Dissertation
Dissertation
DOCTOR OF PHILOSOPHY
May 2009
APPROVED:
(Educational Computing), May 2009, 183 pp., 30 tables, 7 illustrations, references list,
131 titles.
contextualized, and authentic learning experience for students. In the GVP, students
work on simulated and real-world problems as a design team tasked with developing an
alternate reality game that makes an impact on the United Nations Millennium
Development Goals. The purpose of this study was to evaluate the effectiveness of the
design of the GVP as a capstone experience. The research design follows a qualitative
case study approach to gather and analyze data collected from the instructors and
students participating in the pilot implementation of the GVP. Results of the study show
predominantly favorable reactions to various aspects of the course and its design.
Students reported to have learned the most through interactions with peers and through
applying and integrating knowledge in developing the alternate reality game that was the
central problem scenario for the course. What students demonstrated to have learned
thinking, and an understanding of their relationship to the larger society and world in
which they live. Challenges that resulted from the design included the amount of
necessary to build consensus and then develop an overarching game concept, the
tension between guided and directed instruction, and the need to foster greater
directed.
Copyright 2009
by
Mary Jo Dondlinger
ii
ACKNOWLEDGEMENTS
innovative people without whom I could not have completed this project.
The students who participated in this study from whom I learned much
take risks.
chair, Dr. Scott J. Warren, for his compassion, creativity, and confidence.
McLeod, and especially Douglas Wilson for his open mind, positive energy, and
laborious efforts.
Charlene and Taylor Dondlinger, who have supported and inspired me more than
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TABLE OF CONTENTS
Introduction ................................................................................................ 1
Statement of the Problem .......................................................................... 4
Solution ...................................................................................................... 7
Purpose of the Study ................................................................................. 8
Research Questions .................................................................................. 9
Definition of Terms ..................................................................................... 9
Limitations ............................................................................................... 11
Overview of Dissertation .......................................................................... 12
Introduction .............................................................................................. 14
Characteristics of Effective Digital Games ............................................... 15
Learning Outcomes Attributed to Educational Games ............................. 22
Learning Theories Supporting Use of Games for Instruction ................... 26
Alternate Reality Games .......................................................................... 30
Learning by Designing Digital Games ...................................................... 33
Summary ................................................................................................. 35
Introduction .............................................................................................. 36
Learning Communities ............................................................................. 37
Identification of the Learning Objectives .................................................. 40
Alignment of Objectives with Instruction .................................................. 44
Overview of Resulting Course Design ..................................................... 53
Summary ................................................................................................. 57
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CHAPTER 4: RESEARCH METHODOLOGY .................................................... 58
Introduction .............................................................................................. 58
Philosophy of Inquiry................................................................................ 59
Educational Evaluation ............................................................................ 61
Context of this Study ................................................................................ 65
Data Collection ........................................................................................ 73
Data Analysis ........................................................................................... 74
Summary ................................................................................................. 78
Introduction .............................................................................................. 79
Analysis Procedures ................................................................................ 80
Description of Themes ............................................................................. 82
Reaction Theme ...................................................................................... 87
Learning Theme ....................................................................................... 97
Transfer Theme ..................................................................................... 113
Results Theme....................................................................................... 130
Summary ............................................................................................... 153
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LIST OF TABLES
Table 3.1 Objectives & activities within the framework of the design process .... 46
Table 5.1 Amount of text assigned to categories within each theme .................. 80
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Table 5.19 Codes in Respect for Others category ............................................ 122
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LIST OF ILLUSTRATIONS
Figure 5.2 P/C mean percentage of text in Reaction theme by category ............ 87
Figure 5.3 P/C mean percentage of text in Learning theme by category ............ 97
Figure 5.4 P/C mean percentage of text in Transfer theme by category .......... 114
Figure 5.5 P/C mean percentage of text in Results theme by category ............ 130
Figure 5.6 Structure of the game and corresponding core perspectives .......... 136
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CHAPTER 1
INTRODUCTION
In the information age, the need to develop in learners the higher order
thinking skills that translate into real-world problem-solving ability is more urgent
writing, and mathematics were the “irreducible minimum for anyone who wants to
get even a low-skill job” but those skills were not a guarantee to either a career or
what learning should occur at their institutions, devise means to measure that
learning, and seek to continually improve the processes that have an impact on
this learning (U.S. Department of Education, 2002). Data from a recent national
1
with assessment test-scores, grade-point-averages, institution ratings, and other
projects” which provide means for students to develop “real-world skills” as well
readiness for the workplace (Peter D. Hart Research Associates, 2008, p. 1).
In light of this report, the focus of instruction needs to become one that allows
large-scale problem solving and compels a deliverable product that can then be
In his recent book, A Whole New Mind, Daniel H. Pink (2006) compellingly
argues that competitive success in the conceptual age requires a new mindset,
The past few decades have belonged to a certain kind of person with a
certain kind of mind—computer programmers who could crank code,
lawyers who could craft contracts, MBAs who could crunch numbers. But
the keys to the kingdom are changing hands. The future belongs to a very
different kind of person with a very different kind of mind—creators and
2
empathizers, pattern recognizers, and meaning makers. These people—
artists, inventors, designers, storytellers, caregivers, consolers, big picture
thinkers—will now reap society’s richest rewards. (Pink, 2006, p. 1)
While the sequential, detail- and text-oriented thinking vital to the occupations of
the information age is still important, Pink asserts that simultaneous, big picture,
have to instill those skills without adding additional credit hours or courses to
their programs (Safflund Institute, 2007). The means to achieving this end then is
place at the program level for career and technical programs and at the
to a four-year university has increased dramatically over the past decade and a
half (Blom, 2001; Hoachlander, Sikora, & Horn, 2003; Sturtz, 2006). Along with
3
education programs at an institutional level rather than at the department or
discipline levels at which it has been assessed in the past (Southern Association
of Colleges and Schools, 2007). In career and technical programs, which are
and skills attained throughout a program, but also a venue through which to
order nor culminate in a capstone experience at the end. While courses in some
disciplines are sequenced by prerequisites (e.g. English, math, and science), the
(Texas Higher Education Coordinating Board, 1999). The task at hand for a
4
large, urban, community college in the southwest is to find a means to measure
it. To this end, the college assembled an Institutional Capstone Committee (ICC)
attainment of the THECB core perspectives in students who complete the core
members of that committee would serve this purpose. The use of portfolios to
well as entire programs of study has become a popular approach (Barrett, 2007;
from the multiple disciplines that comprise the core curriculum. The college could
research has shown that for a portfolio assessment to be effective, the means by
throughout the portfolio creation process (Segers, Gijbels, & Thurlings, 2008;
Van Tartwijk, Driessen, Van Der Vleuten, & Stokking, 2007). In other words, a
5
means to provide this scaffolding and feedback or to integrate the assessment
Validity of Results
for graduation, it is not likely to yield the desired results. On the one hand,
students not wishing to take on this additional academic task could instead
hand, students could opt not to complete the transfer core in its entirety, and
and then transfer directly to the university. Thus, those students who chose to
complete the portfolio would not likely constitute a representative sample of core
completers. Rather, they would represent a group that either is not aware that
other options exist or that atypically rises to the challenge of additional work.
some of the THECB core perspectives, they do not fully address all of them. For
6
Education Coordinating Board, 1999), it does not necessarily do so. Moreover,
designed, the portfolio could help identify which perspectives students are not
attaining well, but it does not illuminate what areas in the core curriculum need
further improvement.
Solution
capstone experience that allows students to put knowledge gained across the
Mitchell, 1993). The Global Village Playground (GVP) was a capstone learning
for students than the creation of a portfolio alone. In the GVP, students work on
alternate reality game (ARG, see definition in Definition of Terms) (Martin &
Development Goals (United Nations, 2005). This design project was intended to
7
project timeline, and solving problems collaboratively. It also requires students to
engage with global issues and devise strategies that will address them, central
1999), as well as the conceptual age thinking described briefly above (Pink,
2006).
The purpose of this study was to evaluate the effectiveness of the design of the
study approach to gather and analyze data collected from the instructors and
students participating in the pilot implementation of the GVP. Although the GVP
the GVP, the effectiveness of the problem-based instructional methods, and the
8
Research Questions
intervention. This study does not ignore that precedent or its urgency. However, it
of its impact on student achievement. More specifically, this study addresses the
While this study is not intended as an evaluation of the entire academic transfer
Definition Of Terms
alone game world. For example, game play might begin with examination
9
of a web site that directs players to a YouTube video, which in turn takes
them to an online news article. Each of these sites requires the player to
place to the next. Because they make use of spaces created specifically
for the game as well as “real” phenonmena (such as the news article
mentioned above), ARGs blur the boundaries between reality and fiction,
creating realities that are alternate to but not entirely separate from every
life.
qualitative methods of data collection and analysis but may use mixed
win scenario that is bounded by rules and a quantifiable outcome (Salen &
Zimmerman, 2004). In order to attain a “win,” players must follow the rules
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Problem-based learning (PBL): An instructional methodology within the social
answers.
This study does pose limitations to conclusions that may be drawn from it
and applied to the body of knowledge regarding teaching and learning. First, the
author and researcher for this study was also the primary designer of the
instructional design solution, the Global Village Playground, as well as one of the
two instructors who taught the course. These multiple roles provide additional
insight into the research questions, but they also compromise claims to objective
The number of participants in the study also limits the assertions that can
be made from it. Although eight students enrolled in the course, only six
completed the class. Two students withdrew around the fourth week of the
semester. Moreover, the course was designed as a capstone for the academic
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Game Design program (ISGT). Consequently, those participants had not been
exposed to the full range of general education courses that other participants had
experienced.
Additionally, this study does not intend to “control for” prior knowledge and
make claims about what learning occurred in this course. The nature of a
capstone course requires that learners integrate and build upon prior knowledge.
At best, conclusions can be drawn about what learning goals the institution might
methods of data collection and analysis for this research design to not lend
Finally, because this research design does not compare the GVP with
other capstone course designs, the results cannot support claims that this
specific design scenario is the best or the only means to engage students in a
The next chapter reviews the relevant literature on designing games for
the process of designing one. The review also explores the learning theories
12
supporting the use of games for instruction and the learning outcomes that have
game genre, the alternate reality game (ARG), and the relatively nascent
beginning with the front-end analysis of the learning outcomes, the alignment of
those outcomes with the problem scenario, and the selection of course content
based on this specific problem scenario. The chapter also details the
course design, which differed somewhat from the original intentions of the
The fourth chapter explains the research methods used to evaluate the
design, including the primary means of data collection and analysis as well as
their appropriateness for this study. The fifth chapter presents the results of the
study, aligning assertions grounded in the data with the research questions that
framed this evaluation. The final chapter explores the implications of the results
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CHAPTER 2
LITERATURE REVIEW
Introduction
developing an alternate reality game (ARG) that makes an impact on the United
Nations Millennium Development Goals (UN MDGs), the “big questions” with
which this design engages learners. The use of games to promote learning is not
a new instructional strategy (Aguilera & Mendiz, 2003); however, the surge of
interest in digital games and simulations for learning recently stems in part from
their ability to captivate players to voluntarily engage in game play for hours on
end. Coupled with this high level of engagement, digital learning games are also
thought to situate learning in contexts that better reflect the real world and to
make a digital game engaging? What can players learn from digital games?
What learning theories support the use of games for learning? And finally, can
digital games that they do from playing them? In order to address the research
14
questions for this study, these questions and the research literature that offers
however, not all researchers entirely agree on the source of this motivation.
Some attribute the compelling nature of games to their narrative context (Dickey,
2005; Fisch, 2005; Waraich, 2004), others find that motivation is linked to goals
and rewards within the game itself or intrinsic to the act of playing (Amory,
Naicker, Vincent, & Adams, 1999; Denis & Jouvelot, 2005; Dickey, 2006;
considers both intrinsic and extrinsic rewards for play. Denis and Jouvelot (2005)
Intrinsic motivation pushes us to act freely, on our own, for the sake of it;
extrinsic motivation pulls us to act due to factors that are external to the
These authors see motivation as the interplay between desire and pleasure—the
desire to be competent and the pleasure one feels when one is. They argue that
“Motivation also leads to the activation of efficient cognitive strategies for long-
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term memory issues like monitoring, elaborating or organizing information. On
Amory, Naicker, Vincent, & Adams (1999) examined four different game
types and analyzed elements that players liked most. In this study, students
rated a number of game qualities including the “the fun aspect, sounds and
graphics, type of game, game story and use of technology”; “the importance of
problem solving]”; “whether the game was easy to play, addictive, too long,
their performance increased with continuous play” (p. 314). Adventure and
strategy games were found to be the most stimulating and rated the highest, a
finding which suggests that players preferred or were more motivated to play
games with objectives that require higher order thinking skills, including
promotes “challenge, fantasy, and curiosity” and that provides feedback for
players is one that promotes intrinsic motivation for play (p. 2). She also finds
narrative arcs, challenges, and interactive choices within the game as well as
interaction with other players“ (p. 1). In another study, Waraich (2004) agrees
16
that narrative is essential to motivation but cautions that “intrinsic rewards are
based on a high congruence between the material being taught and the
motivational techniques used” (p. 98). Dissonance between the two can
decrease learning.
Narrative Context
exist. Several studies support this finding and deal most prominently with
environments for learning, Michele Dickey (2006) finds that 3-D learning
(2006) concludes that spatial and narrative contexts offer learners “a cognitive
an environment in which players can identify and construct causal patterns which
integrates what is known (backstory, environment, rules, etc.) with that which is
conjectural yet plausible within the context of the story“ (p. 2). She presents
similar findings in case studies of two 3-D environments for courses in business
computing and 3-D modeling, arguing that contextual elements such as a first
17
increase learners’ sense of presence and consequently their interaction and
narrative. This empirical study analyzed the role of both narrative context and
game goals as features for motivating and conceptualizing learning in a 2-D ILE
Waraich concludes that “For any learning task to be meaningful to the learner
they must have both a sufficient context for the learning and motivation to
perform the tasks that will help them to learn. We believe that game based
requirements if the learning tasks are appropriately designed and tightly coupled
must align with the narrative plotline. According to Fisch’s analysis, “research on
lectures and textbook readings has suggested that seductive details do not work;
children exposed to such material tend to remember the appealing elements but
18
not the intended educational content” (p. 57). He finds that a “far more powerful
approach is to place the educational content at the heart of engaging game play,
integral part of playing the game” (p.58). Fisch also maintains that selecting
objectives, goals, and rules of play (Salen & Zimmerman, 2004; Waraich, 2004;
Zagal, Nussbaum, & Rosas, 2000). Although they are integrated within a
narrative context, goals and rules are not subordinate to context; they are equally
Jenkins, Klopfer, Squire, and Tan (2003) describe the design and testing of three
game for American history. Each has a narrative structure that students follow to
and a variety of rules frame the play. For example, the laws of electromagnetism
provide the rules in Supercharged! Players must master the rules of the game to
19
Swartout and van Lent (2003) further elaborate on goals in effective video
games, finding that goals of different levels help motivate learners to continue
play. “Game designers often seek to keep players engaged by creating three
levels of goals: short-term (collect the magic keys), lasting, perhaps, seconds;
medium-term (open the enchanted safe), lasting minutes; and finally, long-term
(save the world), lasting the length of the game” and that the “interplay of these
levels, with the support of the environment, is crafted to draw players into the
storyline of the game” (p.34). This design concept is similar to Gee’s (2003)
achievement principle which states that “for learners of all levels of skill there are
instrinsic rewards from the beginning, customized to each learner’s level, effort,
and growing mastery and signaling the learner’s ongoing achievement” (p. 67).
Interaction between the player (or players) and the game environment is
another game element embedded in the narrative context and game objectives.
Effective games weave objects and characters into a game environment that
provide feedback and hint structures for successful game play (Fisch, 2005).
Moreover, the degree of user control over the game environment further
constitutes the level of interactivity. Swartout and van Lent (2003) deem that the
best games are “highly interactive, deliberately generating tension between the
degree of control the story imposes and the player’s freedom of interaction” (p.
34), reasoning that in games with complete freedom of interaction, the playing
experience can be boring and unchallenging. On the other hand, when the
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plotline imposes too much control, the player becomes a passive observer rather
exploiting the narrative to shape the players’ experience,” effective game design
gives players “the perception they have free will, even though at any time their
options are actually quite limited” (p. 34). James Paul Gee (2003) calls this
concept the regime of competence principle which states that the player/learner
“gets ample opportunity to operate within, but at the outer edge of, his or her
resources, so that at those points things are felt as challenging but not
multiplayer games, including rules and goals, props and tools, Zagal, Nussbaum,
and Rosas (2000) also examine the role of interactivity as a critical element in
effective games, proposing that game designers should consider the extent to
which the game rules, props, and tools affect stimulated and natural social
interaction. “Stimulated (or forced) social interaction occurs when the rules of a
game encourage the players to interact socially” while “natural social interaction
occurs when the players spontaneously decide to interact. The game rules do
not enforce this type of activity; it just happens” (p. 451). Such interactions might
by player composition in the game. The article also includes a model for
21
A study by Salzman, Loftin, Dede, and McGlynn (1996) further confirms
learners, direct their attention to important behaviors and relationships, help them
and enhance ease of use” (p. 2). While learning outcomes afforded by gaming
media will be discussed in greater depth later in this review, another significant
video games are based on a number of studies indicating that many video games
and, of course, ICT skills” (p. 8). Many of these skills are earmarked as those
the 21st century. Employing rather cursory case studies of specific games and
22
assertions, Marc Prensky (2006) contrasts the nature of digital immigrants (those
who have recently migrated to the use of digital technology) to that of digital
natives (those who have grown up with it). Although Prensky is not an
complex video games teach digital natives in ways not offered by traditional
instruction. The most significant of his ideas are his description of complex
videos games and the 21st century skills that game play can impart.
included pre- and post attitudinal surveys, interviews, and video taped learning
development of these skills. Since the Schrier’s research did not employ an
23
Deduction and Hypothesis Testing
The results of a variety of studies suggest that video games and game-like
(Aguilera & Mendiz, 2003; Gee, 2003; Jenkins et al., 2003; Klopfer & Yoon, 2005;
Lunce, 2006; Salzman, Dede, & Loftin, 1999). In a qualitative analysis of both
history, humanities, and social studies course Barab and Squire (2004) found
that game play promoted deep learning, hypothesis testing, strategizing, and
appropriating content (history) as a tool for play. Squire, Barnett, Grant and
researchers attribute these learning gains to replay for testing new hypotheses
game play (Aguilera & Mendiz, 2003; Gee, 2003; Lunce, 2006; Prensky, 2006).
Writing about technology in general rather than games specifically, Kelly (2005)
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modeling environment, StarLogo, Klopfer and Yoon (2005) discovered that
were able to better comprehend these systems after working with StarLogo.
responses” (p. 6). Using game engines to render and then explore the effects of
architectural designs, Burrow and More (2005) observed that the capabilities of
are not predetermined by the designer” (p. 35). The objective of their project was
and the impact of atmosphere on the design. Burrow and More argue that this
focus “emphasizes critical thinking on the nature of space and its representation,
from the visual and sonic through lighting, textures, and sound, to the nature of
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Learning Theories Supporting Digital Games for Instruction
Situated Cognition
games, Halverson, Shaffer, Squire, and Steinkuehler (2006) assert that situated
cognition provides a meaningful framework for the study of games, given their
situated context affords greater content mastery and transfer of learning to real
world settings than traditional classroom learning (Aldrich, 2003; Dickey, 2005,
2006; Heinich, Molenda, Russell, & Smaldino, 1999; Klopfer & Yoon, 2005;
Pearce, 1997; Schrier, 2006). According to Lave and Wenger (1991) and
provides learners with cognitive scaffolds that are expected to increase levels of
instruction to meaningful and authentic contexts have been found to better allow
which neglect to convey how, when, and where a concept can be applied in
future situations that the learner might encounter (Cognition and Technology
Group at Vanderbilt, 1990, 1993). Such methods are also thought to immerse
26
decontextualized student challenges of completing an assignment or passing a
that graphically represent reality more closely than ever and to pre-program
Constructivism
2004; Dickey, 2005, 2006; Gee, 2003; Schrier, 2006). In an article describing the
multi-user virtual world, SciCtr, Margaret Corbit (2005) underscores the merits of
students create virtual science worlds, such as a rainforest or a desert, that other
learners can visit and explore. According to Corbit, these worlds, the paths to
navigate through them, and content embedded in them are constructed by the
Nelson, Ketelhut, Clarke, and Bowman (2004) outline both constructivist and
GST (guided social constructivist design), EMC (expert modeling and coaching)
27
principles in evaluating game design and apply their findings to future iterations
of the design.
Problem-Based Learning
approaches can also provide a useful framework for understanding the value of
games for learning. The central feature of PBL environments is an authentic, ill-
negotiated problem solution. This approach framed the designs and research
related to River City and Taiga, learning game designs for science inquiry, both
instruction (Barab & Squire, 2004; Nelson, Ketelhut, Clarke, Bowman, & Dede,
2005). The PBL approach was also applied in Murder on Grimm Isle and
2006; Warren, Stein, Dondlinger, & Barab, 2009). As cited earlier, Dickey (2006)
finds that the “narrative in games provides a cognitive framework for problem-
solving” (p. 2). According to Warren (2006), the narrative in combination with
construction. PBL was the underlying learning theory that drove the design of
applications course (Warren & Dondlinger, 2008a). While the research on this
design is discussed in more detail later, what is unique about The Door,
28
compared to other learning game designs reviewed here, is the application of
PBL and game elements for learning at the post-secondary level. The majority of
the literature on games for learning studies their impact in K-12 settings.
Constructionism
Designing and developing video games, rather than playing them, applies
Robertson et al., 2004). El-Nasr and Smith (2006) view game modding—the
occurs with world experiences” and the creation of “products that are personally
meaningful” (p. 2). The theory proposes that whatever the product, a birdhouse,
meaningful to those creating them and that learning becomes active and self-
directed through the construction of artifacts” (p. 2). Steiner, Kaplan, &
Moulthrop (2006) concur with this view and contend that when “working to
benefits from the experience” (p. 137). Burrow and More (2005) apply
29
as atmosphere, lighting, and other environmental conditions in a 3-dimensional
software. However, a fairly new genre of game, the alternate reality game or
ARG, distributes game challenges, tasks, and rewards across a variety of media,
both digital and real. Harnessing media with intuitive usability, such as MySpace,
web logs, podcasts, and YouTube, an ARG leverages tools that digital age
learners use as part of their daily lives. Thus, development of the game design
Association (Martin & Chatfield, 2006), “Alternate Reality Games take the
substance of everyday life and weave it into narratives that layer additional
meaning, depth, and interaction upon the real world” (p. 6). CNET staff writer,
John Borland (2005), depicts them as “an obsession-inspiring genre that blends
community” (para. 4). Thus, an ARG provides players with an immersive digital
30
experience that arguably better simulates the reality of information distribution
for the purpose of focused instructional goals. This is not to say that such media
are unworthy as instructional products, but merely to point out that ARGs
simulate information distribution and the skills necessary to seek, locate and
storyline, players are given new clues and directed to increasingly complex
puzzles as the game progresses. Moreover, these games compel players to seek
apply them to solving the task at hand. Such skills are invaluable in a knowledge-
based and information-saturated workplace, which requires not only the ability to
find information, but also to evaluate its validity, authority, and applicability (Peter
Although the ARG as a game genre has emerged quite recently, Web
sites such as unfiction.com and ARGNet have links to several past and current
Challenge and Never Rest Game are billed as instructional ARGs and claim to
performance” (Bogost, 2007). Yet others, while not explicitly educational, deal
with social, economic, or environmental justice and aim “to change the way
31
people think, and feel, and live” (Strickland, 2007). Jane McGonigal, who
maintains that the purpose of her 2007 ARG, World Without Oil, was to “play our
way to a set of ideas about how to manage that crisis [a dramatic decrease in oil
availability]” (cited in Strickland, 2007, p. 1). McGonigal observed that players not
only generated strategies for coping with a peak oil crisis, they also changed their
real world behavior: planting trees or converting their cars to run on biodiesel
(Strickland, 2007). Thus, the simulated problem presented through the ARG
yielded practical solutions and prompted real world applications of the knowledge
Dondlinger, 2008c). Perhaps more significant, however, was the sense of power
that students reported to have gained from their experience with The Door ARG
(Warren, Dondlinger, & McLeod, 2008). Although they reported a great deal of
how much they learned, particularly the resourcefulness to seek out answers and
solutions to problems since neither were served up to them via the closed-
32
from the instructor who consistently redirected them to their peers and to other
in their learning experiences, The Door ARG as a course redesign project was
for learners to play by including imposed instructional goals that result from
professional analysis (Dondlinger, 2007). The design for approach has been
2006; Warren & Dondlinger, 2008b). However, some learning game designers
through regular feedback to the designers, an approach in which the space and
activities are designed with the learners as revision to the product takes place
this strategy. While more responsive to learners needs than the designed for
approach, it does not center the learner as the core designer of the learning and
play activities in the simulated space. For example, The Door attempted to be
responsive to learner feedback through the iterative nature of the design based
research process (Barab & Squire, 2004) by incorporating the daily, formative,
and summative feedback that the researchers collected each semester over two
33
years into revisions of the game. While useful for improving the experience over
time, this was not efficient for developing the simulation game curriculum.
Further, it did not employ the students as designers of the experience. Based on
the qualitative data from the study, designers and students perceived that this
participatory role in the design and development process and that would have
provided them with important buy-in (Warren, Dondlinger, & Whitworth, 2007).
the game itself, a method supported by the research of Kolodner (2002) with the
et al’s (2005) proposal that instructional designers should move learners from the
role of user to that of designer of the learning experience itself. However, since
developing the 3-D worlds typical of many simulations and games is costly, time-
program has yet to be instituted widely, a few studies have indicated that the
(McLester, 2005; Robertson & Good, 2005; Robertson et al., 2004; Steiner et al.,
2006). According to El-Nasr & Smith (2006), “during the design process, skills
34
such as analysis, synthesis, evaluation, and revision must be used, providing
opportunities for learning content and metacognitive skills such as planning and
monitoring” (p. 2). Such a strategy combines elements of both constructionist and
models. Further, the literature from a design based learning and research
from the use of multi-user virtual environments (MUVE) has shown promise for
Dede, Ketelhut, & Ruess, 2006; Liu, 2003), writing practice (Warren, Barab, &
games to target general computer skill literacy (Warren & Dondlinger, 2008a).
Summary
design and develop an ARG based on the theme of global sustainability and
35
CHAPTER 3
DESIGN METHODOLOGY
Introduction
advantage of the technological systems (e.g., the Unreal 3 game engine) and the
memory in the simulated context). The design of the Global Village Playground
similar process. In this case, the course design process was driven by
development of the game itself. While articulated here as a linear process, like
most creative processes each phase is much more circular or iterative in nature
than a written account of the process can express. In general, the process began
followed by the design of the course itself, and finally development of the course
activities, the shape of the overall instructional design concept changed rather
36
Each in turn were adapted and refined during the implementation of the course,
further blurring the distinctions among the various phases of the process:
analysis, design, development, and implementation. Thus, while each phase was
neither finite nor discrete, they are necessarily presented here in a sequential
fashion that belies their overlapping and mutually inclusive nature. The remainder
of this chapter details the elements of this design concept, including the learning
Learning Communities
of the needs of the students, who would be served by the design and
development of the learning product. Although the primary impetus for creating
this capstone course emerged from the need to provide evidence to the state that
for students through which they could earn course credit, a mandated
education courses that comprise the academic transfer program are not
sequenced, students in their final semester might have any combination of the
could not summarily replace any single core course requirement; it needed to
37
provide participating students the option to obtain credit for a variety of core
courses.
courses from different disciplines into one, integrated and themed learning
several British poets and in that of selected musical composers,” while students
in Bye, Bye, Miss American Pie “study the political, social, and literary impact of
popular songs from Bill Haley to Kanye West” to receive credit for English and
38
package” of sorts. Most significantly, students are better able to develop a
in one course with the students enrolled in it and another three hours a week with
a different group of students in another course, students spend six hours a week
with the same group, more deeply exploring the content of both courses and the
were “significantly more likely to persist to sophomore year” than those who were
not (McHugh Engstrom & Tinto, 2008). While this research has focused on the
39
The student project along with other individual products, such as portfolios, could
outcomes.
Association of Colleges and Universities) report cited above, the central problem
scenario, designing an ARG, was informed by Pink’s (2006) call for “a whole new
mind,” ways of thinking valued in what he designates the conceptual age. Pink
distinguishes the conceptual age from the information age, identifying the
code, lawyers who could craft contracts, MBAs who could crunch numbers”
thinking, specializing in text and attention to details. Those who were more right-
brained and simultaneous, who specialize in context and see the big picture,
weren’t as necessary in the information age job market. However, Pink argues
that the conceptual age will belong to “creators and empathizers, pattern
thinkers will still be needed, but in a global marketplace, those who can add
value to an enterprise will be those with a flair for design or the personal touch
40
that sets an organization’s products or services apart from others. As Pink puts it,
Pink designates these qualities as high concept and high touch. High
concept involves “the ability to create artistic and emotional beauty, to detect
seemingly unrelated ideas into a novel invention” (p. 52). It’s no longer enough to
offer something that’s merely functional and reasonably priced. What sets a
product or service apart is a unique design or even a story behind the product or
service being offered--in short, a concept rather than thing itself. High touch
interaction, to find joy in one’s self and to elicit it in others, and to stretch beyond
the quotidian, in pursuit of purpose and meaning” (p. 52). The attention to
customer satisfaction that rules the marketplace today is evidence of this quality.
Those that can identify and cater to human needs, sometimes a niche need, are
(Albanese & Mitchell, 1993), the goals of the GVP were not problem-solving
41
central problem scenario was a design problem: designing and developing an
Institutional Goals
In the case of the Global Village Playground (GVP), a primary impetus for
creating this capstone course emerged from the need to provide evidence to the
state that completers of the academic core curriculum also attained the state-
42
These perspectives are not the narrowly focused, cognitive outcomes typically
vital skills.
2003; Pullman, 2002). However, in this case, the approach provided only an
from the multiple disciplines that comprise the core curriculum. For a portfolio
(Segers et al., 2008; Van Tartwijk et al., 2007). Such considerations drove both
43
the rationale for creating a capstone experience as well as the learning outcomes
Project Content
related to global perspectives and higher order thinking, the GVP project content
needed to compel learners to engage with global issues. The social constructivist
upon which the course was methodologically based would address the higher
content of the game they were to develop needed to center on global issues. In
2000, the United Nations (2005) proposed eight goals for the new millennium and
challenged the world to meet these goals by the year 2015. The eight Millennium
44
Since these goals align well with several of the core perspectives that are the
learning objectives of the course, these goals were selected to constitute both
other words, students were to ensure that the game’s narrative, challenges, and
rewards align with these overarching goals. For example, a game challenge
might compel player guilds to collect cans of food and take them to a designated
person at a specified food bank who then gives the players their next game clue.
Instructional Activities
driven by the design process and are mainly student led. This process involves
developing the distributed game world. In the case of the GVP project, the
45
• Construct game spaces using a variety of technologies
The design process used for this project was divided into three general phases:
Analysis, Design, and Development. The objectives for each phase and the
Table 3.1
Explore media Research and Select best Written design Construct Create
(text, audio, discussion tools to convey documents interactive game dedicated
visuals, etc), story, spaces, websites,
technological disseminate puzzles/challenges discussion
tools, and their challenges, boards, wikis
affordances embed clues
* United Nations
** Millennium Development Goals
46
This table is necessarily oversimplified for illustrative purposes, but it serves to
demonstrate how the instructional activities are driven by the objectives of the
design process. The activities involved in this process subsequently drove the
selection of courses from the transfer program curriculum that formed this
Selection of Courses
from an analysis of the tasks that students would perform throughout the process
of designing and developing an ARG (Annett, Duncan, Stammers, & Gray, 1971;
Kirwan & Ainsworth, 1992). This task analysis led to the identification of five
subject areas from the program curriculum upon which the capstone could be
Composition
levels of play, artistic assets, and other technical features. Production of these
composition. Moreover, since the intention of this game was to address social
47
issues, such as poverty, health, or gender equity (the UN MDGs), student-
designers would need to research potential causes of these issues in their socio-
composition courses.
Literary Studies
plot organization. Students not only read literary works, they also create an
literature and life, and evaluate constructs of reality and fiction. For example,
after reading and discussing various literary works and identifying the elements
game including where game clues or puzzles will be stashed and revealed. Clues
Huckleberry Finn’s raft down the mighty Mississippi or the species of Faulkner’s
such as the evil mastermind, the valiant hero, the comic foil, or the wise fool
(Campbell, 1972; Jung, 1958), as they develop characters to further the plotline.
48
Speech Communications
extensive use of communication, formal and informal, small and large group, in-
class and online. Students generate ideas from small group brainstorming
sessions and pitch them to the rest of the design team (persuasive
presentations), and prepare visual media that allows their audience to better
understand the ideas and concepts conveyed. For example, after developing an
narrative, including profiles of characters and setting and how both might be
gender inequality in a region of the world, the group presents to rest of class how
the gender gap might be bridged in way that works within that culture without
Humanities
auditory media such as music, art, graphics, and even performance. Moreover,
since students must tie the game narrative (plot, tasks, and rewards) to the UN
nations, and cultures. For example, much like the popular novel, The DaVinci
49
Code, employed classical paintings and accompanying hints via secret
messages and documents about what the paintings revealed, students might
correspondent whose comments about the images hint at what players should
infer from them and what actions they are to take in response to their inferences.
Computer Applications
documents, generate ideas, and search for information. They also develop the
game space, distributed across the Internet, with Web 2.0 tools, such as web
logs, podcasts, social networking sites like MySpace, interactive and static web
pages, and even the 3-D digital world, Linden Labs’ Second Life. For example,
the television show Lost has an accompanying alternate reality game called The
Lost Experience that provides players with multiple videos uploaded to web sites
investigate what really happened to Oceanic Flight 815. The videos have been
reposted to real YouTube spaces with links to social networking sites and
message boards such as the creative design team’s Web site, thefuselage.com.
Such spaces are centered on deciphering the clues embedded within the videos
50
and images on related sites and support players in their goal of unraveling the
mystery that surrounds the show. In player created spaces, players discuss and
build digital homages to the show’s setting in the virtual world, and some even
Means of Assessment
should be assessed given the domain knowledge they represent. The authors
knowledge gains at the distal and proximal levels to a more formative function
that is, the immediate, close, and proximal levels--can have an impact on distal
and remote assessments when they function formatively for the benefit of
51
proximal level and beyond, compared to formative assessment practices that
feature of its design is that it shifts state-mandated learning outcomes for a post-
context wherein the objectives of the course are those of the entire program: the
humanities course) can function in a more formative manner because they are
written compositions) as the central activities of the design process, the principal
(such as writing, speaking, and listening) as well as the state core perspectives
when those artifacts were assembled into student portfolios. The institution might
also evaluate a product of “collective participation,” the ARG itself and the design
52
documents, which would accompany it, providing an alternative way to assess
program effectiveness.
The previous sections of this chapter detail the analysis of needs and
theoretical framework that supported the design of the GVP capstone experience
Following that analysis, the course was then developed collaboratively by the
designer and her co-instructor. This process involved some modification to the
overarching design.
approach, integrating multiple course subjects into one class. This approach
gave students some enrollment options depending on what courses they had left
area for the GVP, institutional constraints precluded it as a course option for
than the other courses identified for this learning community. Thus, the course
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completing it for any two of those courses depending upon what courses
students will receive credit. The GVP was no exception. The principal designer is
credentialed to teach all of the course subjects except speech, and thus identified
a co-instructor who fulfilled this requirement. Instructional materials for the course
hybrid delivery format for the flexibility it would provide them and students. The
course entailed six contact hours per week, which were divided equally into face-
to-face and online instruction. The class met for three hours, one evening each
for collaboration, made sense in a course aimed at fostering 21st Century skills.
54
The “Learn, then Apply” Approach
the central problem-scenario, designing an ARG, since she had little experience
with games for learning. However, she was able to see the connections between
between literary elements and the narrative structures that underlie ARGs.
However, she was uncomfortable having students explore literature and art (a
student learning within the game design scenario of the course. Following a
“learn, then apply” approach, course activities were sequenced to allow some
presentation of course content during the first four weeks of the semester,
finally an application of that content to development of the game during the last
eight weeks.
During the first four weeks of the course, instructors led discussions on art
The principal texts for this phase of the course included Joseph Campbell’s The
Hero with a Thousand Faces and Tom Stoppard’s Rosencrantz and Guildenstern
are Dead. Students prepared and gave presentations, as well. For example, they
55
developed a superhero alter-ego for themselves and gave a speech of
teams also gave presentations on the stages in the hero’s journey that they read
about in Campbell, providing examples of these stages from literature, art, and
film.
During the next phase of the course, student teams worked through what
came to be called the culture project. Preliminary work on this project began
during the last weeks of the learn phase with students identifying the major works
bibliography of resources regarding these works. The entire class then read the
to the class. The presenting team also led an online discussion about the culture
explored.
The last eight weeks of the course were dedicated to applying concepts
learned about archetypal narratives and symbols, as well as other cultures to the
design and development of an ARG. Although this was a project involving the
entire class, students broke into smaller brainstorming teams working on different
56
levels of the game, then pitched ideas to the rest of the class, discussed
alternatives, and built consensus regarding the overall narrative and game
provided a means to share ideas and document progress. The next class
meeting would begin with each student giving a walk-through of what he or she
Summary
Design of the GVP began with front-end analysis of the learning outcomes
desired by employers, state agencies, and the institution where the GVP was
agreeable to both instructors’ beliefs about teaching and learning. The next
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CHAPTER 4
RESEARCH METHODOLOGY
Introduction
classroom context. Given the intricacy of the design and the blended modes of
instructional delivery, the GVP is laden with a complexity that is not conducive to
an experimental design that controls for discreet variables. Moreover, the primary
researcher of this study was both the designer of the GVP and a co-instructor of
this team-taught course. Because of these factors and the intimate size of the
class, this study took a qualitative case study approach to the evaluation of the
analysis of the complexities of the design and participant experiences with them,
including how well elements of the design met their learning needs or presented
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Philosophy of Inquiry
be known underlie the methods of inquiry used to discover knowledge and the
with the inquiry. Ontological suppositions about “what is” and epistemological
means,” the interpretations or generalizations that are drawn from the results.
foundation of scientific inquiry for several centuries (Denzin & Lincoln, 2003;
Hollis, 1994). This approach supposes a reality outside of the human mind that
can be observed, measured, and understood through the human senses. The
conclusions about this observable reality that are deemed to be objective, that is
59
objective reality exists outside of the human mind, or if it does, it cannot be
human construction, including methods of inquiry (Denzin & Lincoln, 2003, 2008;
the group nor divorced from the socio-cultural and political context in which it is
situated (Bernstein, 1983; Guba & Lincoln, 1989). Constructivist inquiry does not
attempt to control for the influences of subject or context, but rather to account
present them fully so that others may draw their own inferences about the
and external validity, reliability, and objectivity” (p. 35). As designer, instructor,
and researcher of the GVP, the constructivist perspective guided the curricular
design, the methods of instruction, the process of inquiry used to evaluate it, as
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Educational Evaluation
programs” (p. 559). These authors further find that evaluation research plays a
development model in which the findings of research are used to design new
and refined until they meet specified criteria of effectiveness” (p.589). This study
acquisition of those skills (Albanese & Mitchell, 1993; Warren, Barab et al., 2008;
Warren & Dondlinger, 2008c). This front-end analysis on the part of the principal
designer involved “judgments about the merit, value and worth” of these research
materials, and technologies. Nevertheless, this designer does not view her
implementation of this design in order to better judge its merits and refine the
design.
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Levels of Evaluation
argues that “Each level is important. As you move from one level to the next, the
process becomes more difficult and time-consuming, but it also provides more
valuable information. None of the levels should be bypassed simply to get to the
level that the [evaluator] is interested in” (p. 21). A description of each of these
levels follows:
2. Learning seeks to evaluate what and how much learning resulted from
cautions against skipping the first two levels of evaluation and relying
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attained a change in attitude, knowledge, or skill. For example, the
the evaluation of an educational R&D. The goals of each level can be adapted to
principal research questions for this study and consequently the themes to be
drawn into the evaluation are welcomed as equal partners in every aspect of
11). The GVP emerged as a capstone experience that arose from the “claims,
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evaluate the effectiveness of their academic transfer program. However,
comprehensively evaluating that program was neither the charge to the designer
nor the purpose of this study. The designer/researcher championed what she
top and outside of the existing course load required for completion of this
program. Although evaluation of the entire program is outside the realm of the
transfer program and the specific, bounded case of the pilot implementation. The
results may shape the approach the institution takes in evaluating the program.
state-level stakeholders informed the design of the GVP. The purpose of this
evaluation was to gather and analyze the claims, issues, and concerns of
experienced within the course pilot. This input will help us evaluate the capstone
experience itself and inform refinements to the design so that it might better meet
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Case Study Research
when the boundaries between the phenomenon and context are not clearly
evident” (Yin, 2003, p. 13). In this case, the phenomenon is student perceptions
of their learning experiences within the context of the pilot implementation of the
GVP. Given the nature of the GVP as a capstone experience, the boundaries
between student perceptions (phenomenon) and the GVP (context) will not be
form of the limits or boundaries, so that it in can be explored in its totality (Stake,
time, or an attribute that defines the participants in the study (Yin, 1993). The
Setting
The setting for this research study was a sixteen-week course at a large,
urban, community college in the southwest United States. The course was an
65
integrated, learning community experience wherein students elected to enroll for
composition. The course design blended face-to-face class meetings with online
workplace wherein problems are solved and projects are developed across
Institution
colleges, this is the largest institution with enrollments exceeding 16,000 students
during the implementation semester, the highest achieved by this college. The
19% Hispanic, and 15% Asian (Richland College, 2009a). The college is
dedicated to providing high quality instruction and support services for students
and has received state and national quality awards for their efforts. The college’s
vision is “to be the best place to teach, learn, and build sustainable local and
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Classroom
a Learn Lab. These learning spaces make use of moveable furniture and multi-
tables, which accommodate two learners to a side, arranged into pods of four
tables that seat eight students. Each lab has four pods configured into an X, so
that the space has no front or back. Moreover, the tables that make up each pod
mini-white boards. Called huddle boards, because learners can huddle around
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them, these boards have clips that allow them to be hung for display and
discussion with the rest of the class after learners have completed their “huddle.”
Wide lens cameras installed above the whiteboards allow users to capture
distributed digitally. The room also features three data projectors and display
board.
Participants
Participants included the six students who completed the course, as well
as the two instructors who taught the course, one of whom is the primary
researcher and author of this study. Descriptions of each participant, who have
factor that had a strong influence on her perceptions. “One frame of reference is
that I am the eldest person in the class, with the most life experience.” She is a
family. Karen loves to travel and intends to “see as much of the planet” as she
can while she’s “here on it.” In fact, she took advantage of an unanticipated
minded, demonstrated a passion for learning, and was willing to take risks and
just try new things. Indeed, she had “never set foot” on the campus of the
institution where the GVP was offered. She attended another college in this multi-
68
college district but chose to travel to this institution because she was captivated
Kevin, a Caucasian student in his early 20s, was poised to be the first
graduate from the college’s new Interactive Simulation and Game Technology
coordinator. He was very much viewed as a leader among his peers in ISGT, two
of whom were participants in the GVP. Kevin began his academic career
[are] certain topics that I tend to shut down on because there’s no way I’m going
to change my view on it.” Throughout the class, he did seem to challenge only
his fellow ISGT peers and seemed uncomfortable taking an oppositional stance
with the other participants. Kevin’s primary passion is drawing. The instructors
often observed him sketching ideas being discussed in class rather than taking
written notes. His sketches often illuminated concepts for the other participants.
Les, a Hispanic student in his early 20s, was also an ISGT major and an
background where I just kind of design.” Les was more practical than Kevin,
however, and seems to ascribe this quality to family influences, “my dad’s a civil
Les was quieter than the other participants. Although he found that the course
environment allowed them “to have our thoughts and ideas said more openly,”
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Les tended to be a listener and thinker, rather than a talker. He explained in his
interview, “I did listen things out. And I try to manage where I can talk and where
I shouldn’t. ‘Cause you know, if I don’t have credibility on the subject what good
does that [speaking] do me?” The instructors found Les to be highly engaged, but
participant as well. He was more vocal in class discussions than Les, but much
close friendship with Karen early in the semester. But a bad experience on a
team project with another participant later soured his experience for the
remainder of the semester. Nick was widely read and could converse at length
phenomena with ease and clarity. He has a passion for food: how it is produced,
processed, and prepared. Nick was a chef for a number of years before returning
was recovering from substance abuse, a struggle that likely played a role in his
social anxiousness and uncertainty. The class learned much from Nick,
ways of thinking.
Adam, a Caucasian student in his early 20s, was the only student other
than Nick who was an academic transfer major, “going for an associate of
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However, he displayed many of the characteristics attributed to Generation Y
annoyed the other participants to such an extent that they virtually ostracized him
from the group by the end of the semester. He didn’t seem to notice this,
however. His demeanor was always positive, even bubbly. He contributed terrific
them. When he made it to class, he was usually very late and rarely had
prepared what had been assigned to him by either his teammates or the
instructors.
Michael was the other ISGT major, and like Les and Adam was in his early
20s. The only African-American participant, Michael shared some of his cultural
person” who keeps his “opinion lax.” He was observed to be quite accepting of
others viewpoints, yet resolved in his own convictions. Michael engaged readily
game, drawing others back to task, and even proposing the overarching symbol
or organizing metaphor for the game: The Four Horsemen of the Apocalypse. He
length in his interview about his need to be more disciplined, particularly when
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Trina was the co-instructor for the course. She has over 30 years of
literature), and psychology in the community college setting. She was actively
involved in the Study Abroad and Honors programs at the college, and has won
the college Excellence in Teaching award. She described her instructional role as
“a real cheerleader and encourager,” a role which I feel she executes with
enthusiasm, insight, and deep care for students. Her instructional philosophy is
quite humble: “I don’t teach them anything. If the student isn’t ready, I can’t
teach. My job is to inspire and make them receptive, and then own their …
learning. I also see my job as helping them make connections between other
disciplines.” Trina did not have much experience teaching with technology, but
wants to learn more. She regrets that she “didn’t come along as fast with the
technology because [she] had to teach another course that was a totally brand
new” during the GVP semester. A testament to her willingness to take risks and
experiment with new approaches, she described teaching the GVP as “jumping
over a cliff into the darkness,” a risk she was willing to take “to get an opportunity
Mary Jo was the other instructor for the course, the primary designer of
the GVP, the principal researcher for this study, and author of this dissertation.
Her view of her role as an instructor is nearly identical to Trina’s: encourager and
enabler of learning. Mary Jo has taught English and humanities in the community
college setting for over ten years. Unlike Trina, however, her experience teaching
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with technology includes designing, developing, and teaching online courses, as
Data Collection
The text of the case for this study was created using data collected from a
multiple sources of data inform interpretations of the case. The primary method
course documents, student posts and responses in online discussion boards and
about each of the core perspectives and identify what they learned about
them in other courses, in this particular course, and whether the course
each perspective.
73
• Course Documents were collected, including the course syllabus,
both student posts and responses to those posts by other students and
the instructors.
As indicated above, the primary source of data for analysis was the transcript of
involvement in the learning activities of the GVP but did not necessarily elicit their
the interview data, and provided further grounding for assertions made about
participant after the data collection period had ended because analysts agreed
that passages in the transcript were overtly led by the interviewer and required
clarification. However, this student’s responses were the only ones that the
Data Analysis
within the data allows researchers to make interpretations that can be considered
study were obtained from multiple sources, principally each participant involved
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in the pilot implementation. Additional sources of data in the forms of discussion
approach to interpretation was taken by the research team (Glaser & Strauss,
1967; Strauss & Corbin, 1998). The constant-comparison method began with
codes were identified, the researchers compared these codes to each other,
comparing the codes to the text, the researchers continued to refine the labels of
the codes and the meanings they assigned to them. As a result of this process,
assertions made about the data were supported or grounded in the data (Miles &
Huberman, 1994).
selective coding. During open coding, the researchers code the textual data,
capturing properties discovered in the text. They also build categories of these
codes by constantly comparing the codes to the text and to each other,
Axial coding takes a more focused pass through data. In this phase, the
75
researchers examine whether the codes and categories that emerged through
open coding, adequately capture the essence or axis of the data they represent.
As such, axial coding analyzes the codes and categories themselves and
subcategories, and codes. By the final phase, selective coding, the researchers
have identified the principal themes among the categories. During selective
coding, examples are selected from the text that illustrate these themes and
interviews all six students and the two instructors who participated in the course.
Combined, these transcripts include 1260 passages, 35,660 words, and 195,242
responses were coded line by line; interviewer questions were not coded, except
and categories within each theme and to construct a mutual understanding of the
text, themes, categories, and codes. Emergent codes were constantly compared
76
similarities, and refined as additional codes and categories emerged. This
Since many passages within the text informed multiple themes, the text
was segmented into four separate documents representing each theme prior to
axial coding. Most of the text was duplicated in more than one theme; several
passages were included in all four themes. All of the data collected from student
interviews was coded at least once--in other words, in at least one theme. Data
from instructor interviews was included only in the fourth theme pertaining to
overall results of the evaluation. Categories and codes in this theme were
generated first from student interview data, and instructor interviews were coded
using those codes and categories. A few additional codes that informed the
tensions and successes of student experiences with the course emerged from
the instructor data and were added to the existing categories. Passages that
learning were not coded, but were used to construct the instructor descriptions
given above.
coding was conducted in concert with at least two researchers present. This
coding was cross-checked later by a third researcher when only two researchers
until consensus was achieved among the three researchers. After open coding,
77
assignment of codes and the “fit” of codes or categories were discussed until
consensus was achieved among all three researchers. Selective coding was
conducted by the principal researcher (author) and verified by at least one other
researcher.
Summary
and development, namely the GVP. The researcher approached this evaluation
completed with two other researchers. Thus, the interpretive claims presented in
the following chapter can be said to have been validated by multiple coders and
78
CHAPTER 5
RESULTS
This chapter presents the results of the study, beginning with the coding
procedures and methods used to interpret their weight or strength relative to the
total text. These procedures are followed by an overview of each of the themes
of analysis, which were derived from Kirkpatrick’s (1994) levels of evaluation and
The remainder of the chapter presents the categories and codes within each
theme, discussing their relative weights within the total text, theme, and category
in which they’re situated. So that the reader might distinguish among the labels
for codes, categories, and themes more easily, codes are italicized, categories
79
Analysis Procedures
After segmenting the data into the four themes, the researchers coded
each theme line by line, continuing to compare the data with the codes,
generating additional codes, and refining the code and category labels. A total of
1107 passages and 35,410 words comprised of 191,693 characters were coded,
yielding 27 categories and 157 unique codes. The amount of text that comprises
Table 5.1
80
In order to determine how much of the text each category represents, both the
were calculated and averaged. While the percentage of characters gives a fair
depiction of how much of the entire text each category represents, it does not
account for how often a category or code occurs within the text. For example,
one or two interviewees might respond at length about a given aspect of their
experience while others do not address that same topic at all. This could yield a
substantive amount of text that occurs only once or twice within all of the data.
passages—does not account for how much text comprises each category and
code. Some codes, for example, occur repeatedly throughout the text, but
responses are brief. Compare the number of passages and characters for
amount of text (number of characters) for each is quite different: 1,892 for
accounts for a little more than three times as much text as Overall Reaction. To
best capture both the number of occurrences and amount of discourse attributed
to each category and code, both the percentage of passages and the percentage
of characters were calculated and then averaged. This statistic, presented as the
81
Passage/Character Mean percentage, was used to further analyze and interpret
the text.
Description Of Themes
in part by the research questions, which were shaped in turn by the overall
evaluation study parallel the four levels of evaluation that Kirkpatrick (1994)
results. The first theme in this analysis, Reaction, includes categories and codes
that pertain to students’ reactions to various aspects of the GVP, such as the
instructional design, the hybrid format of the course, use of technology, the
learning environment created by the instructors, and their interactions with other
students. The Learning theme shifts away from Kirkpatrick’s level somewhat.
Rather than providing evidence of what or how much learning occurred, this
theme captures how learning occurred in the course: what motivated students to
learn, what learning preferences students possessed, what role the content
presented in the course played in students’ learning, and what impact the game
design scenario had on their learning. The behavior level of evaluation assesses
examine changes in learner behavior after completion of the course, nor was it
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part of the overall purpose of evaluating a pilot implementation, which was
theme follows in the next paragraph. The final level, Results, attempts to
determine the wider impact that a training program has on an organization, which
is often difficult to evaluate. In the case of the GVP, this level or theme
specifically identifies what worked well and what didn’t, the tensions and
imperative to further define the third theme prior to proceeding. Throughout the
process of constantly comparing the text with the emerging codes, categories,
and even themes, the label for and understanding of this theme underwent more
reconstruction and refinement than any other theme. At one point, the
researchers called it Values, but soon found that the text informing this theme
also included patterns of thinking valued in the conceptual age (Pink, 2006).
However, labeling the theme Conceptual Age Thinking seemed to limit the
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several descriptors separated by slashes:
researcher resolved to call this theme, Empathic Thinking, purely for the
purpose of reporting the results here. This label seemed to capture both the
Ultimately, however, that label didn’t capture the spirit of this level of evaluation.
job. In other words, the learning level evaluates whether, what, and how much
participants learned, while the behavior level evaluates whether they apply what
they have learned to the performance of their respective jobs. In essence, this
classroom to the actual job. Once again, in the case of the GVP, assessing
learner performance after the course ended was not within the scope of this
research study. Instead, what this theme is about is whether students, in their
self-reports during interviews, provide evidence that they have to some degree
internalized the values, attitudes, and patterns of thinking that were the
overarching goals of the design, such that those outcomes might govern their
Transfer. This label accounts for the cognitive and affective learning that might
have occurred. It also broadens the label of the theme from the specific goals of
this course—fostering conceptual age thinking and the various values and
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attitudes represented by the core perspectives—to the goals of this particular
level of evaluation: application of learning to new contexts. The author did not
want to further limit the theme to Knowledge Transfer only, as many of the
codes and categories within it relate to learning that had a perceived impact on
themes of analysis. The seven categories in the Reaction theme account for the
smallest portion of the total coded text (12.5 %) while the eight categories in the
Learning theme account for the most (35.8%). Figure 5.1 visually represents the
magnitude of each portion of the overall text captured by each theme and
Reaction
Learning
Transfer
Results
0 5 10 15 20 25 30 35 40
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The Results theme contained the most codes, more than twice the number of
codes in the Reaction and Transfer themes, in large part because the
each category. Table 5.2 presents the P/C Mean percentage for each theme,
along with those of the categories within each. It also presents the P/C Means of
each category relative to its respective theme, as opposed to the overall text.
Table 5.2
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Detailed descriptions of each of the themes, including the categories within them
and the codes that make up each of the categories follow in the remaining
Reaction Theme
Based on the P/C Mean percentage, the Reaction theme represents the
smallest portion of the total text, 12.5%. This theme includes seven categories
of text. The categories and codes that underpin them paint a picture of students’
course, the learning environment created by the instructors, and their interactions
with other students. Figure 5.2 shows the P/C Mean percentage of each category
Reaction Theme
7.76
9.42
Instructional Design
32.86
Intructors/Learning Env
10.25 Overall Reaction
Technology
Prior Experience
10.88 Hybrid/ALCE
Peers/Students
16.31
12.52
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Of the seven categories, Instructional Design was by far the largest,
representing almost a third of the text in this theme. The Learning Environment
the course, representing over 16% of this theme. Data capturing students’
Overall Reaction was the third strongest category, while Technology, Prior
Experience, and the Hybrid and learning community (ALCE) formats of the
course were roughly equal at about 10% each. The remainder of this section
Instructional Design
6 codes representing 32.86% of the data in this theme and 4.05% of the Total
Text analyzed in this study. Table 5.3 displays each of the codes and their
relative weights within the category, the Reaction Theme, and the total coded
text.
Table 5.3
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Within this category, the Activities/Tasks code represents the largest
segment of the data. Students enjoyed the discussions and preferred the team
it, “I do like [group projects] better than just having assigned readings out of a
textbook.” Another commented that the “class was really talkative and everybody
had their own ideals and kind of fueled the fire for discussion.” Related to that is
where you have discussions and kind of learn people’s opinions. Learning
observation, ”I think, it was more structured in the very beginning.” For Nick, the
course needed a bit more structure: “there were times when the sort of free form
Course Sequence differs from Course Structure in that this code specifically
captures students’ reactions to the course content introduced in the first few
weeks of the semester followed by the development of the game later on. As
Nick observed, “the ARG itself didn’t come ‘til the end. It almost kind of feels like
start with as much time as possible cause you’ll work through a concept for
months. It’s hard to get people to agree on one thing in just a couple months and
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In the Game Scenario code were comments such as Karen’s, “So it [the
ARG design project] has kept me engaged. …to me, it’s much more interesting
than just writ[ing] a paper or read[ing] a chapter.” While Karen and others found it
engaging, Nick had some difficulty with it. He stated, “specific to the ARG...one of
things that was frustrating to me was that it was a combination of individual work
and group work, but they never, at least for me, they never came together.” Nick
later admitted that he saw the Connections Among Tasks, another code in this
category, but that they seemed “superficial” because development of the ARG
was given short shrift by the sequence of activities in the course. This perception
is explored more fully in the Results theme. For others, the Connections Among
Tasks were more transparent. As Les reported, “after they [instructors] kind of
talked about it a little I kind of got the idea of how this was going to work. And
with that we just kind of took the time to, um, you know, put the pieces together.”
Instructors/Learning Environment
by them is the second largest category, accounting for 16.3% of the text in this
theme. Over half of the text in this category was assigned to the code, Positive
Energy/Encouragement from the instructors (See Table 5.4). As Les describes it,
everybody to really get involved.” Karen adds, “I felt it was like a safe learning
environment in that I didn’t feel any sort of superiority kind of attitude or things
like that from the instructors. So I felt that they were interested in what I could
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learn, making sure that I did learn.” The Open-ness of the Course was also a
strong code in this category. Kevin “liked the openness of it,” and Michael felt
“the openness of the way it is, really is a good way to learn.” The Professional
Atmosphere code captures comments such as this one by Les: “It is a classroom.
We know how to act and stuff. But it’s been very open, well, professional.”
Table 5.4
Overall Reaction
This category accounts for 12.5% of the data in the Reaction theme, and
composition of each code within the category is presented in Table 5.5. The
Enjoyable/Fun code captures a little over half of the text in this category.
Les: “So, actually, I wanted more of it. I enjoyed it. I did enjoy it.”
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Adam: “It has been a very good learning experience.”
The code, Frustrating, contained fewer passages and characters, but was
characterized by statements, such as “The class was fun and frustrating” and “I
with this class or not in particular.” Kevin found that “it was hard to keep track of
Table 5.5
Technology
the use of technology in the course (see Table 5.6). Overall, this category
accounts for under 11% of the Reaction theme, but documents mostly favorable
reactions to technology for learning. In the Usefulness code, Les reflects, “we did
use a lot of these projectors that were fantastic. We were able to illus[trate]…I
mean, we’ve got 3 screens everywhere. It’s great.” Adam concurs, ”I love
technology and I think it’s cool that classes are starting to get to use technology
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more.” Most of the students were familiar and comfortable with using technology.
that technology is “how I think, so I like using the technology.” Nevertheless, the
two passages coded as Too Many Technologies came from Kevin. “With the
different types of communication over the Internet that it was hard for us to figure
out which one everyone else was using.” However, it seems that his reaction has
communicating with others when there were too many venues for doing so.
Table 5.6
Prior Experience
theme. Student experience in Other Classes, the code which dominates this
category, contains comments such as “Well, other classes are kind of in the
same classical setting. Where the professor talks and you just kind of do essays
and such.” Two students talked about their Preconceptions About the Course.
Les stated, “I already came into it knowing that we would make this alternate
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reality game, but I wasn’t really sure what it was about.” Another student said, “I
while I was actually designing an ARG, so that we were, you know, like learning
something about making an ARG while we were sort of playing one.” The
opposed to their experiences with it in this course. Karen reported to have had
“some knowledge of technology, but not a lot,” while Kevin stated that “Almost all
my classes have a computer in front of me.” The fourth code in this category
contains statements about students’ prior Life Experiences. For example, Karen
stated that she “felt comfortable with that [exploring other cultures] already
Table 5.7
Hybrid/ALCE
This course was a six-credit hour, learning community course (ALCE) that
met three hours each week accompanied by three hours of online work each
week. While these features did influence this instructional design, the
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more fully capture and isolate students’ reactions to each. The Instructional
activities. Those design components differ from what are essentially delivery
components in this category. For the most part, students did not react favorably
to the hybrid delivery mode as captured by the code F2F (face to face) Once Per
Week. As Les expresses it, “I think it would have done better if it…met twice a
week instead of the one, because it didn’t give you a whole lot of time for face
time” which is discussed more fully in the Results theme. They generally
responded favorably that it was a 6-hour Course. Kevin affirms that “it doesn’t
hurt that it’s 6 credits or multiple classes” Students also liked that it was Multi-
disciplinary. Les observed that “you cover a lot more subjects that a lot of other
classes covered and they kind of reinforce your learning from those classes
Table 5.8
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Peers/Students
the Peers/Students category represents only 7.76% of this theme and less than
1% of the total text. However, that weight is misleading in that students highly
valued learning from each other through collaborative projects. Those reactions
are documented in other categories and themes. What this category uniquely
captures are the types of relationships that students developed from those
important in that class, especially when we started working on that final game
project that we are doing.” Related to that code, however, Nick expresses
Frustrations, “I guess my other experience with everybody else in the class has
been mostly negative, I guess. [laughs] Um, I don’t know, I haven’t really been
able to develop much of a working relationship with ‘em.” Despite this frustration,
however, even Nick developed a close friendship with Karen. The other students
Table 5.9
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Learning Theme
The Learning theme represents the largest segment of the total text,
and 406 passages made up of 76,332 characters of text. The categories and
codes in this theme reveal students’ perceptions of how learning occurred in the
theme also identifies what motivated students to learn, what learning preferences
students possessed, and what role knowledge gained prior to this course played
in students’ learning. Figure 5.3 below shows the P/C mean percentage of each
category within this theme. Table 5.2, presented previously in this chapter,
Learning Theme
1.25
3.88
8.50
26.84 Self-Reflection
Teamwork
10.05
Game Scenario
Prior Knowledge
Course Content
14.97 Technology
Motivation
19.26
Instructors
15.25
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Of the eight categories, Self-Reflection was by far the largest, representing
almost 27% of the text in this theme. Indeed, Self-Reflection is the largest
category in the entire text (10.02% of total text), comprising almost as much text
as the whole Reaction theme (12.27%). Teamwork was also a strong category
in this theme. While it represents fewer characters of text than the Game
Scenario (12,669 and 13,132 respectively), it had far more occurrences in the
text (89 and 54 respectively) giving Teamwork a higher P/C mean weight (7.17%
of total text) than student references to the Game Scenario (5.70%). Prior
fact, it seems from these figures to have been more important than the Course
Content, a finding that I consider a success of the design for reasons that I will
discuss later. The data suggests that Technology, Motivation, and Instructors
played a less significant role in this theme with a combined weight (13.63) less
Self-Reflection
Generally speaking, this category captures how students feel they learn.
Of course, this whole theme aims to capture that construct, but at the theme
level, the goal is also to determine what aspects of the design best facilitated
students’ learning. The text and codes in this category focus on students’ self-
reflections about how they like to learn, as well as what internal and external
factors promote or hinder their learning. Table 5.10 details the codes for this
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Table 5.10
frustrations with working in teams, most of students in the GVP prefer learning
helps you develop your own opinion as well as learn from the others. And you
don’t learn so much from what just the teacher is teaching you. You learn from
your fellow classmates.” Les also felt he learned better from peers, noting “we
just kind of learned from each others’ experiences, and at the same time we just
understood the subject better.” Nick liked learning from peers more than listening
there’s more than one person that I’m talking to, I get frazzled easily. I have a
was not nearly as important to students as the Peer Interaction fostered by the
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Students’ Personal Interests also played a strong role in their learning.
there’s one area that I’m more interested in than others, so it hasn’t been a whole
semester devoted to something I’m not interested in.” The Self-Awareness code
demographic attributes that had an effect on their learning. For example, Michael
mused, “I realize that I’m sometimes too much of a passive person.” For Karen,
“One frame of reference is that I am the eldest person in the class.” Self-
Regulation was also a strong code. As Les reflects, “I try to manage, like, where I
can talk and where I shouldn’t, ‘cause you know, if I don’t have credibility on the
subject what good does that do me?” Karen’s comment, “I do feel like I can self-
teach a lot of things,” fell into this code as well. Nick acknowledges that he has
“kind of a limited patience. [He] like[s] to work on things at [his] pace, whether
Kevin’s assertion, “I’m not one of those people that do very well with online
classes. I like using the technology too. But I would rather have that as a
supplement instead of half the class.” Les’s statement, “My preference is sort of
talking about it and having some sort of visual representation,” was included in
code was still significant. Text in this code depicts students’ recognition of
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tendency to, uh, at least to analyze what I do, and try not to make, you know,
others.” When asked what he learned about his ability to make aesthetic
judgments, Adam stated that he preferred the objectivity of science and admitted,
“I don’t make aesthetic judgments that often because it’s hard for me to really pin
Teamwork
The six codes in the Teamwork category depict not students’ reactions to
working in teams, but their perceptions of how it impacted their learning. Table
5.11 shows weights of the codes in this category. Participation/Roles was the
most heavily weighted code in this category. According to Kevin, this involved
“finding that niche that everyone has and trying to work that out. That’s another
thing with the organization of the group, trying to find everyone’s strength.” At
times, participation didn’t occur as needed. Nick encountered this problem: “I had
a project with another fellow in the class, [laughs] mainly he was absent so I
observed, “we have one person who has a very affirmative personality about
what he wants and what he thinks. We have another person who is the complete
opposite view but is also very affirmative about what she thinks.” Karen, who
missed class for two weeks to travel abroad, regretted that she and her project
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partner “had agreed before [she] left to communicate in a certain way and that
didn’t happen.”
Table 5.11
with collaborative work. According to Michael, “when I usually work for the team, I
thought ‘I work on my part, you work on your part, and then we come together at
the end.’ It didn’t really work that well in certain situations, and this class was one
of those certain situations.” Students found that they needed strategies for
projects. As Karen expresses it, “I have been frustrated when I’m working on my
own to do my own work that I’m supposed to bring back.” Kevin puts this
Frustration a little differently saying that “having a project that you’re the only one
working on, or having a project that no one can agree on how to do, so nothing
gets done.”
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These frustrations seemed to be mitigated when students found Common
Interests/Goals. As Nick puts it, “I feel like Karen and I worked, and still do, work
well together. I feel that we both have the same sort of goals.” Interdependence
was also a mitigating factor for some. Although Les talked about
actually, to participate or to have more participation and to put more effort into
Game Scenario
on the central problem scenario for the course--developing an ARG, the Game
this theme, it was an integral part of what we are referring to as the Game
Scenario. The codes in this category illustrate the impact that this overarching
design component had on their learning. Some of the codes seem to indicate
what they learned rather than how they learned. However, these codes do not
capture what or how much students learned, but rather what they attribute to
the UN MDGs. Table 5.12 shows the codes in this category and their respective
weights.
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Table 5.12
representing nearly half of the text in this category (47.38%). To a certain extent,
knowledge, but text in this code specifically attributes this cognitive task to the
Game Scenario. For example, Kevin declares, “we definitely had to do it for the
ARG…because you have to have the lit--the writing and literature--and then the
technology aspect and integrate them…with different people.” They drew from
more than just the course content, as well. As Adam points out, “you know, all of
us come from different family backgrounds and all that stuff and we’re all teaming
up together to make this one game, and we’re pulling ideas and locations from
knowledge and skills that they attributed to the Game Scenario. For Les, it was
crucial to the effectiveness of the game narrative that they rectify “gaps between
the story and come up with something that would be reasonable and logical, in a
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series of…in a timeline.” Nick shared Les’s concern about both narrative and art,
wondering, “Is it going to look good?” and “worrying about how its going to come
together, worried that’s its not going to be, you know, cogent…or coherent.”
health and wellness. When asked what they learned about that, students
generally replied that it wasn’t covered in this class. Yet because the game
scenario was coupled with the MDGs, a few of which address issues of global
health, students learned a remarkable number things about Health Issues. For
example, Les explains, “since we were going to do sort of the Four Horsemen of
the Apocalypse that kind of says a little bit of it. ‘Hey, you should probably eat
well and kind of avoid all of these toxic materials that are, that may be in your
food’.” Les refers here to the Four Horsemen (an application of archetypes and
symbols which they studied earlier in the semester), which framed the levels of
the game they designed. It was student research on famine (one of the
not as strong as Health Issues. Again, students attributed this learning to what
they explored while developing the game. According to Kevin, “I think in just
these past few weeks that we’ve learned more about what we are because of the
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Karen confirms this, “I feel much more connected to the world as whole. I’ve
researched some things that I had not researched before or spent time looking
into, so I feel like more of an actual global citizen than I did before.” The
the game, did not represent a substantial portion of the category or the overall
text.
Prior Knowledge
instructors of the course might not look favorably on Other Classes (a code within
this category) carrying a heavier text weight than the content of this course, it
doesn’t actually do so. This category encompasses Prior Knowledge from Life
class. As Table 5.13 shows, the Other Classes code accounts for 3.28% of the
text, slightly less than the Course Content category, a discussion of which
follows this section. In a capstone, one expects students to draw upon prior
the construction of new knowledge in the capstone. This also appeared to be the
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Table 5.13
sources of prior knowledge. Adam talked about his pursuit of science, “I have
always been into science and technology. I mean, heck, I’m going for an
science and technology…I’ve been able to apply them in my life.” Les recounted
at length the impact that his Project Development class had on this course, but
also affirmed that “any class or any experience kind of builds upon” prior
that he learned much from “just going through life dealing with everything I’ve
had to deal with growing up,” and Les’s reflection, “my dad’s a civil engineer so I
kind of grew up on, kind of knowing how schematics look.” In the Reading/Media
code is Adam’s rather apologetic statement, “Well, this isn’t exactly related to the
class, but I‘ve learned that after watching enough CNN and a lot of other news
channels, I’ve learned a lot more about the politics of this country and obviously a
little bit about the world.” Nick was well read, and often sought out books that
weren’t assigned for class, but connected to something discussed in it. “I read on
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a pretty broad sort of spectrum,” says Nick. “I just picked up Edward O. Wilson’s
Course Content
The impact of the content and activities in the early part of the course was
worthy of note, representing over 10% of this category and 3% of the text overall.
What seems to have had the most influence, at least on the core perspectives
about which students were explicitly asked, was their culture project. The Other
Cultures code represents almost 40% of this category (see Table 5.14). The
students seem to have learned much from this three-week project, which asked
them to explore and then present to the class, significant works of literature, art,
I’d have to say a time when I was successful was when we were doing our
cultural projects. Me and my partner were assigned the Southern
Americas. That’s not my greatest area of forte. I’m more of the European,
the Asian, and the upper Americas. So I would have to say, I really had to
come out on my own on that one and learn things I never even knew.
Like, I didn’t know that there were this many tribes in Brazil, or I didn’t
even know Brazil had a specific form of marshal arts that was all their
own. I kinda of thought that was just a developed style from somewhere
else, so that one project taught me a lot.
the country Japan. I love the country Japan because I watch a lot of Anime and
play a lot of video games that come from Japan, and so I thought ‘Hey! It would
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The discussions and presentations on Architecture/Art led by the instructor
remember the architectural thing being the thing I like the most and the
explanation behind Gothic architecture and the reason why they were so tall and
just the time period they were set in and the reason why they were...and the
explanation behind gargoyles, and stuff like that.” Text in the Multiple Disciplines
code is typified by another comment from Les: “This [class] kind of brought a lot
of them together. Architecture and religion and all of this stuff kind of tied in
together.”
Table 5.14
Technology
this category, codes represent how they learned with technology. Along the way,
they acquired some new Tools, which was the largest segment of this category.
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different resources that we used that I’ve never used before.” Nick “thought about
how we have used those sort of Web 2.0 tools…that’s been fun.” Students not
only learned about new tools, they saw how they might Apply/Use them in Other
Contexts. Karen discovered that she was “not too old to get involved and learn it
[technology] and make it part of everyday life.” Adam stated, “I’ll use it
[Powerpoint] in the future because it is a handy little tool.” They also saw how
technology afforded Clearer Communication. Les was thrilled that they “were
able to use graphics and video and everything . . . and then we kind of talked
about it. And used those to sort of illustrate our presentations better.”
Adam argued that “if it’s good technology and it’s working correctly it can help
make the learning easier.” Technology also afforded Active Involvement. As Les
puts it, “we would show something on the screen and maybe one of us had a
reference to what we were talking about and we kind of just talked about it a little
bit more.” For them, it was “more active other than just having a plain old text,
Table 5.15
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Motivation
entire text and even this theme. Indeed, the researchers initially identified
the design of the course. Ultimately, if we had left Motivation as a code in Self-
Reflection that category would represent 11.47% of the total text. Table 5.16
The data suggests that what most motivated students was the Relevance
of the learning tasks and content to their immediate lives. Nick felt that “it’s hard
to motivate myself to do tasks that I don’t see…I can only seem to see long term
benefits for. If I don’t have a short-term benefit, it’s hard for me to uh, you know,
aside from the pleasure of completion, it’s hard for me to get involved in that.”
Personal Interests/Goals were also a motivation. For Nick those were fused the
Relevance or Connections to Life. “I guess that was kind of fused with, uh, my
interest in the task or my ability to get involved in the task.” Les’s “driving force is
“And with that motivation, I’m able to go into other classes such as this one and
when something get’s assigned, say for a schematic or something for a military
vehicle, I’ve done that before. So, I’m able to, say, take this assignment and
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make it look nice because I’ve done that before. And I’ll make it as best as I
possibly can.”
Table 5.16
Instructors
As discussed earlier, students felt they learned more from each other than
from the instructors. For them, the learning environment that the instructors
created was highly important, in that it allowed them to learn better from their
peers. Part of that role was Focusing Discussions to relevant learning topics. Les
sidetracked or anything. It was still on the same relevant topic.” Karen found that
a real time-saver, “because I haven’t had to wade through other things. It has
been very focused.” Nick felt the Support Outside of Class to be particularly
helpful. “I think the strongest guidance that I got was talking with Mary Jo in her
room [office]. When I would have questions outside of class, then she was
always available to talk to me for that. She helped me out quite a bit.” Kevin’s
description of Trina’s straightforward teaching style was also telling. “She just
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kind of laid it out there, and I think I learned more from that than half a semester
Table 5.17
Transfer Theme
student interviews that suggests that they have to some degree internalized the
values, attitudes, and patterns of thinking that were the overarching goals of the
design: the core perspectives and conceptual age thinking. The Transfer theme
represents 21.23% of the total text. The theme includes five categories
characters of text. The categories and codes in this theme relate to patterns of
5.4 below shows the P/C Mean Percentage of each category within this theme.
Table 5.2, presented previously in this chapter, displays the P/C Mean
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Transfer Theme
6.83
13.06
25.64
theme at 37.41%. a finding which is promising with respect to the goals of the
design. Indeed, this category represents 7.9% of the total text, the third largest
category in overall text. The Respect for Others category is also strongly
represented at 25.64% of the theme and 5.43% of the text overall. Individual
Knowledge Construction
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Making Connections to New Ideas, then Applying to New Contexts in order to
at the end of the sequence as it represents the highest level of cognitive skills.
Table 5.18 shows each of these codes and their weights within the text, but I’ve
chosen not to sort them by weight in order to preserve the sequence of the
thinking pattern. Integrating Disciplines, the first category in the sequence, is the
strongest code in the category. Although Applying to New Contexts has a slightly
higher weight than the second code in the sequence, Making Connections to
weight difference is more substantial than the difference between the two
previous codes.
Table 5.18
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Before discussing each of these codes separately, the following passage from
this sequence:
He doesn’t arrive at Evaluating Against Norms in the passage above, but does so
in a later passage:
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Of course, Les was not the only student who talked about Integrating Disciplines.
the ARG,” provided in the discussion of the Applying & Integrating Knowledge
code in the Game Scenario category of the Learning Theme was also coded as
Integrating Disciplines in this category and theme. In part, the strength of this
code derives from the fact that students were specifically asked to tell about what
Indeed, when asked about his ability to make aesthetic judgments, Adam initially
universe. “For instance, I’ve always found it kind of interesting that, depending on
how you want to look at it, the string theory almost practically says that the
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Adam takes those thoughts a step further in comments subsequently
coded as Making Connections to New Ideas. “Within science, you know, there’s
want to say it’s E, no. I forget now. It’s like 5, the divine constant. Because like,
it’s like the length of the spirals on a seashell—or something crazy like that-- I
mean it’s everywhere. So you know, some people see beauty in that, and so
that’s kind of an artsy kind of thing. So everything connects in its own interesting
way.” Nick, the avid reader, made many connections to new ideas. As mentioned
earlier, he talked at some length about the book, Consilience. A passage from
that discussion fell into this code. “What Consilience or whatever, keeping that in
mind, you’re able to see natural processes and social processes as part of big,
inextricable. I mean, they’re all dependent. So I mean, I see a lot of worth in that.”
Students also talked about taking new ideas and Applying [them] to New
Contexts, the development of the game, for example. As Karen puts it, “because
of the research to develop it. I mean it’s just all tied into the research to be able to
put all the pieces of that ARG together.” Les saw how the activities involved in
expressed an appreciation for “the way that it prepares you to go into real life
settings.”
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how ideas or skills might apply while those in the latter more explicitly mention
the generation of “something new,” be that a new idea, image, or even the game.
As Kevin points out, each phase of the course, even the early weeks prior
development of the game, involved the creation of new artifacts. “So you have to
concentrate on different sections and combine them into whatever we’re doing,
the proposals, the work that we did on the ARG.” While the previous passage
denotes a more global perspective on the entire course, another passage in this
code represents a more localized view. In this passage, Les talks about
modifying images for the game so that they convey a specific message to the
player: “take a photo and Photoshop a photo and kind of change a few things
here and there and make it look like it was actually supposed to be, like it’s
that it might better fit within the larger creation: the game itself.
often difficult to separate text that might fall in this code from that which might
belong to other codes in this category. To a certain extent, that is why the codes
in this category were not ordered by rank. The weights in this category are not as
telling as they are in other categories because much of the text could be coded in
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Norms are present. For example, Kevin recounts, “I built the website, so I had to
kind of view other people’s judgments of what professionalism looks like and
what certain sites look like to try to trick them into believing that these companies
were someone else.” What he means by “someone else” is someone other than
him or that “these companies” were real, rather than the fictitious constructions of
Nick worried about the coherence of the narrative, “the kind of, thematic flow,”
which provides another example of Evaluating Against Norms. For him, the
player experience was very important: “I just want it to be strong . . . I want the
Of the six codes in the Respect for Others category, Different Cultures
was the strongest, which correlates with the finding in the Learning theme that
the Other Cultures code was a significant part of the Course Content category.
The following passage from Les typifies passages in this code, “You really need
to understand the history of the people and…kind of their background so you can
respect their ideals and their beliefs and such.” The insights of Michael and
Adam quoted earlier in the Other Cultures code for Course Content also fell in
express respect or appreciation for other people’s opinions. Kevin reflects that
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the course made him, “a little more aware, more accepting, I guess. Just listening
to people. I’ve been fairly good at that, but sometimes there [are] certain topics
that I tend to shut down on because there’s no way I’m going to change my view
on it. But I learned a bit more to at least listen and understand their point of view
reasons have trouble reaching a compromise. And so that, you know, is gonna’
happen everywhere. And that’s part of learning to work things out with another
which she expresses the Value of Collaboration. “I think the biggest benefit of
collaboration is just other thoughts. I mean just the, you know, everybody comes
from a different place. And so to have more than one set of ideas.” This code is
not about students liking or disliking collaborative work, it’s about their seeing the
value in it, whether they like it or not. Nick did not like collaborative work, but he
did recognize the value of it: “I mean, you know, I recognize group work is
important to both the scholarly disciplines and like the general marketplace…but I
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qualities in others. As Les puts it, “this in itself, to understand what everybody,
the other students, what they do better and then use those assets to you know,
give ‘em a certain job.” Kyle expresses this respect similarly, “a lot of times you
just have to find out what people are good at. Because sometimes they don’t
really know themselves until they start trying things.” In addition to a respect for
Other Cultures, students expressed respect for Differences Within [their own]
respect my adult children, it reminds me of being that age and how much I did
have to offer. So, it just kind of brings back to mind that, yes, you really have to
listen, to even young adults because they do know things that I don’t know.”
gender.
Table 5.19
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Individual/Personal Values
others. The strongest code in this category deals with the importance of
face value. It includes statements such as this one made by Karen, “I have way
too much trust in what is at the WalMart and the Tom Thumb and, you know, so
I’ve been made very aware.” Similarly, Adam finds that “it’s very important to
know what is going on in the world because otherwise, you know, you don’t know
what you need to look out for.” Statements conveying the importance of a Work
Ethic made up the second largest code in this category. Les expresses it this
way, “Oooh. Well. You’ve gotta push yourself always.” A comment made by
Michael in this code was his response to the question related to the importance
of integrating the scholarly disciplines. “Well, I’ve learned that discipline on the
scholarly level is very essential when it comes to getting a lot of work done on
this level done. When in high school people hold your hand. And in middle
school people really hold your hand. And in elementary school people get paid
to hold your hand. But in college, you’re on your own.” For him, “scholarly
code label. Interestingly, many of the passages in this code were given in
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response to the question about using logical reasoning in problem solving. Take
the following dialogue between Karen and her interviewer, for example:
Karen: I think something can be emotion driven and that’s been some of
our discussions back and forth.
Karen: yes.
Karen: Yes.
Interviewer: OK.
Michael responded to this question thus, “In this class I’ve learned that logic
really doesn’t help except when you are doing that which is illogical. Art, writing,
a lot of these things are illogical. That’s just my personal view, but for writing,
wouldn’t say I’m always logical. But I have a tendency at least to analyze what I
do, and try not to make uh, you know, rationalizations in order to justify poor
another fairly strong code. For Karen, this involved balancing logic and emotion.
She feels that her experience in the course “has reinforced that I come from an
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emotional place [laughs] rather than a logical place, which I’m sure my
classmates would agree with, but that makes for good … I think you need that
wellness as a serene state of being. Others may not view it that way, but that is
the way I view it. So, my wellness learning . . . I’d have to say, is just getting
everything together, not putting things off until the end. Keeping things organized
of a team. As Nick expresses it, “I’m a lot more dependable if I’m afraid I’m going
to disappoint somebody, in a way that I’m afraid it’s going to hurt them in some
way.”
Table 5.20
Open-mindedness
This category represents unique codes that differ from those in the
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thinking patterns showing a progression through the process of constructing
for knowledge construction to occur, but differs from it, as well. In some ways,
the same as Respect for Others, be that their opinions, cultural background, or
strengths. This category is more about being open to new ideas rather than
Table 5.21
no technology cause, those are what give you the formulas and other things that
you need to learn how to build it…and so I think that I’ve gotten truly an
appreciation of just how useful all that is because we’re using a lot of
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technology—you know we’re using computers, we’re using Websites—all that
stuff to put our game together which couldn’t have been done even 20 years
one from Michael, “It’s really hard to be just one thing and not open yourself up to
other things, ‘cause you feel limited. Your view is very limited. You don’t get to
The Re-evaluating Old Ideas code doesn’t contain very many passages,
but contains much more text than New Ideas/Perspectives. Responses in this
Oh, earlier when we were talking about Wooten Hall, I guess I called it a
big ugly box. Uh, we talked about some architecture and I know that’s
actually a style [laughs]. I happen to, you know, NOT like it very much, but
uh, but it’s a style, it represents something, it’s not just a cheap efficiency.
So, I get it in that way. It’d been really easy, you know, for me to just call
buildings like that big ugly boxes without recognizing that the architects,
builders had, I guess values that they were both using and showing by
building it. Or designing it.
While Nick is talking about the architecture and aesthetic judgments, his
comment was coded as Re-Evaluating Old Ideas because he is doing just that.
Much of what was presented to students on art and architecture challenged their
pre-existing notions that art is simply a matter of personal taste. Thus when
asked about their ability to make aesthetic judgments, most responded that they
don’t make them well. In the Aesthetic Appreciation code, for example, Adam
states, “I don’t make aesthetic judgments that often because it’s hard for me to
really pin down what I find as beauty…but I felt for instance that some of the
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helped me a little bit with figuring out, you know, with expanding my capacity to
make those judgments, but like I said I don’t do it very often.” I wonder if their
claims about their capacity to make aesthetic judgments would have been more
responses are a strong indication that previous conceptions about art and beauty
something as “ugly” rejects a wealth of ideas along with it. Their humble
mindedness to the ideas represented in objects of art that go deeper than pretty
vs. ugly.
Social Responsibility
of the interview questions asked students to tell what they learned about
themselves in relation to the larger society and world in which they lived. The Self
in Society code contains mostly responses to that question, although not every
response to that question fell into this code. Some may have fallen into Respect
for Others. Nevertheless, as Karen expressed it, “I feel much more connected to
the world as whole. So I feel like more of an actual global citizen than I did
before.” And Les reflected that “it really makes me realize that not everybody has
small we are. And that kind of puts it in more of a perspective for me.”
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Despite an understanding of the relative “smallness of self” in relation to
society and world, the Need for Action or responsibility to take action was also
present. Karen found herself “reminded that it’s very easy to just focus on
yourself and your family. And I have my own children and grandchildren and I
can’t stop there. Even if it’s not a huge impact, I can make a small impact on the
rest of the world.” Kevin concurs that even though we are individually small, “our
was to Do No Harm, which the researchers felt was different than taking action
and thus coded it separately. Adam puts it this way, “I will quote what I learned in
my ethics class to be the agreed upon universal ethical principal and that is
basically, do not do anything that harms others or you know, restricts their ability
to do something that they want to do.” Overall the code Protecting Planet was
quite small, but characterized by statements such as this one: “we also have a
responsibility to make sure that we protect the planet ‘cause everyone uses it.”
Table 5.22
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Results Theme
The Results theme examines what worked well and what did not, the
with Students and Curriculum & Assessment representing the second and
third most important categories. Figure 5.5 shows the weights of each category
Results Theme
3.06
9.16
31.16
Instructional Methods
9.54
Students
Curric & Assessment
Technology
9.61
Epistemology
Course Format
Institution
17.62 19.85
In relation to the entire text, this theme is the second largest of the four themes,
representing almost a third (29.19%). However, this is the only theme that
included data from the instructor interviews, which did have an impact on its
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Instructional Methods: Tensions
The code Sequence/Time to Design ARG was the strongest tension in the
“Personally, I would have to say there’s only one thing I would change about the
curriculum for this class, just because I’m also going into game design and I
know the effort it takes to just design a game. It can take years to design games.
When the game is thrown right at the end, and we also have all this other stuff
that we also needed to take care of that really does kind of throw it off.” Although
this was not as strong a code, the Time Necessary for Consensus seems to be
the underlying cause for the need for more time to design. According to Michael,
“Game development should always start with as much time as possible cause
you’ll work through a concept for months. It’s hard to get people to agree on one
thing in just a couple months and then get a final product done just from that.
Because everyone does have different views and if you expand it out to an entire
semester, it allows for more development.” Kevin, comparing the GVP to his
experiences in his Project Development class in the ISGT program, observes “in
the other class we had the entire semester, which is still not very long, but you
can take two weeks to argue about everything, get it out of everyone’s system,
and when that’s done you have the rest of the semester to work on, toward your
goal.”
The tension between Guided vs. Directed Instruction was the second
strongest code in the Tensions part of this category. Nick felt that he “require[d]
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more direction than most people do,” adding much later that “there were times
when the sort of free form flow of the class sometimes didn’t seem as organized
often causes this sort of cognitive conflict in students who are accustomed to
directed instruction. Both Nick and Kevin thought this intentional aspect of the
design was a lack organization on the part of the instructors. Kevin postulates, “I
figured since it was the first class, it was a little--I don’t want to say disorganized--
quality can be perturbing to students. Indeed, Kevin also notes, “Well, I think, it
was more structured in the very beginning. We kind of knew what we needed to
have done.” Then he adds later that he “didn’t like it as much towards the end,
because it was less discussion based.” While he perceived the later part of the
course to be less “discussion based,” the tension here is that while highly
discussion based, it was student led. This contrasted with the early weeks of the
semester when discussions were led by the instructors. The other instructor for
the class, Trina, admitted that her “straight speech classes are much more
structured and lock stepped,” differentiating how she teaches speech under
normal circumstances from how she taught speech in this learning community.
She compares the two formats in this comment that begins with how she
do. This is more open-ended and kind of figuring, getting our bearing as we go.”
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The Encouraging vs. Forcing code is a tension largely between or within
the instructors rather than students. Both instructors perceived their primary role
should do. Trina, the other instructor, believes, “first and foremost” that “positive
reinforcement is better than punishment, but it’s gotten down almost now that at
the end of the semester, it’s going to be punishment.” Although Trina does not
prefer to punish or force students, at the time she was interviewed near the end
of the semester, it was crunch time. She asserted that “this has to be done. We
have a project; we have a deadline. It’s much like anything I think that happens in
business and industry. The store has to open on Monday, that’s what we’ve
Although the author feels that her role as an instructor is not to “harp on students
or nag them,” she found that “some of them really want that.” When she asked
them about using Twitter to remind them about work they needed to complete
outside of class, they responded favorably to the idea. Unfortunately, it was too
late in the semester to determine if such an approach would have had an impact.
Much of the text in the Student Expectations code was discussed earlier
with respect to Preconceptions About the Course (in Reaction theme, Prior
Sequence of the course, as illustrated in Les’s statement, “I did like that we were
going to develop this, but I was kind of surprised that we were actually going to
develop this a little late in the semester. I was kind of hoping that we were going
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to do this a little earlier.” This statement is a tension between what Les expected
to happen and what actually happened rather than a tension between how the
course was sequenced and the time it takes to design a game. For Nick, the
expectation was that “I kind of imagined taking a class that I was going to be
participating in an ARG while I was kind of like uh, while I was actually designing
an ARG, so that we were, you know, like learning something about making an
ARG while we were sort of playing one…and I thought the class was going to be
Table 5.23
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Instructional Methods: Successes
Methods, than there were tensions. The text in codes related to Successes
within two caveats. The first is that the majority of the text in this category comes
from the author’s own description of the game that students designed given in
Although this code is highly skewed by my description of the game, all three data
analysts agreed that this text indicates Attainment of Core Perspectives. Indeed,
while student responses were not re-coded here, virtually all of the text in the
Transfer theme, which is exclusively student interview data, could also be coded
as Attainment of Core Perspectives. The second caveat is that this code perhaps
should be placed in the Curriculum & Assessment category since it deals with
the game, the researchers felt it was a direct Success of the course design or
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Instead of reiterating the entire description of the game, Figure 5.6 depicts
the overall structure of the game and the corresponding core perspectives
demonstrated in its development. The villain in the game was a large, multi-
national corporation, Dreigund, Inc., modeled after the Four Horsemen of the
Apocalypse. Each “horseman” provided a symbolic frame for the four major
Each of the divisions represents a level of the game as well. The ultimate win
scenario at the end of the game, will require players to realize that they,
themselves, contribute to the evils enacted by the company if they do not take
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some sort of action to prevent them. What students wanted the player to
understand at the end of this game is that abdicating responsibility and simply
blaming greedy corporate executives for the problems in the world is ultimately
the Instructional Methods. Once again, as Les observes, “The way that [the
course project] prepares you to go into real life settings. It’s basically the same
success. When asked about a time she felt successful in the course, Karen
recounts, “The first thing that comes to mind was when Mary Jo was first talking
about ARGs…and she was linking, so I was actually understanding the concept.
So I felt like, OK, maybe I can do this, maybe I do have something to contribute.”
Environment that the instructors created. As Trina describes it, “We set up the
environment, we set up the banquet table and the students come to the banquet
table and either starve, as some of them have, one of them especially, or take
approach, “So this kind of class the way it’s setup, the openness of the way it is,
instruction, the emphasis on Encouraging [rather than] Forcing learning, did yield
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Learning. This code was not as strong as we, the instructors, might have liked,
but it was still present. As Michael reflects, “in college, you’re on your own. No
one is there to tell you, ‘Hey, get up! You’ve got an assignment [to get] done. Or,
‘Hey. You’ve got homework due tomorrow.’ Or, ‘Hey. You’ve got this project due
at the end of the month. You might as well get started on it now.’ But, that’s
scholarly discipline that I started to learn more so from this class than any of the
others.” The italics in the last line are the author’s emphasis, but serve to
Responsibility for Learning. The GVP vs. Traditional Instruction code captures
activities, “that stagnant textbook, read Chapter 12” to what they did in the GVP.
Students: Tensions
did cause some tensions among students, intended and unintended. The Lack of
Leadership among students was the strongest tension. When asked to tell about
a time that he struggled in the course, Kevin expressed that the group was
thinking in “too many [different] directions.” The tension for him was that “there
was no leader. I think that came as a huge problem because we got so many
different ideas that there was no one to say ‘we’re going to go with this one. And
that’s final.’” Students also struggled with completing Individual Tasks for Group
Project when they were away from the group between class meetings. Karen
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captures this tension well when she comments, “So we’re in class and we define
assignments and tasks and then sometimes I feel a little lost trying to complete or
make things work together.” Nick also expressed this tension, “I guess, one of
things that was frustrating to me was that it [developing the ARG] was a
combination of individual work and group work, but they never uh, at least for me,
they never came together.” This tension was due in large part to Communication
speculates, “I think communication. It was really the break down that ended
sessions. As will be discussed later with respect to the Course Format category,
students. I’d venture to say this is always an issue with collaborative learning.
Overall, only two students, Kelly and Nick had bad experiences with this in the
early part of the semester with their partners on the culture project. Nick “ended
up doing the project primarily on [his] own.” For Kelly, the result was a Conflict
Between Students rather than Non-participation, “we didn’t get a grade that I was
happy with…and I was not happy with the presentation.” Trina felt that much of
the tension among students was due to the Student Self-Regulation Challenge.
She argued, “I think it’s really about a lack of discipline. That it’s much more fun
to email or go on Facebook when you’re kind of having fun with it. I’d rather be
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than answering discussion questions.” While the author, too, observed that
students had difficulty, “managing themselves and the tasks they had to do,”
the end of the semester when she noted that students were not completing their
individual game development task outside of class because they had gotten
stuck on some detail that they weren’t sure about, she asked them why they
didn’t call someone, or email, or post a question in the wiki or the discussion
board. The response was, “Are we allowed to do that?” It simply had not
occurred to them that, once they had been assigned an individual group task, it
would be appropriate to seek help or input from the others. The interviews
indicate that they thought they were entirely on their own. The process
Table 5.24
140
Students: Successes
Students category was Learning from Peers, which represents almost 14% of
this category. As discussed earlier, students found that they “don’t learn so much
from what just the teacher is teaching you. You learn from your fellow
Relationships with each other. This was in keeping with the friendships and close
working relationships that were coded in the Reaction theme. Despite occasional
to 7.06% in the Non-participation code. In other words, this tension and this
success are fairly equal. The remaining codes in the Successes section of this
Learning from Peers, and the way that students were able to assign Roles that
category, the strongest tension was Contextualizing within the ARG, that is, a
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course design in which all of the assignments or assessments are fully
chapter, which described the course design, this was the original intent. While
this code contains the author’s statements regarding those original intentions, it
also includes student comments about this tension. Michael recommends that,
“for the curriculum of this class, if there is a final project to design the game, the
class should be wrapped around that instead of putting it at as the last thing we
need to worry about. “ Nick concurs, saying that “it seemed like a lot of the
projects weren’t tied together,” observing that he “wasn’t really sure how the ARG
really related to the first part of the class.” He later added that he “saw the
connections” between the first part of the class and the ARG project later, “but
Although students did see how the ARG project related to the disciplines
included in the course (speech, writing, literature, and humanities), Trina did not
make that connection. According to her, “it’s going to take some convincing for
me this next semester to say, spending all these weeks designing a game to
what end? What’s the point here? What are they bringing out of this?” For Trina,
this tension was in large part due to the difficulty in Meeting Course Objectives
that often occurs in learning communities. Both she and the author were
concerned with how well students attained course-level objectives, particularly for
papers “to an invisible or nonexistent committee that grilled me about, ‘well, did
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you meet this objective?’…our writing program asks you to do this, this, and this.
wonder if the writing assignments had been better contextualized within the
game scenario, we might have better fostered them. As it turned out, students
were individually trying to complete their course research papers at the same
time that they were collaboratively working on their respective parts of the game
design documents. The result was that students did not execute either writing
activity was particularly well. Arguably, had they been combined into a research
supported game design document, the writing may have been better. At a
the author’s interview, “I think that problem-based methods require much clearer
communication of expectations, that is, clear articulation of how the instructor will
tell if students ‘got it’ or not.” While most students found the scoring rubrics for
speech and writing. According to Nick, “I haven’t always felt that my assignments
or my grade were as well defined as I would like them. In some of the speeches
that I had given, I just get a grade. It’s a subjective assessment. So like, I don’t
know what the difference between a 94 and a 95 is.” This statement is perplexing
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comments and a break down of the grade provided on the scoring rubric.
Nevertheless, those rubrics and the expectations that they convey might need to
be explained more fully prior to the assignments in future iterations of the course.
based learning methods. Although Trina professes “all of the courses I teach are
problem-based,” her conception of what this means was quite different than the
material as they work toward solutions to that problem. As she stated in her
interview, “I’m not comfortable with what little we covered in speech. I’m not
comfortable with the lack of diversity of literature that my other classes get.”
Further, she questioned, “How is that [the game project] reinforcing Speech? It
does bring group dynamics into the equation, which is part of Speech. And we
practicing the group dynamics that they would have studied in a textbook and
perhaps been “heavily drilled” on in her other speech courses, Trina did not see
explicitly. It was because of this epistemological frame, that the course took on a
“Learn Then Apply” sequence during the first part of the semester, so that the
instructors might cover some material first. It was believed that students would
then apply the covered material to development of the game. What seemed to
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happen as a result, however, was that they perceived their activities with
developing the game (the writing and presentations associated with game
development) to be added work that was less important, “superficial” even, or “an
afterthought.”
Table 5.25
the core perspectives. That was due in part to the ARG scenario, but it is also a
Integrating Disciplines. As Trina exclaims, “that’s why I love and believe in these
learning communities is that they get something better than… They see this
connection, they see this whole… holistic rather than lock-stepped into their little
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discreet courses.” The students found that to be “the best part of it” as well,
“because you have to connect a lot of different things.” They attribute Increased
Substance to this feature of learning communities, finding that “I’ve gotten more
of the meat and more substance” and “more of a broader base” than in courses
focused on a single content area. They also saw how the Content Established a
Foundation for developing the game. The goal of the Learn Then Apply approach
in Trina’s own words was “laying a good slab foundation for archetype, myths,
stories, story narratives, story boarding.” Although she laments that she didn’t
see how developing the game applied those concepts, the students made the
connections to it. Michael reports that he “can understand the way things were
setup this way.” Les even admits that he enjoyed the early semester activities. “I
can’t say that I didn’t actually enjoy the stuff beforehand. That it would actually
kind of set the foundation, the bricks and all that sort of stuff that lead to the
game, so you’re able to develop it better.” Their regret was that there wasn’t as
Technology: Tensions
The Technology category represents less than 10% of this theme, but is
a category with more successes than tensions. Only one student expressed the
over the internet that it was hard for us to figure out which one everyone else was
using.” As explained earlier, this was less an issue with the technology than with
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communication. Students were given a variety of tools to enable communication,
but they never really self-organized around a single tool or set of tools that
worked well for their unique dynamic. One technology found to be an impediment
to their learning was that much of their individual writing was assigned as blog
posts. Although it was carefully explained that these writing activities were “mini-
did not appear to take them as seriously as pieces of writing given the informality
Table 5.26
Kevin pointed out one of its Limitations, namely that there’s only one computer
station. Kevin observes is that “you have much more focus…on one person…on
one task. Than when you have multiple peers (on their own work stations) and
people are kind off in their own world. So it’s a good.” However, he found that
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“people had to have laptops to be working with technology. Only one person
could be working with” the technology in the room. He was “used to collaboration
where everyone has a computer and everyone has access to the same
technology so you can work faster. This was a little bit slower.”
Technology: Successes
previously cited, particularly those passages in which they found the technology
they learned to use in the course to be useful to their everyday lives. Issues of
access aside, they found the Learn Lab to Enhance Learning rather than detract
from it. As an instructor, Trina was captivated by the affordances of the Learn
Lab. She finds that “the image is the message and you have access right away if
that…or, let’s go to the dictionary.com. The moment isn’t lost, we can go right to
it. And, it deepens and enriches the discourse. So, that has been really
astute, “I think the more you use technology the more you can do because at
least if it’s good technology and it’s working correctly it can help make the
learning easier.”
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Epistemology
Instructor & Design or Between Instructors. Not only is this category less
significant than others based on coding, its strongest weights are the instructors’
perspectives rather than the students’ and those tensions are largely explained in
course, it was important to the author that course activities be mutually agreeable
“buy into it.” As stated in my interview, “the very best parts of the course were
those that we were able to build together: the Superhero speech assignment, for
example,” which adapted an assignment that Trina uses in her speech courses to
the unique context of the GVP. However, at the end of the course, Trina was still
“not sure that the weeks and the weeks and the weeks that we have spent
Table 5.27
149
Course Format: Tensions
format, the blended or Hybrid/Half Online format that included only One Meeting
Per Week. On the one hand, the hybrid format might well have worked if the
class met more frequently. As Les points out, “I think it would have done better if
it…met twice a week instead of the one.” It is not quite clear if it was less
frequent meetings or reduced class time that was the critical issue. Much later in
his interview, Les puts it this way, “I just think the class needs to be offered more
consistent ones that at least be two a week or three times a week or something.”
It might well have simply been too long a period of time in between. However,
some students simply did not like that it was Hybrid/Half Online. Kevin states that
he thoroughly enjoys using the technologies that afford distance education, such
as the learning management system and the course wiki, but he “would rather
have that as a supplement instead of half the class.” The reason he gave for this
preference was “you had a lot of ‘you need to do this’ and ‘come back with this’,”
which leaves one wondering what he expected might occur in class. He seems to
feel that class time could have been devoted to preparing or completing what
Students seemed to feel that they could “show up three hours a week in the class
and that’s all [they] need to put into it.” They exhibited a degree of Reluctance to
150
Work Online, but only Kevin expressed that he was “not one of those people that
do very well with online classes.” On the other hand, more of them commented
that the course left Inadequate Face Time, particularly for developing the game.
Had they realized that they should have been communicating with each other
outside of class during this phase of the course, their perceptions might have
individual tasks for group work, Karen acknowledges it’s “not that I think that
there hasn’t been opportunities, there has been opportunity,” but they didn’t
Together while Separated. They also felt that size of class, “stood out in that it
was such a small group,” largely because it was better than “having 20 or 30
other people trying to get their ideas in.” Above all, they liked that it was a 6-
Credit Class, which was seen as “a very good way to get your credits done.”
151
Table 5.28
instructors only and represented such a small portion of the text that they aren’t
discussed here. However, Table 5.29 reports the number of passages and
characters in this category, as well at the codes and their weights within the
Table 5.29
152
Summary
The Learning Theme comprises the most overall text coded in this study,
followed by the Results, Transfer, and Reaction themes. The following were the
The next chapter draws conclusions from these results, assesses their
implications with respect to evaluating the design, and presents directions for
future research.
153
CHAPTER 6
Introduction
Having examined the codes and categories within each theme as well as
their relationships to the total text analyzed in this study, this chapter returns to
the research questions to draw conclusions about the effectiveness of the design
implications for modifying the design given the emergent tensions identified in the
Conclusions
reactions to the course and the course design. Overall, students reacted
favorably to the GVP. They found the course activities, predominantly student
They also found their experience to be “enjoyable,” particularly the “open” and
154
findings in keeping with scholarship on student engagement (Chickering &
Gamson, 1987; Chickering & Gamson, 1991; Koljatic & Kuh, 2001; Kuh, Pace, &
Vesper, 1997). They also enjoyed learning with technology. However, they
reacted more favorably to the technology in the classroom than the hybrid design.
They enjoyed the communication tools that allowed them to keep in touch outside
of class, but did not like learning on their own at a distance as much as face to
face contact. This conclusion, too, aligns with prior research on student
The students also indicated that the early part of the course did not seem
as well connected to later parts of the course as it could be. They wished that
developing the ARG, the central problem scenario for course, came earlier, but
they did respond favorably to the activities in the first several weeks of the course
nevertheless. Indeed, in some ways, they seemed to prefer those weeks because
assignments and activities were more instructor-directed than the activities in the
game development phase of the course. Although the instructors actually guided
class discussions rather than led them, in the later part of the course, student
work was largely student led. Instructors merely listened in and coached, and
student tasks and activities were identified by the students rather than assigned
by the instructors. This caused students some cognitive conflict, a response often
155
Nevertheless, students liked the multi-disciplinary nature of the learning
community and responded favorably regarding their peers as well. The close
personal relationships that developed among students are the very foundation of
learning communities (McHugh Engstrom & Tinto, 2008), and these relationships
the course.
of the course design on how students learned. This particular group of students
was very self-reflective. Both the nature of the course, which engaged them with
big questions, and the open-ness of the learning environment seemed to foster
this reflective vein. They reflected most on how well they learned from peers
1996; Jonassen, 1999). Students gave as many if not more presentations to the
class than the instructors, particularly in the early part of the class. Their personal
interests were given voice in such a multi-disciplinary class, and when they were
able to find common ground with their peers, they seemed particularly successful.
located the source of their own developing conceptions, perspectives, and views
presented frustrations, students learned some strategies for coping with those
156
frustrations, and saw how their own self-discipline was important when others
were relying on them. They were most motivated by the relevance of the learning
Dondlinger et al., 2008). They were also highly motivated by personal interests
and goals, which is closely connected to relevance in that one relates most easily
While students seemed to prefer the more structured nature of the first part
of the course, they learned a great deal from the game scenario; the data
suggests that they learned more from that central scenario than through the
theories of situated learning, which posit that learners learn more and transfer
al., 2003; Lave, 1988; Lave & Wenger, 1991; Vanderbilt, 1990, 1993). Moreover,
the game scenario compelled them to bring their own prior knowledge and
personal interests to bear on the project while they integrated and applied what
they discovered to creating a rich learning and play experience for others. They
for players, wanting the game to be coherent and seamless although not without
its challenges. Of the activities prior to developing the game, the group culture
project seemed to have the most impact on their learning. The course was
sequenced such that students could apply what they explored through this project
157
to the actual game. Although students did apply much of their prior knowledge
and some of what they learned in the course to the development of the game,
they didn’t use as much of they learned about other cultures in the game itself.
Levels of the game were “located” in the different countries student groups
explored, but they didn’t incorporate aspects of those cultures into the game
narrative. In other words, they didn’t use the art, architecture, or literature as
learn from the online discussion boards while they lasted during the first part f the
class. However, they did not make as much use of the tools for communication
during the game phase. This is likely because they didn’t realize it was “allowed”
or that they should have been doing so as reported in the Results chapter.
The third research question explores the extent to which the course
that the course was successful in fostering both the synthesis or big picture
thinking vital to the conceptual age and the last of the core perspectives,
integrating knowledge from the scholarly disciplines. The other categories, Social
158
suggest that students achieved a measure of the empathic thinking needed in the
conceptual age and several of core perspectives, specifically those related to the
and ethnically diverse world, and the development of values for ethical behavior.
through conflicts to build consensus, identify each other’s strengths, talents and
goals in order to benefit from these strengths rather than vilify weaknesses. They
learned to value being informed and critically evaluate rather than blindly accept
evidence of conceptual age thinking (Pink, 2006). They came to appreciate the
beauty of the ideas that an object might express even if the object itself did not
found that achieving balance among mind, body, and spirit to be important—
another conceptual age ideal, namely perceiving the relationships among things
simultaneously and understanding the “big picture” (Pink, 2006). They also
particularly the tools they acquired for collaboration, which suggests development
saw how they might apply and use these technologies in their personal lives, to
become better organized and improve communication, vital 21st century skills
159
marked willingness to re-evaluate old ideas as they acquired new information--a
society—even world. They felt “more connected to the world as whole” and “more
empathy for fellow citizens as well as an imperative for action (Pink, 2006). The
idea that one is complicit with those who perpetuate evil in the world if one does
nothing to stop them, which was the overarching message in the game that
Board, 1999). The data suggests that students find this imperative to pertain to
protecting the planet, preserving justice, and following the mantra to “do no
harm.”
the design. The strongest of these tensions was the amount of time necessary to
develop the game. On the one hand, part of this tension was the reduced face
time resulting from the hybrid design. However, much of that was alleviated once
students realized that they could and should be communicating with each other at
a distance. They thought they were to work on their own on their individual tasks
160
for the game without assistance from peers; thus, when they were uncertain
about how to proceed, they stopped working until the next class meeting. It didn’t
occur to them to simply call someone, post a question in the discussion board, or
concept is critical to this effort, and that process takes time. Since the game was
not completed, clearly more development time was needed. Whether this was
due to the course sequence or the hybrid nature of the course is less certain.
strong. Students seemed to learn the most from developing the game, a project
that was much less instructor-directed, but preferred learning with more direction.
This finding is not unusual among students accustomed the directed instruction
tests (Kelly, 2005; Ladd, 2008; Wasley, 2008). This preference for more direction
was also aggravated by the hybrid delivery mode as online learning requires
project itself also perturbed them. They enjoyed the creativity, the application of
knowledge, discovery of new ideas, and the relevance to their emerging and
(Savery & Duffy, 1995). The project also caused the other instructor some
161
internal conflict. While she prefers the role of encouraging rather than forcing
tasks, in large part due to institutional pressures to retain students and ensure
between directing students and allowing them to develop these skills themselves
can be difficult. However, students recognized the need to become more self-
directed and take personal responsibility for their learning from the game design
scenario. This recognition came “more so from this class than any of the others”
according to class participants and is critical skill called for in the AAC&U poll,
which informed the design (Peter D. Hart Research Associates, 2008). Moreover,
the impact of developing the game on the broader learning goals, the core
perspectives and conceptual age thinking was demonstrable (Pink, 2006; Texas
Project Leadership
The strongest tension among students when designing the game was the
lack of leadership, which further illuminates the tension between directed and
discussed their need for a leader, a designated person who would serve as final
162
arbiter to keep things going. I concurred and encouraged them designate one.
However, they ultimately appointed me rather than a peer. None of them wanted
the responsibility, and they all wanted more direction. I continued to guide their
process but did not dictate or direct them. I simply served in the capacity they
described, which was as final arbiter in concept disputes. Their uneasiness with
the lack of direction was compounded by the dwindling time and impending end
of the semester; being told what to do speeds things up. Consequently, this was
a source of tension among students. For the most part, other tensions among
usual challenges that occur in group projects (Johnson & Johnson, 1994).
Despite these challenges, students learned from each other and preferred that
mode to learning from the teacher. With the exception of Adam, who frequently
missed class, rarely delivered on his assigned tasks, and annoyed the others
when he was present, the group was very forgiving, empathized with each other,
and tightly connected to the sequence of the course. While students enjoyed the
early part of the class, they felt that the connections between the first and second
part were “superficial.” (Lauzon, 1999; Orey & Nelson, 1997). Indeed, they didn’t
end up applying what they had learned from their culture projects to the game
beyond establishing the locations of levels. Trina was disappointed that students
163
didn’t fold the archetypes that students explored in their culture projects to
development of the game. Had the culture project been contextualized within
game development from the start they might well have been applied better.
However, since this project came so much earlier in the course, much of what
students presented to each other were distant memories by the time they were
unable to finish the game is that they were generating new material for an
overarching game concept that they had developed much later. Had the game
concept been underway while students were presenting the information they had
discovered while researching other cultures, they likely would have used more of
that content in the game. Contexualizing the culture project within the game
development project would still satisfy the need to “cover some material,” but
would allow students to immediately identify how that content applies and should
The tensions regarding course format, namely the hybrid delivery, have
already been addressed, but deserve more attention. Clearly, the hybrid mode
had an impact on time necessary to build consensus and to develop the game.
However, that might well have been more of an issue with the sequence of the
course and the fact that course activities weren’t connected directly to game
directed instruction made them dislike the hybrid format rather than the hybrid
164
detracted from the meeting time necessary the develop the game. Clearly, self-
direction played a role in the tension with the hybrid format as well. However, it
was not an aversion to technology that kept students from engaging with each
other online. Indeed, a greater contributor to the tension was that the course only
met once a week. It’s quite possible that if the class met more frequently, rather
than for more hours (twice a week for an hour and a half, for example) student
perceptions might have been dramatically different. The length of time between
meetings allowed students to put off tasks for a time, in some instances
forgetting about them. More frequent class meetings could make course tasks
more routine and increase student accountability to each other. Indeed, if game
development occurred throughout the semester, students might have been more
involved and engaged with the online communication from the start.
Implications
conceptual age thinking that were the goals of the course can be attributed to
both the course content and the game design scenario that followed later, game
development must begin at the onset of the course for the project to be more fully
effective. Much learning occurred in the course, but that learning (of the core
particularly reading and writing. Beginning game development in the first week
165
need not detract from other course activities. Indeed, it could enhance them by
providing a situated context for them. For example, if students had already begun
production of that culture applied to the game concept. It would also have better
situated the proposals and research bibliographies that were components of this
project to a more relevant context than the class itself (Brown, Collins, & Duguid,
1989; Lauzon, 1999). As the course was sequenced, these assessments were
was the self-direction that it obliged students to develop, an aptitude vital to life-
Research Associates, 2008). While the hybrid format did decrease the amount of
would have developed this self-direction if the class meet six hours a week
instead of three. Nevertheless, students should not feel hindered by the delivery
mode of a course. Clearly the class needs to meet more frequently, and
instructors need to more clearly communicate to students that they are expected
166
to be working together while apart. Nevertheless, more frequent meetings would
likely enhance personal accountability to the group since it’s more difficult to
procrastinate on assignments when one has to face those who are expecting it in
person.
also promote greater interdependence (Bonk & Zhang, 2008). While half of the
students in the GVP routinely logged into the course management system
because they were using it for other courses, the other half did not do so
students who rely more heavily on their cell phones and instant messengers.
However, web tools such as Twitter or the new SMS function in Google mail
could be leveraged to reach students on their mobile devices and keep them
more instantly in touch. The caution in using such tools, however, is to employ
them in a way that enables students to support one another rather than increase
their reliance on the instructor (Johnson & Johnson, 1994). Engaging students’
so that they’re not forced or directed to communicate with each other, but are
167
strengths takes time. Promoting concept development and greater
students can assign and shift roles with greater facility (Brush & Saye, 2001;
Johnson & Johnson, 1994). For example, one student might take on a leadership
role for one phase of the process and then pass the torch to another later on, so
that no one student bears the all of the responsibility throughout. In this pilot of
the GVP, student leaders emerged in each of the small group projects early on,
but the class had more difficulty appointing those roles during the game
development project because their concept for the game and their familiarity with
each other’s skills and abilities relative to the entire group were still emerging.
Encourage Play
course was that the course itself would be structured like an ARG so that
students were “sort of playing one while they were designing one.” Although the
course was not promoted in a way that led to such a preconception, the designer
did consider creating a mini-ARG to orient students to the genre. However, since
a principal tenet underlying this application of games for learning was to avoid
walked through an existing ARG with students in class and tasked them with
exploring other ARGs and discussing their features in the online discussion
board. Nevertheless, another principle that drove the design, specifically this
application of games to learning, was the finding from the research on The Door
168
ARG that engaging with the problem-based game tasks encouraged a sense of
2008). The structure and sequence of the GVP did not allow this quality to
emerge. However, enhancing the online part of the class with game elements
might go a long way to encouraging this willingness to play while also orienting
students to the ARG genre, content for the course, and even to each other as
Although this pilot implementation of the GVP met with some success, a
direction for future research is to compare these results with those from an
development process, which takes place throughout the whole semester. The
direction for future research. In fact, this design approach, which combines
elements of The Door with those of the GVP, is currently underway. It should be
noted, however, that playing an ARG first and developing one later is not the
169
approach that the findings from this study suggest. These results indicate that
game development should begin early and that course assignments should be
contextualized fully into the game development process. A “play then develop”
approach might produce results similar to these results from the “learn then
between the different iterations of these curricular designs using ARG elements,
the semester, will provide further insight into the outcomes associated with
Another area for future exploration is the course format. Comparing the
use of the distance learning components to the frequency and duration of class
meetings is an area ripe for further research. Examining them both when game
the problem scenario will enable us to make better assertions about the role of
concept.
another area for future research. At least one other capstone learning community
has been developed and implemented at the college where this study was set.
170
the efficacy of problem or project-based methods in fostering attainment of the
171
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