Ralfie: A game where maker faire meets hackerthon. Author Name: L.ORWIN et al --------------------------------------------------------------RALFIE: A GAME WHERE MAKER FAIRE MEETS HACKERTHON Lindy Orwin, Andrew Maxwell, Alexander Kist, Ananda Maiti, Warren Midgley, Wu Ting University of Southern Queensland Abstract Australia is facing a STEM skill shortage. Insufficient numbers of children develop and maintain an interest in Science, Technology, Engineering and Maths (STEM) while at school. The RALfie Project (Remote Access Labs for Fun, Innovation and Education) aims to develop children’s STEM knowledge whilst fostering a positive attitude towards STEM learning. Using Design Based Research, a group of investigators, unconstrained by past thinking, is redefining how remote access labs are used in education. In the RALfie game, children are able to make real experiments. The quests are designed to maximize online collaboration and communication. Learners advance through a series of levels and achievements rewarded by badges and points. This aims to motivate participation, and maintain engagement with STEM content and build positive attitudes. Intrinsic motivation to engage with STEM is nurtured using an online community called a ‘guild’. Becoming an active Guild member fosters responsibility, not reliance. Children use communication and collaboration tools to safely engage with the wider STEM community to get help and mentor peers. With community support in forums and a repository of web based plans and models as well, children involved in the RALfie Project will be connected into a wider community sharing experiments via the Internet for local and remote use. This paper describes the design based research plan and current iteration of the design of this online learning environment. RALfie aims to prepare children for the digital future by building confidence with and vital knowledge and understanding of design and digital technologies as well as production skills which are all key outcomes of the national Technology curriculum. The research conducted within the RALfie Project is investigating: - the gamification of STEM learning with RAL; - curriculum and pedagogical implications of using a ‘maker’ approach to RAL in STEM education - the self-efficacy of teachers incorporating RAL; and - the technical aspects of a child-friendly system for interfacing experiments to the Internet to form a distributed network of labs. Using an iterative process called the Integrative Learning Design Framework, the research team are developing and testing a quest-based game environment that uses a custom made, innovative, online, technical system. Trials in 2013 in controlled laboratory conditions indicate children as young as 6 can understand the networking concepts required to assemble and interface experiments to the Internet. In early 2014, pre-service primary teachers will explore the curriculum possibilities of RALfie in a hands-on trial during their engagement with the Technology curriculum. Children in informal learning situations at home will engage with RALfie in trials in mid-2014. Keywords “gamification” “ Remote Access Laboratories” "design research" "Integrative Learning Design Framework" Introduction Page 1 of 10 Ralfie: A game where maker faire meets hackerthon. Author Name: L.ORWIN et al There is a skill shortage to meet Australia’s needs in careers based on Science, Technology, Engineering and Mathematics (STEM). This is partially due to insufficient numbers of children developing and maintaining an interest in STEM while at school. Student engagement and participation rates in STEM in secondary schools are low (Masters, 2009; Thomson, Wernert, Underwood, & Nicholas, 2008). Primary school teachers, and some secondary teachers who are teaching outside their content area, especially in remote area schools, have low levels of content knowledge and pedagogical content knowledge in STEM (Fensham, 2008). ICT enrolments in tertiary courses have experienced negative growth of 34.5% in the eight years to 2010 (p 1). Australia may not have the skilled workforce to sustain productivity and experience economic growth. (Macpherson, 2013) The use of experiments is an effective way to engage STEM students in experiential learning that can lead to deep understanding of content (Feisel & Rosa, 2005; George, 2003). Students do not have equal opportunity to participate in hands on experiments in STEM (Johnson, 2013). One method of providing more support for STEM teachers and increase access to experiments for learners is to use remotely accessed laboratories (RAL). These labs are accessed using a web browser and the Internet to enable students to control a remotely located experiment and view the process via webcams. This has been used in tertiary education for many years (Kist & Gibbings, 2010; Lowe, Murray, Liu, Lindsay, & Bright, 2007) but has more recently become available to schools (Kist et al., 2011; Lowe et al., 2012). In a comparison of existing RAL projects and systems for school and tertiary education, Maiti, Maxwell and Kist (2014) found that all involved a service delivery model of experiments. Banks of sophisticated, expensive, ready-made experiments, hosted mostly by universities, are made available to students through an online booking system. Collections may be distributed amongst several institutions such as the LILA Library of Labs ("LILA Library of Labs,") and Labshare (Lowe et al., 2012) projects. In this mode, the design, building and delivery of experiments remain in institutions denying students access to the creative process of designing and building experiments (Lowe, Murray, Lindsay, & Liu, 2009; Lowe et al., 2007). Most traditional RAL systems have little opportunity for collaboration (Kist, Maxwell, & Gibbings, 2012). Students predominately work individually on remotely located experiments created by experts. Exploration of the potential to build more collaboration and communication opportunities around the use of RAL have been limited to forums and the social media interface, Graaasp (Gillet, Ngoc, & Rekik, 2005). Constructivism espouses that learning is a social act that benefits from communication and collaboration between learners and the use of RAL needs to reflect this. At the University of Southern Queensland, a cross-disciplinary team of researchers from education and engineering is designing an innovative approach to the use of RAL for STEM education that will allow both primary and secondary school-aged children to use, make and share RAL. The RALfie Project (Remote Access Labs for Fun, Innovation and Education) is a three year project that aims to design and test an environment for the development of children’s STEM knowledge and skills whilst fostering a positive attitude towards STEM learning. Dziabenko and Zubia (2012) concluded that schools and teachers are very interested in remote laboratories, but are unsure how to integrate them into school curriculum. The learning environment is being designed and trialed for use in both formal and informal learning settings with a focus on collaborative learning. Employing an iterative Design Based Research methodology, the team is taking a multi-disciplinary approach to a mixed methods study investigating four inter-related themes. The technical team is investigating novel approaches to peer-to-peer technology designed to create a system that connects users to the experiments created by the makers. The pedagogical team is investigating the feasibility of using a constuctionist pedagogy (Papert & Harel, 1991) dubbed the Maker Approach, a design and building process for the development of RAL by school aged children. They will also develop appropriate materials and systems to support the adoption of this approach. The professional learning Page 2 of 10 Ralfie: A game where maker faire meets hackerthon. Author Name: L.ORWIN et al needs of teachers are being identified and the effect of the use of RAL in schools on teacher selfefficacy is being studied. This paper will focus on the research design of the fourth research theme investigating the social and pedagogical affordances of gamification for the purpose of developing and supporting engagement, communication and collaboration around the use of RAL in formal and informal STEM learning by school aged children. Goals and elements of the design of the gamification of RALfie. Deterding, Dixon, Khaled, and Nacke (2011) developed the definition of gamification as “the use of game elements and game design techniques in non-game contexts”. Burke (2014) has elaborated on earlier definitions suggesting gamification is “the use of game mechanics and experience design to digitally engage and motivate people to achieve their goals”. The decision to approach the user experience of RALfie from a games design perspective is aimed at capitalizing on the motivation, engagement, communication and collaboration opportunities that game elements afford. Game elements have the potential to provide social, pedagogical and organizational opportunities to engage learners at cognitive, emotional and social levels. The first goal of the gamification of RALfie is to contextualize the content in a story-based system of quests that incorporate the use or making of RAL. Evidence shows that students do more work on average and achieve higher grades overall in a quest-based course when compared to traditional courses (Haskell, 2013). This study will investigate if quests are motivating in formal and informal STEM learning settings. The design incorporates quests suitable for Chou’s four stages of game play: Discovery, Onboarding, Scaffolding and Endgame (2013a). Some of the quests have been designed to target the learning outcomes in the Australian Science and Technology curriculum areas. A reward and reputation system aims to stimulate participation and maintain engagement with STEM learning in a fun and challenging way. Built-in feedback tools such as experience points, progress bars, levels, achievements, badges and leader boards are being used to engage the learners and provide extrinsic reward for participation in RALfie. They are motivating and meaningful to students (Haskell, 2013). RALfie aims to build a self-sustaining, online community of STEM learners by drawing on the successful model of peer learning support using online communities in the form of game-style guilds to build an environment designed around the concept of socially constructivist learning and connectivism (Siemens, 2004). Through these “guilds” the wider community of STEM professionals, university students, academics and enthusiasts contribute expertise to meet the needs of learners. Using various iterations of the system, the study will investigate the affordances of a range of synchronous and asynchronous online communication technologies that currently includes discussion forums; calendars and rosters; polls, ratings and surveys; file sharing; media galleries for videos and images; and journals using blogs but could expand to explore roles for micro blogging; social media; virtual worlds; and voice and video chat using avatars. Guilds provide a support community not only to address technical and maker needs but also foster a positive attitude to STEM. Methods Using Design Based Research (Kelly, Lesh, & Baek, 2008), the group of investigators, informed, but unconstrained, by past practice, and taking on-board a pedagogical shift to the Maker Approach, is redefining how remote access labs are used in school education. Bannan’s Integrative Learning Design Framework (2003) summarized in Error! Reference source not found. below was selected as a framework to guide the multidisciplinary research. Having its roots in software development, product design and instructional design meant that each of the research themes was represented in the process allowing pedagogical, technical and curriculum to be addressed within a single methodology by the Page 3 of 10 Ralfie: A game where maker faire meets hackerthon. Author Name: L.ORWIN et al researchers from engineering and education. Figure 1: Bannan's Integrative Learning Design Framework. Web-Enabled Proto-Diffusion Consequences Diffusion Adoption Adaptation Publish Results Evaluate Results Implement Theory / System Refinement. Formative Testing Detailed Design Articulated Prototype Research / System Design Audience Characterization Theory Development Survey Literature Needs Analysis Adaptation Integrative Learning Design Stages Enactment Evaluation: Local Impact Evaluation: Broader Impact Questions: What are the learning targets for innovation? What design principles or strategies may be applicable? How to identify and operationalize cognitive and performance processes in design? To what extent does the design embody the theoretical model? Questions: Is the enacted design usable, valid and relevant? Is the design instance accessible and efficient in delivering instruction or supporting learning? What is the local impact or effectiveness of the design instance? How effective is the design solution in achieving learning targets at its highest fidelity in full context? Questions: What factors influence diffusion, adaption and adaption of innovation? What are the pragmatic demands of the learning environment that influences adoption of design? What policies and cultures shape participants use of innovation? Methods: Usability Testing Expert Review Observation or Video records Interviews Formative Evaluation Pre-post Comparative Studies Quasi-experimental studies Methods: Analysis of computer log files Multi-site Interviews, Surveys and Observations Data mining Correlational studies Quasi-experimental studies Informed Exploration Guiding Questions for Research Questions: What are identified gaps/problems in theory, practice and/or the marketplace? What information can be gleaned from existing data or research? How can we characterize the problem or leaner need? What are the systemic social, cultural, and organizational influences or constraints on design? What are characteristics of the audience? Applicable Research Methods Methods: Benchmarking Performance/needs analysis Interviews Survey of Experts Focus Groups Observation/Role Modelling Case Studies Methods: Task Analysis Contextual Analysis Designer Logs Expert Review Audience Review Page 4 of 10 Ralfie: A game where maker faire meets hackerthon. Author Name: L.ORWIN et al Within this framework, the design process for the gamification components intersects with the design of the technical system and the development of appropriate teaching and learning support materials for the Maker Approach. After a period of exploration of the relevant literature in STEM education, the Maker Approach to pedagogy (constructionism), gamification and technical RAL system development, a requirements analysis was developed featuring a descriptive design for the whole environment. This was circulated for expert review by Science teacher educators, educational gaming leaders, and Technology and Science educators who are members of their professional associations. Feedback was elicited using interviews and a workshop at a conference of the Queensland Society for Information Technology in Education (QSITE) (reference removed during review). When the robust design was articulated and refined, development began on the various elements of the system. A sequence of user trials to test various aspects of the design was developed, see Figure 2 below. Figure 2: Sequence of RALfie trials. The first trial, in August 2013, was a laboratory bench test of the peer-to-peer technical system for connecting and sharing experiments. It was conducted under a range of simulated Internet connection speeds (Reference removed during review). The second technical trial in October 2013 tested whether the target audience could use the technical system as designed. The trial involved children between the ages of six and eighteen assembling experiments from plans, interfacing them to the system through the hardware interface (RALfie Box) and accessing them remotely. It tested if the children could understand the networking concepts required to operate the system as a remote user and to interface experiments to the system as a maker. The gamification elements were not used at this stage of the prototype development. Experiment rigs can be as simple as a webcam to observe a site that wildlife frequent to a more complex experiment such as a pendulum that can be raised and lowered using a small motor (actuator) via a web interface. Another actuator in a Lego construction with an arm can be activated to strike th ball on the pendulum to make it swing. The same rigs can be used for different quests which ask the learner to control the apparatus to complete a task and report the findings via the quest submission process. Learners of different ages can use the same apparatus at different levels of complexity. For example, older students might use a formula to make predictions whereas younger students might observe and report. The third trial in April to June 2014 includes the gamification aspects of the design. This will involve pre-service teachers in a course about the Australian Technology curriculum. It will help refine the Page 5 of 10 Ralfie: A game where maker faire meets hackerthon. Author Name: L.ORWIN et al system and participants will also develop materials for teachers and children. The fourth trial will be conducted in the second half of 2014. It is a limited home user trial in which children in informal STEM learning contexts will use the system to create new experiments and use existing experiments. Usability testing by children, teachers and parents will yield data collected from user logs; quest completion rates; interviews with teachers, children and their parents; analysis of forum posts; interaction mapping; a focus group; and observation of user behavior. (More detail and data from this trial will be available at the time of presentation.) A Gamification Prototype: Design decisions, data collection and analysis. Through an iterative process, the systems to support communication and collaboration will be developed and refined based on user feedback and patterns of usage of the various tools. The Game Management System As RALfie is designed to provide access to RAL through a quest-based game interface, the options were to custom build the system, a potentially expensive route for an untried theory, or find a suite of appropriate technologies that could work in harmony to build a prototype for testing that would provide for rapid iterative development. Iterative testing using expert review and usability testing informs refinement of the design of a possible future custom system. Basing decisions on Chou’s Octalysis Gamification Framework (2013b), and Marczewzki’s User Types Hexad (2013), a combination of a website developed using "Weebly" 2014) for web pages and forums linked to a Game Management System (GMS) called 3D GameLab (Dawley & Haskell, 2011) is being used in the early iterations to determine the requirements of a production system. 3D GameLab acts as a shell structure for a quest based game and reward and reputation (achievement) system in the same way that a Learning Management System acts as a shell structure for an academic course. This capitalizes on the research about quest-based learning that informed the development of its feature set (Haskell, 2013). Within the capabilities of the inbuilt reward and reputation system of 3D Gamelab, the design of the structure and purpose of the rewards is drawing on the framework for designing and evaluating game achievements by Hamari and Eranti (2011). Should the 3D Gamelab system limit the design of the reward and reputation system, features will be recorded in the design specification for future inclusion and testing. The Website and Guilds for Communication The types, patterns and roles of communication that occur within the guilds will be analysed using Content Analysis of the various communication channels and Social Network Analysis of the interaction patterns. Interviews will be used to identify the communication voids experienced by users that may have been filled by technologies outside the system such as Facebook, Instagram and Twitter. This data will facilitate an iterative refinement of the toolset within the guild system. The Quests and Collaboration The creation of quests that incorporate collaborative learning will require a four step process. In the coming months a literature review of collaborative learning in communities of practice and quest based games will yield appropriate ways to measure or document online collaboration. A set of reusable learning designs for quests that involve collaboration will be developed building on a taxonomy of game quest structures. These will be refined using an expert review process with Science and Technology teachers and teacher educators. These designs will provide the structure for the Page 6 of 10 Ralfie: A game where maker faire meets hackerthon. Author Name: L.ORWIN et al development of the collaborative quests. There will also be individual quests developed that do not require collaboration for comparison purposes. When learners use the quests, the record of their completion rates and quest ratings will be used to supplement the other measures. The quests will be embedded in a story that will involve design challenges, problem solving, investigations and observations. An overarching storyline involving four characters will tie the quests together. These four characters, pictured in Figure 3 below, provide anchor points in the story to the key roles within the game which are the overall game leader (RALfie), Sparky who helps the Makers, Buffer who provides technical support; and Boot who is the guild master. Avatars of these characters are being developed in the virtual world of Second Life to allow for the creation of videos using the process of machinima, videos in which avatars are actors and the virtual world is the set. A quest template is being developed that includes links to a range of free online tools for submission of the quest data and outputs. The website will be the repository for Maker materials such as plans, text and video guides and diagrams. Figure 3: RALfie Game Characters Version 1.0: (From left) RALfie, Boot, Buffer and Sparky. During the user trails, data is being collected to answer a range of questions related to the effect of the game elements on engagement, communication and collaboration. Plans are being developed to use various data sources to answer these questions. Usability testing will address the research questions associated with the Evaluation: Local Impact phase. (See Figure 1, Column 3). Lessons Learned During the Informed Exploration Phase Remote experiments Controlled lab trials with a mixed gender group of children aged between 6 and 17 years with a range of technical skills indicated that children can cope with understanding the networking concepts required to connect experiments to the Internet and access them remotely. Children were not only capable of connecting and using remote experiments but they rapidly wanted to innovate on the designs to creatively “improve” them based on their prior knowledge, their personal preferences, their interests or simply the creative urge that was inspired by having access to flexible materials like the Lego Ev3 kit. Until further testing, the question remains if the use and making of experiments is engaging enough to Page 7 of 10 Ralfie: A game where maker faire meets hackerthon. Author Name: L.ORWIN et al entice new players and maintain their interest. The expert advice points to the need for a powerful overarching storyline or engaging purpose as a trigger for engagement that would be maintained by engaging and challenging quests. For a community-based environment such as this, both the literature and expert advice recommends boot strapping the group during the establishment phase until the community gains critical mass. The quest to make experiments At the time of writing, all experiments created by children have been assembled from plans provided by the research team. As the environment expands into wider trials, the opportunity for participants to find and design other experiments will be supported by the guild communities who can provide plans and guides via the web-based repository. Designing quests for makers must cater for the diverse skill set of the potential participants. Making a series of short tutorial quests about key concepts to kickstart the knowledge and skills of new makers draws on the strategy used in video games in which the first quests are tutorials that teach the necessary skills to play the game (Gee, 2003). A group of authenticated adults with technical skills has been recruited from within the university to seed the support community to aid the makers. What’s next? As the trials continue and more data informs the design, it will be shared in both research publications and via the project website (reference removed during review) and blog as a form of ‘web-protodiffusion’ (Bannan, 2007). This process will crowd source additional feedback that will inform the design as well as keep interested future participants abreast of developments. Acknowledgements This project is supported through the Australian Government's Collaborative Research Networks (CRN) program. References Bannan-Ritland, Brenda. (2003). The role of design in research: The integrative learning design framework. Educational Researcher, 32(1). Bannan, Brenda. (2007, November 23-26). The Integrative Learning Design Framework: An illustrated example from the domain of Instructional Technology. Paper presented at the An Introduction to Educational Design Research Seminar, Shanghai (PR China). Burke, Brian. (2014, 4 April 2014). Gartner redefines gamification. 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