement about behavioral economics and neuroscience among professionals (Ferrier & Fleming, 2014; Morse, 2014). The big difference is, that while neuroscience and behavioral economics are longstanding scientific traditions now mounted in the interest of e.g. marketing and behavior design, gamification was originally a purely practice oriented idea, which has later been subjected to import of scientific ideas, in order to substantiate popular claims (e.g. Arczewski & Marczewski, 2012; Bogost, 2011; Deterding, Dixon, Khaled, & Nacke, 2011). In a year zero narrative, we tell ourselves that the world has changed with digital ludification, and that we, the gamification community, are frontrunners in ushering in a new era of education, communication and behavior design. Gamification But we are facing an evidence problem and a crisis of method. We have yet to discover which of the popular design tricks actually work, and under what circumstances (Hamari, Koivisto, & Sarsa, 2014; Lieberoth, Kock, Marin, Planke, & Sherson, 2014; Lieberoth, Møller, & Marin, 2015). From an evidence standpoint, we simply don’t know. In 2014 Hamari and colleagues found that only 24 empirical studies were available, and many of those did not use tools like inferential statistics, control groups or pre/post-measures document how well each design worked and compared to what. The field will mature steadily no matter what researchers and practitioners do, but in 2015 we can still ride quite the momentum, and collect data from successful as well as failed experiments. By thinking like scientists and establishing creative industry-research partnerships, we can, nay must, weed out seductive but behaviorally unfruitful ideas, and learn how to implement what really works. Let me give a few examples from the field. ning r a e eL ers Pap 43 eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 52 From the field 2. The Aarhus framing study In a randomized controlled trial (for a full report, see Lieberoth, 2015), we had people play a social exchange game, but in one condition the game mechanics were stripped away leaving only gamefully looking components like cards and playing pieces. People in these two conditions were equally intrinsically motivated, and significantly more so than a control group doing the tasks with no gameful elements or mechanics. When gamification is typically tested, it is as interwoven clusters of game elements and other factors that might each influence people in some way, or not at all. Using the experimental logic, we were able to isolate framing, or game feel, as a measurable psychological factor separate from other game elements. 3.The WeLearn/FynBus commuter experiment In a large-scale field (or pseudo) experiment hundreds of carcommuters signed up for a free trial bus pass. We then compared two months worth of exposure nudging, rational information about health benefits and point/badge-gamification on their effectiveness in converting car-owners to bus commuters. The electronic bus passes fed behavioral data directly back to the scientists’ database, along with juicy information like badges gained, login-patterns, and repeated-measures selfreport items derived from psychological motivation scales. While a messy process, this was an exemplary partnership between experts in three influence strategies, the behavior design company WeLearn, and their client, a major Danish bus operator who opted for a learning exercise rather than sinking money into just one old fashioned campaign. The data is still being analyzed as I write this, but while everyone is holding their breath, the partnership model is worth mentioning to exemplify how scientifically experimental approaches can be feasible for researchers and practitioners together. Figure 1: Materials from the WeLearn/Fynbus commuter experiment ning r a e eL ers Pap 43 eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 53 From the field The two stories exemplify that researchers can document and dissociate psychological or behavioral effects in gamification, but that this requires thinking like experimenters, even when working closely with industry on real life problems. As we know from the small trickle of data driven studies available, I believe that the community sorely needs more in the same vein, in order to be taken seriously by professionals from more evidence based traditions (i.e. Lieberoth, Wellnitz, & Aagaard, 2015), including designs that dissociate the effects of “the usual suspects” like points, badges and leaderboards. Everyone is sick of hearing about those, so it is about time we use scientific rigor to figure out if they work at all, and especially how they each contribute, including in different behavioral settings. 4. Experimenter’s tools In order to assess true design the effects, not just collect data on finished projects, we need to think like experimenters. What is the “treatment” we are giving our “patients”? What objective “effects” do we predict, and how can we measure them? What would be a suitable control-group or pre-test? A great tool is the A/B test. Game designers often subject two or more groups to different versions of a design, and compare them on pre-specified variables like playtime or conversion rate. A/B tests are often conducted online or in the app-store without users ever knowing. Figure 2: Sketch of a 2x2 factorial design In this process, pie charts, percentages and testimonies are not highly valued currencies, although they are useful for painting a picture of the behavioral ecology as a whole. Instead, inferential statistics like ANOVAs and multilevel models are needed to compare groups or before/after data in terms of statistical significance and effect. See for instance Game research methods: An overview (e.g. Lieberoth, Wellnitz, & Aagaard, 2015) edited by Petri Lankoski and Staffan Björk. In the end, we all need partners in crime, so researchers are usually happy to help. This is all something we need to experiment with. Critically. Creatively. Together. Wanna play? Factorial designs are even more powerful weapons. Here, you group participants according to two or more kinds of influence. For instance, you might have a health education app, and be interested in both the effects of setting weekly goals for steps walked and social competition between friends via Facebook. If you just ran an A/B or before/after implementation, would we know which was key to walking more: weekly goals or competition? No. To dissociate design factors, we would be better off with four groups: Controls (no game elements whatsoever), full treatment (weekly goals plus facebook competition), weekly achievements only, and Facebook competition only. With enough users, we can isolate the effects of each design factor compered to controls, and whether the two combine into something greater altogether. With demographic data in hand we might even discover if certain groups of users are more motivated, or even put off, by some design ideas. ning r a e eL ers Pap 43 eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 54 From the field References Scribner (Eds.), Engaging Consumers through Branded Entertainment and Convergent Media (pp. 110–126). IGI global. Arczewski, A., & Marczewski, A. (2012). Gamification – a simple introduction. Tips, advice and thoughts on gamification. Amazon.com: Lieberoth, A., Wellnitz, K. B., & Aagaard, J. (2015). Sex, Violence and Self-published for Kindle. Learning: Doing effect assessment for games. In P. Lankoski & S. Björk (Eds.), Game research methods: An overview (pp. 175–192). Pittsburgh, Bogost, I. (2011). Gamification is Bullshit. In For the win - Wharton PA: ETC Press. Gamification Symposium, August 8-9. 2011. Philadelphia, PA. Morse, E. R. (2014). Psychonomics: How Modern Science Aims to Conquer Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game the Mind and How the Mind Prevails. Austin, TX: Code Publishing. Design Elements to Gamefulness : Defining “ Gamification .” In ACM (Ed.), MindTrek’11, September 28-30, 2011. Tampere, Finland. Feldwick, P. (2015). The Anatomy of Humbug: How to Think Differently about Advertising. Leicester, UK: Troubadour Publishing. Ferrier, A., & Fleming, J. (2014). The Advertising Effect: How to Change Behaviour. Melbourne: Oxford University Press Australia & New Zealand. Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? -A Literature Review of Empirical Studies on Gamification. In 2014 47th Hawaii International Conference on System Sciences (pp. 3025–3034). Ieee. doi:10.1109/HICSS.2014.377 Lieberoth, A. (2015). Shallow gamification – psychological effects of framing an activity as a game. Games and Culture, 10(3), 249–268. doi:10.1177/1555412014559978 Lieberoth, A., Kock, M., Marin, A., Planke, T., & Sherson, J. F. (2014). Getting Humans to Do Quantum Optimization - User Acquisition, Engagement and Early Results from the Citizen Cyberscience project Quantum Moves. Human Computation, 1(2). Lieberoth, A., Møller, M., & Marin, A. (2015). Deep and shallow gamification in marketing: the thin evidence for effects and forgotten powers of really good games. In J. Martí-Parreño, C. Ruiz-Mafé, & L. L. Edition and production Name of the publication: eLearning Papers ISSN: 1887-1542 Publisher: elearningeuropa.info Edited by: P.A.U. Education, S.L. Postal address: c/Muntaner 262, 3r, 08021 Barcelona (Spain) Phone: +34 933 670 400 Email: editorialteam[at]openeducationeuropa[dot]eu Internet: www.openeducationeuropa.eu/en/elearning_papers ning r a e eL ers Pap 43 Copyrights The texts published in this journal, unless otherwise indicated, are subject to a Creative Commons Attribution-Noncommercial-NoDerivativeWorks 3.0 Unported licence. They may be copied, distributed and broadcast provided that the author and the e-journal that publishes them, eLearning Papers, are cited. Commercial use and derivative works are not permitted. The full licence can be consulted on http://creativecommons.org/ licenses/by-nc-nd/3.0/ eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 55 From the field The JamToday Network Authors David Crombie [email protected] European Research, HKU University of the Arts Utrecht Utrecht, Netherlands Tags Applied games, game design, smart learning Funded under the EC ICT-PSP programme, JamToday, has established a central networking hub for the sustainable implementation and uptake of the next generation of educational games across Europe. Game Jams have been instrumental in stimulating innovation in the creation, implementation and deployment of educational games. JamToday supports this through a modular toolkit, providing support for events across Europe, at local, regional and national levels. Given the emerging focus on smart learning environments, JamToday also supports the move towards games as contextual interventions and fosters awareness-raising and innovation between the games and learning sectors with the intention of demonstrating real-life impact. In order to achieve the goals of the network, the consortium has several different types of partners. The network is coordinated by HKU University of the Arts Utrecht with the support of the Dutch Game Garden as they represent a strong industry partner that reflects the largely microSME basis of the European game sector. A further 8 European universities of applied science provide expertise in practical innovation models, alongside 6 public sector and regional growth agencies. In addition, the inclusion of the European Network of Living Labs ensures a close connection to open innovation approaches. Serious games (or applied games) have shown great potential for learning and personal development as they allow people to practice, experiment and learn in a safe, motivating and, ideally, playful environment. They can compete with other learning activities when it comes to learning knowledge, skills and attitudes and they can empower players by giving them a sense of self-efficacy and personal development. Although there has been considerable on-going debate over the needs of the born-digital generation, our understanding of digital literacy is only slowly emerging. The value of game-based learning is becoming clearer and while many serious games are being developed, less attention is given to how to implement them in learning environments and how to ensure there are significant learning outcomes. Recent studies have also shown that quest-based learning approaches are especially useful for educational contexts. With JamToday, we aim to use game design principles not just to create useful and meaningful games, but also to explicate and design the context (such as the classroom or curriculum) in which games can be most effectively implemented and used. The collective strength of the JamToday network lies not just in its ability to help people generate a critical mass of stakeholders at a regional level, but to do so around some of the most important themes facing the deployment of game design thinking in learning ning r a e eL ers Pap 43 eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 56 From the field environments. Alongside this, support for every phase of setting up a game jam is available from the modular toolkit so that no previous experience is required to establish a game jam. The toolkit provides detailed explanations and supporting materials for initiating, preparing, running and evaluating a game jam, with further support for ensuring the results are transferred to learning environments. By way of example, a card game called GameScope was developed to familiarize stakeholders with some basic tenets of applied game design and this supported stakeholder mapping activities in the different regions. Also included in the toolkit is a systematic approach to evaluating the outcomes of the game jams and further support for transferring the results to learning environments with ‘train-the-trainer’ workshops. A further tool was developed to encourage the different stakeholders to make a self-assessment of the impact of their activities. In 2014, game jams were held in 8 European cities with the jammers working on a common assignment. In total more than 200 people participated and 47 game-based learning prototypes were successfully developed. Each region selected a winning game, and external experts then evaluated these games. The evaluation framework combined quantitative and qualitative data and evaluated the game prototypes on several criteria, such as: • • • Technical evaluation of the games Focus of the games on the assignment Learning sectors and transferability The experience from the first game-jams highlighted a great variety of approaches from the game jam organisers. Some partners had no previous experience in running game-jams, while others had been organising game-jams for many years in other contexts such as the Global Game Jam. Similarly there was ning r a e eL ers Pap 43 a great difference in the experience partners had in working with game companies. While some game jams gathered professional and semi-professional participants (such as students in game design), others gathered a mix of children and adults without previous experience in coding or developing games. As a consequence the games developed also have very diverse characteristics: some are rather simple video games, others are more advanced and others still have opted for analogue board games. This open approach has enabled the network to reach a large number of participants with very different profiles. The analysis of the first JamToday game jams shows that there is a consensus amongst game jam organisers on the relevance of the game jam instrument as an efficient way to quickly develop and explore new solutions to a problem, raise awareness about the potential of applied-game design and bring together stakeholders from different horizons with a potential to have concrete socio-economic impact. From the games developed during the game jams, some are now being taken further to development, jammers decided to work together beyond the jam, some are now pre-incubated in local incubators and so forth. Organisers of jams were positively impressed by the efficiency of the JamToday model, because it allowed jammers with no previous experience in programming to develop playable video games prototypes. As anticipated, involving experts and industry professionals was mentioned as one of the key factors to success. Experts and industry professionals are particularly useful for providing contextual information related to the theme or help teams to adjust their expectations and support them in keeping align with the assignment. The flexible approach followed by JamToday has enabled organisations with different profiles and agendas to successfully run a game jam. The impact of the approach can be identified not only for the learning environments for which the games are developed but also for other variables such as: • • • • Capability to broaden the network for game jam organisers Peer-learning for game jam participants Capacity to attract people that would normally not work with games and impact on the awareness about the potential of applied-games for people outside the gaming sector Capacity to trigger interest in working on new themes for game-developers or with other fields of application eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 57 From the field • • • • • • Impact on game companies that can experiment with new contexts and new themes Capability of the game jam to bring participants in contact with new economic actors at regional levels Talent discovery Improving collaborative creation of applied games Opportunities for new collaboration for participants Entrepreneurial discoveries The output from the 2014 game jams are available at the JamToday online Learning Hub. In 2015, the theme is ‘adopting a healthier lifestyle’ and there will be 16 game jams in cities across Europe, culminating in a JamToday Fair in Barcelona where the winning teams will compete in a live game jam. In this way we aim to make these creative processes even more transparent to policymakers and learning professionals in order to encourage interested parties to understand the value of this open innovation methodology. With the significant increase in game jams taking place in 2015, it is hoped that JamToday can become an instrumental European hub for all those interested in applied games and learning. ning r a e eL ers Pap 43 eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 58 From the field References Salen, K. et al (2010) Quest to Learn: Developing the School for Digital Kids, The John D. and Catherine T. MacArthur Foundation Reports on All references must be adequately cited and listed following the standard Digital Media and Learning, MIT Press citation style choice of the author (APA, Chicago, MLA, ASA, Oxford, Nash, P., Bagley, E.A.S, & Shaffer, D.W. (2012). Playing for public interest: Harvard). Epistemic games as civic engagement activities. Paper presented at the Connolly, Boyle, MacArthur, Hainey & Boyle (2012) A systematic literature review of empirical evidence on computer games and serious games, American Educational Research Association (AERA) annual meeting, Vancouver, BC. Computers & Education Vol. 59, Issue 2, pp 661-686 Nash, P., & Shaffer, D.W. (2012). Epistemic youth development: Educational Przybylski, A. K., Weinstein, N., Murayama, K., Lynch, M. F., & Ryan, R. M. games as youth development activities. (2012). The ideal self at play: The appeal of videogames that let you be all you can be. Psychological Science, 23, 69-76. Ryan, Rigby, & Przybylski, (2006) Motivation pull of video games: A Selfdetermination theory approach. Motivation and Emotion, 30, 347-365. Bekebrede, G., Warmelink, H. J. G., & Mayer, I. S. (2011). Reviewing the need for gaming in education to accommodate the net generation. Computers & Education, 57(2), 1521-1529 Bennett, S., Maton, K. & Kervin, L. (2008). The ‘digital natives’ debate: A critical review of the evidence. British Journal of Educational Technology, 39(5), 775-786. Shaffer, D. W. (2009). Wag the Kennel: Games, Frames, and the Problem of Assessment. In R. Fertig (Ed.), Handbook of Research on Effective Electronic Gaming in Education. (Vol. II, pp. 577-592). Hershey, PA IGI Global. Salen, K. et al (2010) Quest to Learn: Developing the School for Digital Kids, The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning, MIT Press Shaffer, D.W., (2006) How Computer Games Help Children Learn, Palgrave Macmillan, New York Edition and production Name of the publication: eLearning Papers ISSN: 1887-1542 Publisher: elearningeuropa.info Edited by: P.A.U. Education, S.L. Postal address: c/Muntaner 262, 3r, 08021 Barcelona (Spain) Phone: +34 933 670 400 Email: editorialteam[at]openeducationeuropa[dot]eu Internet: www.openeducationeuropa.eu/en/elearning_papers ning r a e eL ers Pap 43 Copyrights The texts published in this journal, unless otherwise indicated, are subject to a Creative Commons Attribution-Noncommercial-NoDerivativeWorks 3.0 Unported licence. They may be copied, distributed and broadcast provided that the author and the e-journal that publishes them, eLearning Papers, are cited. Commercial use and derivative works are not permitted. The full licence can be consulted on http://creativecommons.org/ licenses/by-nc-nd/3.0/ eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 59 From the field Well-being Focused Gaming™: Individualized Engagement with Plush Toys, Avatars, and Personal Robots Authors Alexander Libin [email protected] Scientific Director National Rehabilitation Network, MedStar Health & Georgetown University Medical Center Washington DC, USA Games are humans’ inherited first choice when it comes to mastering the world, whether they are aimed at everyday life learning, understanding other people’s actions and motivation, or striving to succeed in everything that we do. Two main features - virtuality and engagement - provide the player with the wide range of gaming experiences. According to the Libin Game Model, each game can be presented as a complex engaging system functioning through the configuration of exchanges between a player and gaming environment mediated by a goal-setting mechanism. A special class of Well-being Focused Games originates in playing activities of a therapeutic value making it possible to provide relief to elderly nursing home residents via systematic individualized interventions. The foundation for such naturally-occurred personalized connection between humans and gaming agents is rooted in empathy as the most basic human quality. A continuing question within the robotics community concerns the degree of human-likeness robots ought to have when interacting with humans. Finally, an ultimate embodiment of gaming experience - a personalized robot - is a promise of a true companionship, enhancing the game with life-like qualities and engaging Alzheimer’s patient in a unique game of touch, empathy and trust. Wellbeing Focused Gaming is an ever expanding area of both the conceptual merging of simulated reality and everyday life and a multiplicity of practical applications based on the concept of positive experiences that is necessary for effective learning in a variety of existing realms. 1. Gaming as Mode of Life: Engagement Value Tags Individualized engagement, psychosocial intervention, robotherapy, LIBINbot, wellbeing focused gaming ning r a e eL ers Pap 43 Games are humans’ inherited first choice when it comes to mastering the world, whether they are aimed at everyday life learning, understanding other people’s actions and motivation, or striving to succeed in everything that we do. Life itself is the mysterious game that everybody plays with the Universe. Gaming is characterized by a set of operational values defined by the purpose and the vehicle mechanism of a specific game and is based on two structuring features - virtuality and engagement (Libin, 2001). Virtuality is associated with the ability of our mind to model, simulate or imagine various scenarios that exist or might be constructed in the real world. Engagement is a merged feature of both the player or a gamer and the gaming or simulated environment, and is characterized by the level of involvement, interactivity, and intensity as described by the Libin Game Model (LGM) (LGM; Libin, 1993; 2006). According to LGM, each game can be presented as a complex engaging system functioning through the configuration of exchanges between a player and gaming environment mediated by a goal-setting mechanism. It is important to point out, that the concept of Engagement brings together the non-linear nature of examining phenomena and its interactive nature, which are two vitally significant components in the gaming approach. Perhaps because engaging interactivity is a main characteristic of the brain (Sheldon,2004), mental functioning (Libin, eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 60 From the field 2008) and human development in general (Bornstein & Lamb, 2011), an engaging nature of gaming applications makes them natural allowing humans to embrace games like any other part of our physical, psychological and social environment. 2. Human Friendly Agents: Empathic Value The long predicted merge of artificial and human worlds is happening before our very eyes. We see different, but mostly positive, consequences of human beings interacting with their artificial partners (Libin, 2001). From the therapeutic point of view, interactions between persons and artificial agents -- gaming avatars or personalized robots - have the same psychosocial nature as human-to-human communication. Generally speaking, individual manners of establishing personal contact with the communicating agent reflect styles of selfexpression, preferable communication, and coping strategies (Libin,1995, 2002). In many populations, particularly those classified as vulnerable, an artificial creature serves as the mediator between a person’s behavior and a situation with a high degree of uncertainty. The analysis of this interplay allows researchers to draw conclusions on specific features of the participating person and his/her individuality. The foundation for such naturally-occurring personalized connection is rooted in empathy as the most basic human quality and provides a novel path of inquiry into the effects of empathetic robots in psychosocial interactions. A continuing question within the robotics community concerns the degree of human-likeness robots ought to have when interacting with humans. This question is often framed within the context of the Uncanny Valley effect, which is a theory proposed by Mori that posits the following: as robots become more humanlike they become more familiar (and thus more likeable) until the mismatch between their form, interactivity, and motion quality elicits a sense of unease (Ho, MacDorman, Pramono, 2008). While studying the phenomenon of believability in synthetic gaming characters, Paiva et al (2004) focused on empathy as a main mechanism responsible for maintaining the reciprocal emotional relations established between users and characters. Researchers found that children were more likely to respond positively to those characters who exhibited socially appropriate behaviors. Using simulation to study empathy (Pavia et al, 2005), investigators also found differences between teachers’ and students’ empathic feelings towards animated agents using a simulated classroom bullying event. Significantly more children (80%) felt sorry for the characters compared to 70% of teachers. Further, significantly more children (71%) expressed cognitive empathy ning r a e eL ers Pap 43 towards characters as compared to experts (47%) and teachers (28%). In order to study empathy’s role in human - robot interactions, researchers (Putten et al., 2013) conducted an fMRI study to investigate emotionality in human-robot interaction. Subjects (N=14) were presented videos showing a human, a robot, and an unanimated object, being treated in either an affectionate or a violent way. Violent interaction towards both the robot and the human resulted in similar neural activation patterns in classic limbic structures indicating that both the robot and the human elicit similar emotional reactions. However, differences in neural activity suggest that participants show more negative empathetic concern for the human in a negative situation. These studies suggest the relevance of artificial agents in psychological study as humans from a young age naturally form empathic relationships with artificial agents that have been show to neurologically notable in adulthood. The class of Human-Friendly Agents can be defined by two characteristics that make it potentially valuable for psychological research and practice (Libin 2006; Tapus & Matarić, 2008; Paiva et al., 2011). First, a general feature of the class of interactive simulation or empathic robots is that those creatures are designed for the purpose of communication or interaction with a human being. The concept of empathic artificial partner places the relationships between humans and robots into a psychological, rather than technological, context. A few parameters depict an artificial empathic partner as a good human companion: • • • It imitates a real life (human- or animal-like) behavior; It models emotional, cognitive, motor behaviors normally experienced by humans; It communicates with the person on various levels such as tactile-kinesthetic, sensory, emotional, cognitive, and social – behavioral. A second major distinction that differentiates the class of interactive and simulative empathic artificial creatures from other groups is that it reflects a structure of a living world including: • • • Anthropomorphic robots or humanoids; Robots imitating animals; Artificial creatures imitating living beings other than humans or animals, or fictitious creatures. As of 2015, numerous creatures equipped with tactile, audio, and visual sensors and differing levels of robo-IQ already exist eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 61 From the field on the market and in the laboratory. The anthropomorphic robot platforms Cog and Kismet, the humanoids AMI and Asimo, the robotic dog AIBO and robot-seal Paro, and the automated dolls Amazing Amy and My Real Baby are only a few of many known examples. While practitioners and researchers gradually realize that an individual’s special needs might require specially designed tools, theoretical and applied justification has to be developed to embrace and analyze the epistemology and phenomenology of an already diverse robo-population. 3. Playing With Toys: Therapeutic Value Ultimately all games are designed to benefit our personal well-being. Of course, there is a commercial value to the most popular games, but the psychological cost-effectiveness analysis is beyond the scope of this text. Instead, a special class of Well-being Focused Games that originated in playing activities of a therapeutic, stress-relief or health promotion nature will be identified and discussed. Gaming approaches for treating problems that a person experiences over the course of their life are aimed at psychological mechanisms that underlie behaviors disturbing to themselves or others. Psychological effects produced by gaming or non-pharmacological interventions (Libin, 2006) also influence biochemical, neurological, and psycho-physiological patterns that form individual behaviors, states and traits. As some authors have indicated psychological therapy achieves the same effects as pharmacological methods - from biochemistry to psychophysiology of emotions and complex social problematic behaviors. Among psychologicallyoriented techniques are traditional person-to-person or group psychotherapy, sensory and mental stimulation based on color, semantics of geometrical shapes and human drawings, music, videotapes, meditation, and physical therapy (Libin et al., 2008). In this study, we examined the efficacy of a systematic algorithm for providing individualized, non-pharmacological interventions for reducing agitated behaviors in nursing home residents with dementia. We aimed to develop simple playing engagement activities for persons with Alzheimer’s. (Libin & Cohen-Mansfield, 2004; Cohen-Mansfield, Libin & Marx, 2007). The study was conducted in 12 nursing home buildings in USA, where 6 were used as treatment facilities, and 6 as control facilities. The interdisplinary team consented 167 elderly persons with dementia. Our engaging activities were tailored to the individual profiles of agitated participants using a systematic algorithm that considered type of agitation and unmet needs. Interventions were then designed to match individual cognitive, ning r a e eL ers Pap 43 physical, and sensory abilities, as well as lifelong habits and roles. Personal profile was matched to one of the playing engagement activities — individualized music or other sensory stimulation, game puzzles, provision of real or simulated social contact such as family videotapes, toys, and robotic animal-assisted therapy. Interventions were provided for 10 days during the 4 hours of greatest agitation. The implementation of personalized, nonpharmacological interventions resulted in statistically significant decreases in overall agitation in the intervention group relative to the control group from baseline to treatment (F1,164 = 10.22, p =.002). In addition, implementation of individualized interventions for agitation resulted in statistically significant increases in pleasure and interest (F1,164 = 24.22, p <.001; F1,164 = 20.66, p<.001). Our findings, which were part of a larger theoretical framework (Cohen-Mansfield, 2000) support the use of engaging gaming activities to treat agitation in persons with dementia. 4. Personalized Robot, LIBINbot, as the Ultimate Gaming Embodiment: Companionship Value While gaming is an engaging activity for many of the lucky players who do not have the experience of a debilitating medical condition or a life trauma, it is a remarkable challenge to find appropriate stimuli and activities that engage persons with special needs in therapeutic well-being focused activities (Cohen-Mansfield, 2000; Libin & Cohen-Mansfield, 2001; Libin, 2001). For instance, pet therapy has been used to treat and entertain persons with dementia (Filan & Llewellyn-Jones, 2006). However, the presence of a real pet in the nursing home environment is often associated with difficulties and limitations, such as 1) insufficient nursing staff resources (i.e., a special person who can take care of a pet is not always available); and 2) possible concerns about inappropriate response of pets to actions of persons with dementia, or 3) safety concerns, such as tripping over the pets. Therefore, we hypothesized that the use of robotic pets as artificial partners and companions for elderly people with cognitive impairment might have advantages in certain situations. To investigate the specifics of a person with dementia’s interactions with the robot, a pilot study was conducted at the Research Institute on Aging, which is affiliated with the Hebrew Home of Greater Washington – the largest nursing home in a state of Maryland (USA). eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 62 From the field Our main intervention involved an engaging robotic cat compared to a non-interactive plush toy. A notion of a personalized engaging robotic companion is based on the LifeBased Interactive (LIBIN) Robot, or a LIBINbot (Libin, 2006). Traditional robots are designed to substitute for many kinds of human-performed tasks (Note. The origination of the word “robot” comes from the word “rabota”, or “labor”, translated from Czech language that was a native tongue for the famous writer Karel Čapek and his brother Joseph who coined the word “robot” in 1920. A different approach, named Robotic Psychology and Robotherapy (Libin, Libin, 2014), suggested a design of personalized intelligent creatures who’s main task would be a simulation of a companionship for the humans, thus introducing a LIBINbot as a special class of artificial partners (Libin, 2006) In 2002, the Japanese OMRON corporation was the first to embrace the concept of a simulated human companion by manufacturing a novel life-like robotic cat capable of not only mimicking the features and behaviors of a cat companion, but also able to engage with the interacting person in a very real-life like mode of communication (Washington Post, 2005). The first robotic companion had a name of NeCoRo – which means ‘a companion’ in Japanese – and was the first iteration of the OMRON corporation’s simulated human companion (see Pictures 1 and 2). Besides being a sophisticated robot with an artificial intelligence system, it has multiple built-in sensors that provide a self-organizing behavior. This artificial cat creates a playful, natural communication with humans by mimicking a real cat’s reactions, which can be either verbal (meow, purr, or hiss) or nonverbal (stretching paws, wagging tail, opening and closing eyes, turning head and spreading ears, and sitting or lying down). Robotic cat NeCoRo is covered with soft syn¬thetic fur of different shades and colors with sensors that make it responsive to the human touch. In 2002 we (Note. Alexander Libin, PhD and Elena Libin, PhD) brought a few LIBINbots from Japan to the United States to participate in our new study on robotic psychology and robotherapy. Picture 1. The first LIBINbot: robotic cat NeCoRo NeCoRo can stretch its body and paws, move its tail, open and close its eyes, and meow, hiss, or purr when it is touched. It is worth mentioning that robots with behavioral patterns aimed toward mimicking animal or human behavior have not only therapeutic, but also social learning value. Picture 2. LIfe-like human companion - cat NeCoRo Ten caregivers of elderly persons diagnosed with dementia and residing at the nursing home special care units were approached with the purpose of obtaining an informed consent. Nine of them agreed for their relative to participate in a study. All participants were females with the average age of 90 years (with the range from 83 to 98 years). The mean score for Global Deterioration ning r a e eL ers Pap 43 eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 63 From the field Scale (Reisberg, 1983), which is a single item assessing severity of age-related cognitive decline and Alzheimer’s disease via a Lickert-type scale from 1 (no cognitive decline) to 7 (late dementia or very severe cognitive decline), was 5.4 (with the range from 4 – moderate cognitive decline to 7 - late clinical phase with severe cognitive impairment). The project was based on a controlled – conditions experimental design involving a comparison of engagement responses to two different stimuli – the LIBINbot, named Max, and a plush cattoy, named Toby that served as a therapeutic comparator.. The cat-toy was selected after preliminary analysis of more than 60 samples presented on the Internet, so its appearance would match as closely as possible that of the robotic cat Max. All nine residents received two interactive sessions – one with Max, and another one with Toby – with a duration of ten minutes each. To eliminate an order effect, cats were presented in a random fashion: for more than half of the participants (67%) Max was administered on their first session, while another 33% were presented with Toby first. A standard set of instructions was developed on how to present a cat to a person with dementia. To reduce the influence on engagement of past experiences that might be associated with the cat’s name, both cats were presented without naming them at the beginning of the session. All sessions were conducted by trained research assistants with at least one year of experience in working with cognitively impaired nursing home residents. Individual engagement with the stimuli was assessed along the following dimensions: attention, attitude, intensity of manipulation, and duration of engagement. The first three constructs were measured on a 5-point scale, where the highest score (5) characterized a positive outcome (i.e., very attentive, very positive, very strong). Duration of the actual engagement between a person with dementia and the robotic or plushtoy cat was measured in minutes. Additionally, the quality of engagement was recorded and included such items as the content and target of resident’s talk while engaged with the stimulus. All sessions were video recorded for the purposes of further analysis. In addition, information regarding the person’s past experiences with pets was obtained from the family members. This included a three–item questionnaire, with each item answered by a negative or affirmative response (liking or disliking cats, liking or disliking dogs, and ownership of a pet). ning r a e eL ers Pap 43 Data regarding agitated behaviors at baseline and during the session, the specifics of the resident’s engagement with the robotic cat Max and plush-toy Toby, and the level of cognitive deterioration were entered into a computer and analyzed via SPSS 11.0 software (Statistical Package for Social Sciences). Verbal, physical, and overall problem behaviors (Cohen Mansfield, Werner, & Marx,1989), were studied via a paired sample t-test. The results showed that the level of agitation decreased during treatment phase, compared to the non-treatment. When the residents were involved with Toby, the level of physical and overall agitation decreased significantly (t(8) = 2.5 p=0.036 and t(8) = 2.4 p=0.046 respectively). Engagement with Max also lowered the level of agitation in the expected direction, but was not statistically significant (p=0.078 for overall agitation). Analysis of the data on affect revealed that during the sessions with the robotic cat there was a significant increase in pleasure (t(8) = 3.6 p=0.007) and in interest (t(8) = 2.7 p=0.028); with the plush-toy, the increase of positive moods was in the same direction but not statistically significant (p=0.111 for pleasure and p=0.052 for interest.) Control comparison of agitation and emotions at the baseline for Max vs. Toby sessions exposed no significant differences. A correlation analysis was performed for the engagement parameters, indicators for the level of cognitive impairment, and the person’s in liking or disliking real cats in the past (before entering nursing home). For Max, the level of cognitive functioning was associated with the duration of engagement, so that persons with higher cognitive levels tended to spend more time with Max (r = -0.67 p=0.05), whereas for Toby, cognitive functioning was associated with the intensity of manipulation, so that persons with higher cognitive levels manipulated the plush-toy cat more (r = -0.73 p=0.03). Although correlations between a person’s past liking of real cats and parameters of engagement did not reach significant levels, they were in the expected direction. Results show that even persons with severe dementia can be engaged in interactions with a LIBINbot. Both the robotic cat and the plush-toy cat produced similar effects on agitated behavior and expressed affect - the amount of manifested verbal and physical disruptive behaviors decreased and the amount of positive emotions increased during treatment phase as compared to baseline. However, few specifics were found with regard to the stimuli used. The interactions with the LIBINbot Max triggered positive emotions (pleasure and interest) in persons with dementia. At the same time, persons eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 64 From the field with higher levels of cognitive impairment (higher scores on the Global Deterioration Scale) were engaged with the robot cat for a shorter duration than those with lower levels of cognitive functioning. It is also interesting that even with Toby, who is lacking any interactive behaviors, the level of intensity of manipulation was strongly associated with the level of deterioration – the more impaired the resident was, the more difficult it was to manipulate the plush toy. Those results allow us to formulate a hypothesis for a further in-depth study on the use of interactive robots for dementia care. We propose that persons with higher levels of cognitive functioning will manifest greater engagement (in terms of duration, pleasure and interest) with the robots over repeated exposures; whereas for the more impaired a person the less interactive stimuli (i.e., plush toys) might be as useful as robotic ones for their engagement. 5. Conclusions: The Psychosocial Pillars of Well-being Focused Gaming People enjoy being entertained. As society progresses, human needs that can be satisfied through leisure activities become more and more refined. Therefore, means for fulfilling those needs both grow in number and become more diverse. However, the primary task and ultimate goal of any form of entertainment has remained the same throughout the ages: to provide a substantial level of interactivity that stimulates the human imagination. With the development of technology, the kinds of entertainment tools that come to life have transformed our understanding of the ways to satisfy Homo ludens. Innovations that have appeared over the last decade include internet-based recreation, virtual reality simulation, video games, and, finally, interactive robots. Robotic creatures with artificial intelligence and sensory feedback theoretically and practically comply with the basic meaning of entertainment, which is to stimulate leisure through positive engagement by providing a wide variety of choices. Moreover, the use of advanced technological means has broadened the context produced via entertainment systems by combining pure leisure activities and pleasure experiences with the effects of learning, training, and therapy. intensity of simulations and responses, and (3) the situated context created by the entertaining environment which is defined by such factors as intensity of involvement, mode of emotional experiences, and individual psychological profiles. 6. Acknowledgements. The author would like to acknowledge the experiences and the expertise of his colleagues, with whom he was privileged to work on the Well-being Literacy via Multimedia Education and Psychosocial Research (WeLL) program, in particular Elena Libin, PhD and Ellen Danford, BA. We would like to thank the founder of the International Society on Virtual Systems and Multimedia Professor Takeo Ojika, PhD (Institute of Dream Systems Development, Japan) for sponsoring cat-robot NeCoRo for the robotherapy study. The robotherapy pilot project has drawn on the experience and creativity of members of the Research Institute on Aging team, notably Jiska Cohen-Mansfield, PhD; Marx, M, PhD; Khin Thein, MD; Andrew Michaelson, BA: Jennifer Scott, MA; and James Biddison, BA; their dedication to the WeLL project is greatly appreciated. Methodological support for this project was provided through the MedStar Health Research Institute, a component of the Georgetown-Howard Universities Center for Clinical and Translational Science (GHUCCTS) and supported by Grant U54 RR026076-01 from the NCRR, a component of the National Institutes of Health (NIH). Its contents are solely the responsibility of the authors and do not necessarily represent the official views of NCRR or NIH. Incorporating the elements of training, education, and therapy into the entertainment process leads to the development of an enhanced constructive model of entertainment. A therapeutic and training effect of the entertainment agents is influenced by (1) one’s current needs and individual preferences, (2) an entertainment agent’s physical (embodied) or digital (virtual) features and behavioral configurations defined through the ning r a e eL ers Pap 43 eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 65 From the field References Libin, A. & Cohen-Mansfield, J. (2004). Therapeutic robocat for nursing home residents with dementia: Preliminary inquiry. American Journal of Bornstein, Marc H., Michael E. Lamb (eds) (2011). Developmental Science. Alzheimer’s Disease and Other Dementias, Mar-Apr; 19 (2): 111-117. An Advanced Textbook, Sixth Edition, Psychology Press. Libin A. & Libin, E. Robotic Psychology. (2004). In: Spielberger, Charles Cohen-Mansfield, J. (2000). Theoretical frameworks for behavioral problems in dementia. Alzheimer’s Care (Ed.). Encyclopedia of Applied Psychology, pp. 295-298. Oxford: Elsevier. Quarterly, 1(4); 8-21 Libin, A., Libin, E., Libin, V. (2008). The Geometrical Form Preferences Test Cohen-Mansfield J. Libin A. Marx MS. (2007). Nonpharmacological treatment of agitation: a controlled trial of systematic individualized through Human-Figure-Constructive-Drawings (A manual for clinicians). Moscow: Eksmo Education, 380 p. intervention. Journals of Gerontology. Series A: Biological Sciences and Libin, A; Schladen MM; Ljungberg I; Tsai B; Jacobs S; Reinauer K; Minnick Medical Sciences. 62A(8): 908-16. S; Spungen M; Groah S (2011). YouTube as an on-line disability selfCohen Mansfield, J., Werner, P., & Marx, M. S. (1989). An observational study of agitation in agitated nursing home residents. International management tool in persons with spinal cord injury. Topics in Spinal Cord Injury Rehabilitation, Winter; 16 (3): 84-92. Psychogeriatrics 1:153 165. Libin, A, Lauderdale M, Millo Y, Shamloo C, Spencer R, Green B, Donnellan Filan, S.L. & Llewellyn-Jones, R.H. (2006). Animal-assisted therapy for dementia: a review of the literature. International Psychogeriatrics; 18(4): 597-611. J, Wellesley C, Groah S. (2010). Role-Playing Simulation as an Educational Tool for Health Care Personnel: Developing an Embedded Assessment Framework. Cyberpsychol Behav. and Social Networking, 217-24. Insight. Retrieved at https://www.youtube.com/analytics Libin, A. (1993). Human Individuality: On Temperament and Style as Structural Components of the Personality System. Doctoral Thesis (Ph.D.) in Psychology, Institute of Psychology, Russian Academy of Sciences, Moscow. Libin, E. & Libin, A. (2004). Robotherapy. In: Spielberger, Charles (Ed.). Encyclopedia of Applied Psychology, pp. 289-293. Oxford: Elsevier. Paiva, A.,Dias, J, Sobral, D, Aylett, P. Sobreperez, S. Woods, C. Zoll, and L. E. Hall. (2004). Caring for agents and agents that care: Building empathic relations with synthetic agents. In AAMAS, IEEE Computer Society, 194– Libin, E. (1995). Coping with life crises and difficult situations. Moscow: Selena. 610 p. (in Russian) Paiva, A., Dias, J., Sobral, D., Aylett, R., Woods, S., Hall, L.,Zoll, C. (2005). Libin, A. (2001). Virtual reality as a complex interactive system: A multidimensional model of a person – artificial partner co-relations. In: H. Thwaites, & L. Addison (Eds.), Enhanced realities: Augmented and unplugged, pp. 652-657. Los Alamitos, CA: IEEE Computer Society. Libin, E. (2002). Psychology of Coping with Difficult Life Situations. Moscow: Psychological Institute of Russian Academy of Education. (in Russian) Libin, A. (2006). Persons and their artificial partners: Robotherapy as an alternative nonpharmacological treatment. In: Marinelli, D. (Ed). Essays on the future of interactive entertainment. Pittsburgh: Carnegie Mellon University Press, 143-154. Learning by feeling: Evoking empathy with synthetic characters. Applied Artificial Intelligence, 19, 235-266. Paiva, Ana, Iolanda Leite, Tiago Ribeiro. Emotion Modeling for Social Robots. (2011) In Calvo, R. A., D’Mello, S. K., Gratch, J., Kappas, A. (Eds.), Handbook of Affective Computing. Oxford University Press. Putten Rosenthal-von der, A.M., Schulte, F.P. ; Eimler, S.C. ; Hoffmann, L. ; Sobieraj, S. ; Maderwald, S. ; Kramer, N.C. ; Brand, M. (2013). Neural correlates of empathy towards robots. 2013 8th ACM/IEEE International Conference on Human-Robot Interaction (HRI), 215-216. Reisberg, B. (1983). The brief cognitive rating scale and global deterioration Libin, A. (2008). Mental Hierarchy Principles: Bridging Universal and Unique in Mind-Body Research. Psychological Journal of the Russian Academy of Sciences, 2008; Vol. 29, 5: 10-35. 201. scale. In: Crook, T., Ferris, S., Bartus, R. (Eds). Assessment in geriatric psychopharmacology. Mark Powley Assocaites, Inc., 19 – 35. Tapus Adriana and Maja J. Matarić. (2008). Socially Assistive Robots: The Link between Personality, Empathy, Physiological Signals, and Task Performance. In AAAI Sping Sympoisum on Emotion, Personality, and Social Behavior, Mar 2008. ning r a e eL ers Pap 43 eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 66 From the field Sheldon, Kennon M. (2004). Optimal Human Being: An Integrated MultiLevel Perspective, Random House. Washington Post (2005). Purr. Whirr. Your Next Pet May Not Be Fur in the Future - Or Could Be a Copy Cat. Psychologists Elena and Alexander Libin on the use of robotic cats in therapy. By Weeks, Linton. Sunday, April 24. Edition and production Name of the publication: eLearning Papers ISSN: 1887-1542 Publisher: elearningeuropa.info Edited by: P.A.U. Education, S.L. Postal address: c/Muntaner 262, 3r, 08021 Barcelona (Spain) Phone: +34 933 670 400 Email: editorialteam[at]openeducationeuropa[dot]eu Internet: www.openeducationeuropa.eu/en/elearning_papers ning r a e eL ers Pap 43 Copyrights The texts published in this journal, unless otherwise indicated, are subject to a Creative Commons Attribution-Noncommercial-NoDerivativeWorks 3.0 Unported licence. They may be copied, distributed and broadcast provided that the author and the e-journal that publishes them, eLearning Papers, are cited. Commercial use and derivative works are not permitted. The full licence can be consulted on http://creativecommons.org/ licenses/by-nc-nd/3.0/ eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 67 Design Paper Design Principles for Social Impact Games Authors Fares Kayali [email protected] Postdoctoral researcher Vienna University of Technology Vienna, Austria Vera Schwarz [email protected] Project assistant University of Vienna Vienna, Austria Gerit Götzenbrucker [email protected] This paper examines the game design of YourTurn!, a playful intervention with the objective of fostering intercultural relationships and awareness among youths in Vienna, Austria. Special attention is paid to how the intervention is designed to increase its social impact. YourTurn! was developed within a multi-disciplinary context and evaluated in a longitudinal study comprised of semi-structured interviews with 51 youths, one set conducted before and the second set after a three-month play intervention. We describe how the game mechanics were designed based on the desired impact and then reflect on their effects based on the evaluation of the second set of interviews. The results show a positive impact but also issues with the intervention’s lightweight approach to an important social issue. Based on qualitative feedback, gameplay metrics and a reflection from a design perspective we abstract a series of guidelines for the design of social impact games, which can be broadly structured into the areas creative play and social interaction, media literacy, and relating a game to its audience’s everyday habits. Associate professor University of Vienna Vienna, Austria Peter Purgathofer [email protected] Associate professor Vienna University of Technology Vienna, Austria Tags social impact games, game design, youths, design principles, serious games. 1. Introduction This paper evaluates the design of YourTurn! The Video Game, a playful intervention with the objective of fostering intercultural relationships and awareness among youths in Vienna, Austria. The game’s core mechanic is the collaborative editing of YouTube contents. Overall, there is a lack of research that thoroughly evaluates serious games, particularly in the area of social impact. Even less is known about the interplay between design decisions and their influence on a game’s impact. This paper closes the gap between measuring impact and game design in social impact games. Qualitative player feedback, gameplay metrics and a reflection on the academic design process result in a series of design principles for social impact games. Firstly, we outline our research context and multidisciplinary methodological approach. Secondly, we present our research results and feedback regarding the intervention. This leads to a discussion of what went right and wrong with the intervention, which is used to distill a series of design principles for social impact games. ning r a e eL ers Pap 43 eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 68 Design Paper 2. Linking Theory and Practice When discussing YourTurn! The Video Game, we will talk about “social impact games”, or serious games that aim to raise awareness of social issues, change social behavior, and generally effect a positive social impact. At its core, YourTurn! is a game, but some parts are also gamified in the sense of “using game-design elements in non-gaming contexts“ (Deterding et al. 2011b). A comprehensive list of serious games for social change has been used as the basis for the serious game design assessment framework by Mitgutsch and Alvardo (2012). It shows the various purposes and desired impacts that exist for social impact games. iCivics1 , for example, focuses on social learning to empower youths to become knowledgeable and engaged citizens. Writings published in Steinkuehler et al. (2012) demonstrate the broad range of applications of learning through games, while Linderoth (2012) outlines constraints. Yussof et al. (2009) describe a feedback loop between learning and game mechanics in serious games (figure 1). Figure 1: A conceptual framework for serious games as described in Yusoff et al. (2009, p. 22) For social impact games, this interaction can be taken one step further, meaning that mechanics should directly interact with the instructional contents or desired learning activities. This approach is closely related to what Ian Bogost (2007) terms “procedural rhetoric”, viewing games as systems that players can interact with. Thus, players can learn about these systems’ implications and how they work. Similarly, gameful design (Deterding et al. 2011a) means that in order to implement game mechanics that are intended to trigger specific desired behaviors, a direct relationship with the actual cause—as opposed to a more superficial gamification layer—is indispensable. Given the fact that YourTurn! is strongly rooted within participatory digital media through its use of YouTube, the following quote is of particular relevance: “Today’s digital cultures are deeply participatory, using digital authoring tools and distribution networks to dramatically alter how we interact.” (Squire 2007, p. 53) 1 http://www.icivics.org [last accessed June 25th, 2015] ning r a e eL ers Pap 43 Lange (2011) also speaks of interaction domains rather than the separation between real and virtual worlds. Malaby (2006) describes these domains as areas that transcend the spheres of the real and the virtual and instead focus on specific tasks. In a study of MUD (Multi-User Domain) players, she demonstrated the potential of in-game interaction to promote cultural exchange and enhance technical and programming skills. Charsky (2010) calls for serious games to achieve the same fidelity that commercial games have, not only in terms of graphics but also the way in which they implement game mechanics. He describes serious game design as the merging of game characteristics, such as competition, goals, rules, challenges, choices, and fantasy, with pedagogical elements. What all of the above-mentioned authors have in common is that they see a strong relationship between core gameplay and direct interaction with the actual cause. This premise became the basis of YourTurn!’s design. YourTurn! can be regarded as a serious game (Abt 1970) in the sense that it combines gameplay with the intention of real-world change. Within that genre, it matches the category of political and educational games (Michael & Chen 2006) because of its emphasis on raising social awareness. The game is designed to foster an awareness of cultural diversity. Its overriding aim is to teach players that living together also means interacting, communicating, and learning about one another’s cultures and habits, thus fostering communality and acceptance. Referring to Ratan and Ritterfeld (2009), it can be said that YourTurn! focuses on the primary learning principles of social problem solving. However, the game’s goal is to take this principle a step further and actually trigger social behavior change. This means that it can also be categorized as a persuasive game (Bogost 2007). The potential positive impact of serious and persuasive games has been suggested theoretically (e.g., see Klimmt 2009 and Clark 2007), and studies also exist that highlight the effects of serious games on health issues (see Kato et al. 2008 in particular, Rahmani & Boren 2012 for an overview). It has also been shown that serious games have the potential to trigger positive motivation (Cole et al. 2012). Research on social impact games is rather sparse. A study published by Peng et al. (2010) provides insight into games and social context. One example of an evaluated game is StarPower 2 , a board game about social inequality. Its evaluation (Bell & Griffin 2007) concludes that simulations such as StarPower 2 2015] http://www.whatsrace.org/pages/starpower.htm [last accessed June 25th, eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 69 Design Paper enhance concrete experiences and learning by allowing participants to engage directly with the subject matter. Toft and Naseem (2012) also indicate that games can be used to encourage communication and togetherness within families. Studies in Germany found a lack of social networks in Turkishorigin communities, leading to a lack of integration into society (Janßen 2010). Online platforms and games support the establishment and maintenance of social relations and networks in immigrants’ (and everybody else’s) lives (Valdez 2008). player started by choosing to “take part” or start a new video by picking a channel (topic). There are no wrong choices in YourTurn!. It is about being creative and seeing what fits the topic and the videos of other players. The structure of YourTurn! is that of an online social community (figure 2). The focus is on creative play within a game environment. YourTurn! contains game elements like avatars, points and achievements. It cannot be strictly regarded as a game, because there is an intentional lack of clear goals and standard procedures in order to facilitate experimentation and freedom of expression. Recent studies indicate the heavy use of the Internet, especially online communities (Lins 2009, Hugger 2009) and games (Moser 2009), by ethnic minorities, including second-generation immigrant youths. In general, new media can be seen as an integrative factor in the lives of adolescents (Kuhn 2009). This was also shown to be true for second-generation immigrants (Hepp 2009, Kissau 2008) and Muslim youths (Brouwer 2004). Online environments, such as social networks and online games, not only support ludic identities but also hybrid identities, which connect physical and digital life, and can therefore be used to trigger social learning (Schumann et al. 2009). YourTurn! The Video Game Figure 2: YourTurn!’s start page shows the most popular mixes and YourTurn! The Video Game3 is a playful intervention based upon the creation of YouTube video mash-ups with other players. It was created to foster social interaction, communication, and reflection on intercultural practices among juvenile minority groups. YourTurn! is accessible via Facebook, where players engage in head-to-head battles. Taking turns, they select short snippets of YouTube (music) videos, which they append to a mutual video mix. Playing against each other leads to a shared and creative one-minute video mix that can then be watched and rated by other players. YourTurn! relates to everyday media use and social interaction. It is browser-based and requires the Flash media player. A Facebook account is required for authentication. Due to the asynchronous creation of video mash-ups, the time investment required for YourTurn! is low, and it is best experienced in shorter play sessions spread out over several days. Players start by creating an avatar. Then they can watch a few video mixes created by other players to understand what gameplay is about and what makes a good video. Afterwards, they can choose to navigate to the studio section to create their own videos. They may either participate in a mix another 3 opportunities to contribute. Several conscious design decisions were made beforehand: • • • • Multi-player gameplay was designed to be asynchronous to make the pace of the game less stressful and to make the game work even with a small user base. The game is offered in German and English to ease access. Language is as simple as possible to avoid confusion for non-native speakers. Game elements like a score, avatar upgrades and achievements were introduced to provide a more structured experience around the creative core of the game. Configurable avatars are used to provide a means of selfexpression and to foster long-term engagement through unlockable upgrades. 3. Methodological Considerations The research group’s multi-disciplinary perspective is shaped by the authors’ diverse scientific backgrounds, which range from communication research, political science and social network analysis to usability research, computer science, and game studies (Kayali et al. 2011). http://yourturn.fm [last accessed June 25th, 2015] ning r a e eL ers Pap 43 eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 70 Design Paper The discussed intervention addresses a marginalized group— working-class teenagers with and without immigrant parents, i.e., with low levels of socioeconomic resources. We thus applied sensitive qualitative settings, such as in-depth interviews and ego network analysis. Additionally we used gameplay metrics to track user behavior. Thus, our core research process is based on methodological triangulation within an action research setting that involved a three-month play intervention. We were looking for ways to use the intervention to intervene in Viennese teenagers’ everyday lives that would be directly related to their social media behavior. Based on Berry’s (2001; Sam & Berry 2010) psychological acculturation concept, we use an approach that is specific to migration and diversity research. This concept considers two dimensions: maintenance of the culture of origin and related identities by immigrants as well as socializing with people of other cultural origins and participating in the host society on an everyday basis. The four emerging acculturation strategies are assimilation, separation, integration and marginalization. Hence, one important aspect of the acculturation process is the establishment of interethnic communication and relationships. We thus gathered information about social relationships, perceptions of friendship, and social networks in order to analyze the relevant intra- and interethnic relationships. We conducted 91 semi-structured personal media interviews in two sets. The first set consisted of 51 interviews, and the second consisted of another 40 with the same teenagers. In the first set, the interviewees told us what music they liked and which online games they played. Based on their feedback, we decided to integrate YouTube, the world’s most popular video dissemination platform (Marek 2013), into YourTurn!. Our interviewees were aged 14 to 17 (2011) and 15 to 18 (2012). Half of them were female, half were male. Their ethnic origins were Turkish, Southeast European and North African, and native Austrian. Tables 1 and 2 give a detailed overview. Interviewees: male Set 1 female total Turkish 8 8 16 Austrian 8 8 16 8 19 24 51 SE European, 11 N. African 27 Interviewees: male Set 2 female total Turkish 7 7 14 Austrian 5 5 10 SE European, 9 N. African 7 16 19 40 21 Table 2: Overview of interviewees in the second set of interviews Two interviews were conducted––before and after the intervention was published. During the three-month play intervention, more than half of our interviewees played and were asked about the gaming experience afterwards. Additionally, we used direct and participatory observation in youth clubs and on Facebook to complete our insights. 4. Results We will discuss the intervention’s impact on the observed youths’ ego networks and on their notions of intercultural exchange and friendship. Also, we present player feedback regarding the intervention itself and how this relates to the data accumulated through gameplay metrics (Swain 2008). Ego networks and intercultural friendships The total sample size for the evaluation of the play intervention is 40. Of these, 26 were invited to play regularly. The others (14) represent our control group. Fifteen of the 26 players, the “top gamers”, spent a significant amount of time, meaning that they reached level 15 or higher. Some of the players who invested less time had not really played any games at all during the threemonth time span. The gaming itself and the teenagers’ predisposition toward gaming could not change their concept of friendship as a physical relationship, but we found significant effects on their ego network constellations and perceptions of diversity. To explore whether or not the ego networks of our interviewees had changed, we combined two ego network generator tools (Fischer 1982, and Hollstein et al. 2013) and asked questions addressing various relationship levels, such as “Friendship”, “Trust”, and “Socializing”. Moreover, we compared the networks from before and after the teenagers played YourTurn! to measure network changes resulting from our play intervention. Table 1: Overview of interviewees in the first set of interviews ning r a e eL ers Pap 43 eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 71 Design Paper In the second set of interviews, we did indeed find differences in network size depending on whether a person had engaged with the playful intervention or not; gamers’ networks were larger. This effect has two causes. First, gamers’ networks were already larger before the study. Second, the gamers’ network size increased by 0.5 contacts from interview 1 to interview 2. Whereas people who did not participate in the game did not change their network sizes. Of course, we cannot be sure that the increased network sizes were solely caused by our intervention. Our interviewees may not have massively expanded their networks but instead made their pre-existing friends play as well. One possible explanation for this behavior is given by Linderoth et al. (2014), who found that real-world ties and relationships lessen the pressure of having to perform well in a game. In our second set of interviews, following the play intervention, we found that the interviewees’ attitudes towards diversity had become slightly more positive as compared to those expressed in the first interview set. Those who had played YourTurn! were more interested in intercultural friendships than those who had not. Also, those interviewees identifying as both immigrant and Austrian were most likely to play YourTurn! However, we do not know if these were effects of YourTurn! or if playing was more appealing to teenagers who were more open-minded and interested in other cultures. The native Austrian section of our sample talked more about the negative aspects of diversity, but those individuals were also most likely to claim being interested in intercultural friendships, with their actual friends being Austrian natives like themselves for the most part. Also, native Austrians were least likely to play YourTurn! after having been asked to do so by us, which is another clue to the relationship between YourTurn! and intercultural awareness (again, this is not indicative of the direction of the relationship). An analysis of the 15 top gamers’ interviews (across both interview sets) shows that eight gamers maintained their mainly positive views of diversity in Vienna, while six gamers expressed a more positive view of diversity after the play intervention than before (only one changed negatively). Game-specific feedback an important feature, eleven said it was surprising, and six found it to be a unique experience. For example, P32 (female) said, “It is totally different, almost abnormal, but not in a negative sense—there’s no other game like it.” When asked what she liked about the intervention, P35 (female) answered, “You don’t know what the other player will answer. It’s so creative, and it’s interesting how the other player will react to what you post next.” These comments are not surprising, because the premise of the project was to encourage creativity and create a unique experience that would stand out from the masses of other Facebook games, despite its low production values. The interviews confirm that this not only worked but that YourTurn! was also perceived positively. However, access metrics show that many players either spent very little time in the intervention and/or quit prematurely (figure 3). Figure 3: Engagement metrics (Google Analytics). The above engagement metrics show that more than half of the players spent less than 3 minutes in the intervention. For returning players, the reason for this could be that they were simply checking to see if new game content had been added, but for the remainder the metrics indicate that they quit after a very short time. However, the metrics show a relatively long engagement time, with around 30% of players staying 10 minutes or longer and 12% staying more than 30 minutes. This is quite a long time for a turn-based game in which players often just check in to make only a few turns. It should be noted that appending a video is not as quick a task as one might imagine. It involves the close watching and re-watching of what the other players have done, looking through YouTube video content and experimenting to determine which particular clip will actually fit well at the end. P35 (female) summarizes it well: “You have to have time for it—a lot of time.” Overall, YourTurn! was well-received. Thirty-five of 40 interviewees made at least one positive comment about the intervention, such as “interesting” (17 statements), “good” (16), or “fun” (12). Seventeen interviewees mentioned creativity as ning r a e eL ers Pap 43 eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 72 Design Paper YourTurn! was used both as a tool for self-expression, as well as a means of learning about things that others are interested in. When asked whether he became aware of new YouTube videos through the intervention, P30 (male) said: “Yes, lots of them. There were a couple of videos [finished mixes] for each topic, and they were very surprising—some of them funny, some sad, some very interesting.” Figure 4: User drop-off metrics (Google Analytics). The metrics in figure 4 show that about one third of users were lost before they started to make or contribute to a video mix. The bounce rate of visitors that did not go beyond the first page was 19.2%. These numbers may be due to the unique concept or at least the failure to communicate this concept in an easyto-understand way. For example, P4 (female) said: “In the beginning, I had no clue. Then, I started to look at videos and got what it [the game] was about.” It can be concluded that the concept is not easy to comprehend at first glance, but if a little more time is invested in grasping that concept, the intervention can become engaging. During the three-month action research period, some players also lacked the requisite media literacy, and questions like “How do I know which video to pick?” and “How do I judge whether my video clip fits the topic?” were asked. In summary, it can be said that creative play is a chance to make a game stand out and also helps foster togetherness in collaborative play, but it heightens the entrance barriers for some players. Concept and game features When asked about which game features stood out, most players (16) mentioned “video editing”. In no way does this contradict the above interpretation of the metrics, because the players mentioning “video editing” as a feature were mostly those who spent more time with the intervention. For these players, our design expectations were met because they grasped the core concept of collaborative video editing. The concept seems to be especially appealing considering the lack of easily accessible low-level video editing tools. Referring directly to the video content, players said that they liked “showing which videos they like” (ten statements), and enjoyed the diversity of video content present in the intervention (8). This also means that for some players, ning r a e eL ers Pap 43 Figure 5: The video player and rating interface. YourTurn! uses a contextual rating system that is meant to encourage viewing what others have created and giving feedback based on ratings such as “funny”, “meaningful”, “creative”, etc. (figure 5). Compared to the number of mixes, the number of ratings awarded is very low. From a design perspective, the flaws in the rating system soon became obvious. Firstly, rating videos did not feel like a real game activity, and it was detached from the core mechanic of editing videos cooperatively. There are no additional incentives or consequences for rating videos. Secondly, the rating system was not consistently integrated into the user interface. The interviews confirmed these weaknesses regarding the rating system. There were few mentions of it (4), and nobody cited watching the content added by other players as one of the intervention’s core features. Players did say that they were interested in what others were doing, but this referred mostly to those they had personally made videos with. It seems that watching was not considered as interesting as expressing oneself and being active. In conclusion, it can be said that watching finished mixes was not seen as a primary feature of the intervention, although it was planned to be. One feature that was very well-received by players (15 statements) was the customizable avatars (figure 6). The fact that the avatar editor was received well coincides with the objective of making the intervention not only a tool for communication and cultural exchange but also a means of self-expression. Expressing oneself thus serves as eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 73 Design Paper a basis for approaching and getting to know one another. to be willing to watch and relate to the diverse content they are confronted with. 5. Discussion and Design Principles In this section we present three design principles. They derive from regarding the results of the players’ qualitative evaluation and gameplay metrics (see above) from a reflective design perspective. Reflecting, as a designer and player, is a common practice in design research (Aarseth 2003, Burdick 2003, Ehn & Löwgren 2004, Stapleton 2005). Furthermore we present a series of smaller, more specific design insights. • Playful creativity and collaboration can be means for the expression of and reflection on culture. In YourTurn! videos are created based on a topic and, taking turns, players negotiate cultural meaning by submitting adequate video responses. The associative style of play enables the sharing of intercultural practices and furthers integration (Berry 2001). The music-related content contributes to this process (Solomon 2009). In a more general sense it can be said that collaborative video editing helps players explore and share their cultural backgrounds. Most video contents focused on music, but there were also videos related to local politics, movie tastes, sports preferences, and humorous compilations. The avatar editor was also wellreceived because it allowed players to experiment with expressing themselves. The evaluation with players showed the potential of YourTurn! to trigger curiosity about various topics and invite players to find out about other players and their interests. • The chance for success of a social impact game can be increased by closely relating to the target audience’s everyday habits and experiences. The combination of Facebook and YouTube worked well. YouTube was identified as the primary means of music consumption for youths in Vienna, while we learned that Facebook is subsequently used to post and discuss pieces of music. Music is an apt medium for transporting cultural meaning and selfexpression. While YourTurn! is not a music game, the choice of YouTube was a conscious one, hoping that players would use musical content to communicate with one another (see Marek 2013). Perhaps because of a variety of in-game topics that invite the use of music videos, a considerable portion of the game content did indeed reflect musical tastes. We can assume that building on media channels and social Figure 6: The avatar editor. Social interaction With 16 statements, collaboration was one of the most oftenmentioned positive features of the intervention. The interviews also confirmed the potential to forge new social interactions. Players made comments like “OK, he/she understands me, and then, you send a Facebook friend request because you are already there and can connect with one another more quickly,” (P1, female) “Maybe, the other player likes that you add good video clips, and maybe, you get to know each other then,” (P7, male) and “You find common interests. This facilitates making contact” (P30, male). While 25 of the 40 interviewees recognized the intervention’s potential to encourage getting to know other people and 16 of 26 players said they were interested in the people they had played with, five of our 15 top gamers (players who reached level 15) actually got to know someone they had not known before, and two more (seven total) attempted to add someone as a Facebook friend. However, in their ego networks, these new friendships were regarded as less important than friendships the players had already established before playing the intervention. Overall, this shows a clear discrepancy between the numbers of players who see the game’s potential as a means of forging new friendships and the actual cases in which this happened. These facts may point to a more long-term potential for the intervention to foster new social connections, which could only be observable over a longer timeframe and with a large and diverse game community. Sixteen players mentioned that they liked seeing previously unknown videos in the intervention. This indicates the potential for reflecting on intercultural practices because players appear ning r a e eL ers Pap 43 eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 74 Design Paper services relevant to youths helps anchor the intervention in their everyday lives. The focus on creativity makes it a playful communication channel that fosters togetherness and helps expand social boundaries while at the same time concealing the “serious” pupose. At first players also think that they engage in a more familiar form of competitive play. In the end they create something together and competitive play is subtly transformed into collaboration. During the three-month-long play intervention, real-life activities supporting YourTurn! were made available. These included workshops on DJing, beat boxing, and rapping; a mobile sound studio that offered the opportunity for players to play together; and a gamer party at a youth center to promote the intervention. We observed that these occasions helped recruit new players. Our interviewees also stated that they felt more encouraged to play together with others that way. • Creative gameplay offers a chance to make a serious game unique, and it demands but can also further media literacy. The decision to focus on a new idea rather than follow a classic genre helped make the intervention memorable and engaging while maintaining low costs. YourTurn! offers creative play instead of providing a lot of content and assets. To be able to compete with mainstream games serious games can build on unique gameplay rather than high production values. In YourTurn! finding a suitable clip means learning to reflect on communication, aesthetics and context. However, we also noticed that the need to be creative constituted an entry barrier for some players. YourTurn! is not a standard videogame. It uses a maybe overly unique concept that makes it difficult to grasp at first glance what it is about. While it uses game elements, such as scores, progression, achievements and avatars, it has no longer-term goals, which leads to a lack of visible, long-term motivation for players. While unique fetaures can make a game stand out, social impact games need to partly rely on established game concepts to ease access. Our evaluation shows this ambivalence, with interviewees both praising the uniqueness of YourTurn! and emphasizing difficulties in understanding the intervention’s core concept. The following list is composed of smaller design insights, which are more specific to YourTurn! but have been abstracted in order to be valuable for consideration in future projects or research. • Player interaction was not meaningful enough. Although several new friendships were created by some players, the ning r a e eL ers Pap 43 three-month timespan was too short and the immediacy of interaction with other players too low. To further online friendships meaningful ways of interaction must be offered in a game. • The decision to make YourTurn! Facebook-only was made to keep costs down and to provide a social environment for players to continue communicating after contact was established in YourTurn!. While Facebook use is indeed widespread, this decision still left out just under 10% of our interview sample. A social impact game should not force a particular social network on its particpants but offer different choices. • The problems of having a unique concept and a high entry barrier were further exacerbated by the unguided entry. YourTurn! lacks an interactive tutorial or guided first steps. While an introduction video and instructions are available, these were rarely watched or read by players. Just like good mainstream games, serious games need to have gameplay instructions embedded into the first steps of playing the game. • The rating system through which players could award tags to videos they liked or found interesting was not used very frequently. The feature was not introduced through gameplay and was not featured prominently enough. This led players to mostly creating instead of watching videos. This is almost game-breaking because ratings and “likes” constitute the only ways in which a player can obtain valorization for their creations. Serious games also need to offer support mechanics, additional to the mechanics designed around the desired impact. • Problems with the intervention included destructive strategies, such as repeating the same segment a preceding player had added and quickly finishing off a video with arbitrary selections. When creatively empowering players, measures against destructive play have to be taken. • The contents in YourTurn! decay over time. The choice of YouTube meant that YourTurn! was not able to save or cache contents (to avoid facing legal consequences over content use). YouTube videos vanish regularly, for example, when they are taken down due to copyright issues. Everything that vanishes from YouTube is lost in YourTurn! as well. It also has no mechanisms to keep one player from taking over all the contents as soon as video mixes are open for eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 75 Design Paper collaboration. A multiplayer serious game has to make sure that there is no content deprivation. 6. Conclusions and Outlook Understanding YourTurn! and what went right and wrong in terms of designing for social impact can help with the game design processes of other serious or social impact games. We presented a series of design principles based on a qualitative evaluation of and a design reflection on YourTurn!. In general, YourTurn! shows that games can impact both players’ ego networks and attitudes. While we could see impacts in these areas, more significant results can only be achieved by observing a larger number of players over a far longer timespan. YourTurn! did not directly address the matters of acculturation and intercultural friendships. The advantage of this design decision was that youths primarily regarded YourTurn! as a game and not as something that was designed to teach or educate them. Thus, when playing, they did so for fun, while the social impact aspect of the intervention was conveyed on a more subliminal level. Although this may not be transferable to all social issues, whenever possible, it can indeed help dispense with the finger-wagging nature of attempts to educate people about social issues, especially when dealing with a potentially difficult teenage audience. However, as was experienced to a certain degree in YourTurn!, concealing impact mechanics can potentially distract from the matter at hand, thus leading to less meaningful results. What worked well was to let people interact with the subject matter on a game-mechanics level. This is not a new approach and has already been successfully implemented in serious games such as World without Oil (Eklund et al. 2007). YourTurn! is built on the assumption that social impact games must function first and foremost as games before they can successfully address a significant social issue. This evaluation is a further confirmation of the theoretical arguments regarding serious games for social impact made by Klimmt (2009) and Clark (2007). The problems with YourTurn! on the whole were a result of providing too few long-term incentives for playing, a tooshort observation period and a budget that was insufficient for fully fleshing out the intervention. The main restrictions of our research were the strong local ties—to Viennese youth centers, schools and vocational training institutions—which led to weak generalization potential. Our 91 qualitative interviews ning r a e eL ers Pap 43 outline insights potentially transferable to other Western European countries, but the results cannot be fully generalized for other areas. Overall, qualitative research cannot easily be generalized. However, it provides scientists with deeper insights that quantitative research fails to offer, and it is thus suited for generating hypotheses and/or theories. Hence, qualitative results may serve as a basis for further research. We learned that if an intervention is designed to play a role in how players express themselves, it will also be used to reflect on other topics of social and cultural relevance. For an audience aged 14 to 18, reputation and self-expression are central issues (Wegener 2004), and thus it makes sense to build a game around this core. However, teenagers also prefer playing with their real-life friends to extend their in-game success and are unlikely to play with unknown people. YourTurn! succeeded in connecting well with youth culture (MacDonald & Shildrick 2007). Another major takeaway from the project was that a low access threshold is needed to reach a larger portion of this target audience. YourTurn! had broader implications beyond its original purpose as well. We built YourTurn! with the assumption that creative empowerment would foster an intrinsic motivation to play and thus lead to increased interactions with other players, which was YourTurn!’s primary goal. While this goal was achieved only partially, the creative nature of the intervention produced an interesting side effect. The empowerment of players led to an increase in media literacy and an expansion of media use because players went beyond merely watching and began to edit, research and orchestrate video contents. The intervention addressed several new media literacies described by Jenkins et al. (2006), including play, performance, appropriation and distributed cognition. YouTube has established itself as a central resource for entertainment and communication among youths and children, but it is generally restricted to receptive usage. Only a fraction of youths and children master the technological barriers that prevent the creative use of YouTube material. YourTurn! changes this dramatically, putting players in a position in which they can work creatively with material that is otherwise intended mainly for consumption. The playful interaction with video creation and mash-ups changes the perception of a technology that is otherwise perceived as read-only. This can initiate a desire for the creative use of other artifacts, digital or real. In this context, YourTurn! can be described as a system that fosters creative eLearning Papers • ISSN: 1887-1542 • www.openeducationeuropa.eu/en/elearning_papers n.º 43 • July 2015 76 Design Paper empowerment and advances media literacy beyond the confines of reception and interpretation and well into participatory culture. Systems such as YourTurn! undermine the power of enormous media corporations that aim to diminish the Internet by making it into a distribution medium for content. 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IEEE Games cited: Eklund, K., McGonigal, J., Cook, D., Lamb, M., Senderhauf, M., & Wells, K. (2007). World Without Oil: Independent Television Service. Edition and production Name of the publication: eLearning Papers ISSN: 1887-1542 Publisher: elearningeuropa.info Edited by: P.A.U. Education, S.L. Postal address: c/Muntaner 262, 3r, 08021 Barcelona (Spain) Phone: +34 933 670 400 Email: editorialteam[at]openeducationeuropa[dot]eu Internet: www.openeducationeuropa.eu/en/elearning_papers ning r a e eL ers Pap 43 Copyrights The texts published in this journal, unless otherwise indicated, are subject to a Creative Commons Attribution-Noncommercial-NoDerivativeWorks 3.0 Unported licence. They may be copied, distributed and broadcast provided that the author and the e-journal that publishes them, eLearning Papers, are cited. Commercial use and derivative works are not permitted. 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