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KEYWORDS
Adaptive games; learning; design; theory
Towards Evidence-informed Design
Principles for Adaptive Reading
Games
Manolis Mavrikis, Asimina Vasalou
and Laurra Benton
m.mavrikis@ucl.ac.uk; a.vasalou@ucl.ac.uk;
l.benton@ucl.ac.uk
UCL Knowledge Lab,
University College London,
WC1N3QS, London, UK
Chrysanthi Raftopoulou,
Antonios Symvonis
crisraft@mail.ntua.gr; symvonis@math.ntua.gr
School of Applied Mathematics and Applied
Physical Sciences,
National Technical University of Athens,
15780 Greece
Drew Wilkins
drew.wilkins@fishinabottle.com
Fish in a bottle
One Chapel Court
Holly Walk, Leamington Spa
CV32 4YS, UK
Kostas Karpouzis
kkarpou@cs.ntua.gr
Artificial Intelligence and Machine Learning
Lab, Electrical & Computer Engineering,
National Technical University of Athens,
15780 Greece
ABSTRACT
1
This demonstration presents the design principles of the Navigo games for young children’s reading.
By reflecting on our design tools and processes we explore the way theory, empirical evidence and
practice have informed our game design. We look into the reciprocal role of theory and design and
provide transferable lessons for design of educational technologies in the context of HCI.
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contact the owner/author(s).
CHI’19 Extended Abstracts, May 4-9, 2019, Glasgow, Scotland, UK.
© 2019 Copyright is held by the author/owner(s).
ACM ISBN 978-1-4503-5971-9/19/05. DOI: https://doi.org/10.1145/3290607.3313256
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Figure 1: Navigo Game
1 GAME DESIGN FOR LEARNING
Games for learning offer the potential to personalise and scaffold children’s learning of different
domain topics. Designing learning games, however, is not a straightforward process, and what
instructional dimensions support the learning process has occupied both education and games design
researchers alike. While theory has been long considered to be a critical input to design, in education
technologies evidence-based design is a particularly dominant dimension [e.g. 3].
Over the past two years, the EU-funded iRead consortium has been designing a game that aims to
support primary school children’s reading skills. Our game “Navigo: the Pyramid of the Lost Words”
(see Figure 1) has been motivated by the importance of literacy as a foundational skill with
implications in lifelong learning. In Navigo the player takes on the role of a child whose grandmother
is a world-renowned adventurer investigating a mysterious pyramid. On her request, the player
travels to the desert but is caught in a sandstorm. It transpires that the player’s grandmother, went
into the pyramid to take shelter from the storm and it is down to the player to unlock its secrets
through completing learning activities focused on different reading skills. The game incorporates 16
different mini-game mechanics, which have been designed for six areas: phonology, morphology,
word recognition, orthography, syntax and morpho-syntax. As part of designing Navigo, we have
created 1,000 instantiations of the 16 mini-game mechanics each practising a specific skill.
The goal of this demo is to showcase a number of Navigo game activities and how they are
adaptively sequenced, while at the same time demonstrate our process to reflect on the reciprocal role
of theory, empirical evidence and practice in educational technology design.
2 EVIDENCE INFORMED PEDAGOGICAL DESIGN PRINCIPLES
Our design work has been guided by a combination of learning theory, a critical evaluation of
previous and our own empirical research, and user research through knowledge elicitation in what
can be characterised as evidence-informed design [3]. We use the term ‘informed’ to highlight that
diverse sources and types of evidence are used to support design decisions. This includes ‘theory’ in a
sense similar to [4] i.e. the kind of theories that support us “in generating, selecting and validating
design alternatives at the level at which they are consequential for learning”.
Our initial point of departure was the literature on learning and games, that has been characterized as
‘frameworks of action’ in [4] i.e. theories that provide ‘general prescriptions of pedagogical
strategies’. In a 2018 CHI paper, we identified that instructional elaborative feedback, informing the
child’s understanding and supporting the child in overcoming a breakdown in their learning, is one of
the most powerful interventions raising attainment. We analysed five commercial games for reading
that are currently used in schools, finding that these games embedded principles that supported the
child’s understanding of feedback such as clear learning aims, success criteria and initial instruction of
the learning content. However, we also discovered that these games rarely provided elaborative
feedback, notifying the players on the correctness of their response rather than how to improve it [1].
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Design principles for Navigo
DP1 Introduce clear success criteria and
learning aims in each game
DP2 Offer elaborative game feedback when
the child has a breakdown and deter the child
from using trial and error strategies
DP3 Choose content that focuses on a single
learning aim without introducing new, yet
encountered language features
DP4 Introduce interleaved practice of
language features to support better
transferability
DP5 Facilitate a gradual move from
understanding the basic unit of language to
using it in context and then automatizing it
DP6 Discourage the concurrent introduction
of new game mechanics and learning aims
DP7 Strike a balance between maintaining a
good level of challenge and sense of efficacy
DP8 Reinforce previous learning of linguistic
feature after a certain period of time
DP9 Provide data for teacher awareness and
parent engagement and support to
additionally scaffold learning.
Figure 1: Pedagogical design principles
Having developed a critique on the design of existing commercial games we went on to carry out
empirical observational research with these games exploring when and how young children overcome
learning ‘breakdowns’ in the absence of elaborative feedback. In our 2019 CHI paper we showed that
children were able to independently progress in these commercial games only less than half of the
times they encountered a breakdown. When they did progress, they used a trial and error strategy
which was highly mediated by the game mechanic. Trial and error was most prevalent when the
game mechanic allowed children to find the correct answer through a process of elimination [2].
Alongside the broader engagement with games-based learning theories, we found necessary to
employ domain-specific instructional theories of reading. These theories shed light into children’s
reading development allowing us to specify the characteristics of language that children should
encounter at the different stages of their learning. For example, we identified that the words and
sentence constructions encountered by children should focus on a single learning aim, with non-
encountered language constructions taught and practised separately. Engagement with these domain
theories was also critical in making design decisions about which of the 16 mini-game mechanics to
prioritise in gameplay, and which language feature to choose from when sequencing games. For
example, we identified the importance of diversified learning across different learning areas, and the
learning progression from knowing a language rule to applying it and finally automatizing it.
However, as others have recognised [4], even domain-specific theories can often be too vague and
complex to operationalise, or too specific and non-transferable particularly when the design of a
system itself, the tasks that it affords, and the relationship between the environment and the
knowledge domain co-evolve. The latter is particularly the case in the design of adaptivity
components. We thus found it necessary to engage in co-design in the form of ‘knowledge elicitation’
with experts (teachers and linguists) to invent, discuss and iterate over the rules that inform the
selection of the language features, the game content, and the design of the game mechanics.
Figure 1 summarises the design principles that resulted from our literature review, empirical research
and co-design, guiding our overall game design. Tables 1 and 2 show examples of how some of these
design principles were married with the technical language operationalizing the games.
3 DEMONSTRATION
The main aim of our demo is to showcase the design principles and how they are operationalised in
our context as follows.
Demonstrate games for the six reading skills: we will show six mini-game mechanics with
learning aims belonging to the six diverse reading skills in Navigo. Through this, we will evidence the
use of different game mechanics across language areas showing the scaling up of our approach. In
doing so, we will show the connection between our evidence-informed design and the game
outcomes.
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Design principle
DP1, DP2, DP3
Language feature
under the phonology
skill
/s/s
Learning aims
Select the word that
starts with s
Success criteria
Four out of five
responses
Elaborative feedback
Words like sad, start
with s
Restrictions on
correct response
content
Maximum word length:
4 characters; Position of
feature: start; Prefix:
none; Suffix: none
Restrictions on
distractor content
Maximum word length:
4 characters; Position of
feature: start; Prefix:
none; Suffix: none
Table 1: Game design specification of a
Navigo game mechanic
Design principle
DP4
If
Features from multiple
language categories are
available
Then
Order the features
selected as follows: (1)
select up to 3 features
from the same category
(2) then move to the
next category (3) repeat
Table 2: Adaptivity rule that directs the
game to choose a learning aim
Demonstrate sequencing of games for the six reading skills: we will play through a small set of
language features to demonstrate how the adaptivity component relies on the language domain and
child’s user model to sequence games by selecting appropriate features, content and game mechanics
providing the children with mastery opportunities.
3 RELEVANCE TO THE CHI COMMUNITY
The iRead project aligns with an aspirational and value-oriented view of design in HCI. We address a
global and societal need to support the development of reading skills to children in primary school for
both developing readers aged 5-8 as well as older children with dyslexia. Of relevance to HCI, we will
show the design representations and tools generated from our aim to design an evidence-informed
game, discuss some of the strengths and challenges in using the tools, and reflect on the facilitative
role of these tool in making some of the, otherwise implicit, decisions and knowledge more explicit
across project members. This has allowed us to work together to connect pedagogical and
technological expertise. Such reflections provide transferable lessons for design of educational
technologies from an HCI perspective. Finally, the interplay of theory and design is of core interest to
CHI researchers and practitioners and the demo of the specific instructional dimensions of the games
and their adaptivity will also enable us to share insights from early trials that further validate,
challenge or advance domain theories. In doing so, we will contribute to the on-going debate in CHI
about the role of theory in design, and the role of design in further developing theory.
ACKNOWLEDGEMENTS
This work forms part of the iRead project which has received funding from the European Union’s
Horizon 2020 research and innovation programme (grant agreement No 731724). We would like to
thank our colleagues across the project and especially Maria Mastropavlou, Michaela Nerantzini
(University of Ioannina, Greece), Kay Berkling (Cooperative State University Karlsruhe, Germany),
and Roger Gilabert Guerrero (University of Barcelona, Spain) for their contributions in the design of
the games and their domain model.
REFERENCES
[1] Laura Benton, Asimina Vasalou, Kay Berkling, Wolmet Barendregt, and Manolis Mavrikis. 2018. A Critical Examination of
Feedback in Early Reading Games. In proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
(p. 373). ACM
[2] Laura Benton, Asimina Vasalou, Wolmet Barendregt, Leona Johansson Bunting, and Andrea Revesz. 2019 What’s Missing:
The Role of Instructional Design in Children’s Games-Based Learning. In Proceedings of the SIGCHI Conference on
Human Factors in Computing Systems. ACM.
[3] Mutlu Cukurova, Rose Luckin, and Alison Clark‐Wilson. 2019. “Creating the golden triangle of evidence-informed
education technology with EDUCATE,” British Journal of Educational Technology, vol. 50, no. 2.
[4] Andrea diSessa and Paul Cobb. 2004. “Ontological Innovation and the Role of Theory in Design Experiments,” The Journal
of the Learning Sciences, vol. 13, no. 1, pp. 77–103, 2004.
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