ChapterPDF Available

Same game, different impact diagnosing the successes and failures of one game-based intervention across four schools

Authors:

Abstract and Figures

Same game, different impact
diagnosing the successes and failures of one game-based intervention
across four schools
Andreas Lieberoth
Thorkild Hanghøj
Morten Misfeldt
Proceedings of the Connected Learning Summit 2018, Carnegie Mellon University ETC
Press pp. 148-157
Commercial off-the-shelf games hold promise for both curriculum learning, development of non-
cognitive skills, and fostering collaboration between players (Barab, Gresalfi, & Arici, 2010; Gee, 2003;
Hanghøj, 2017; Lieberoth, 2017; Squire, 2006). With the rise of eSports as an after-school activity, and
emergence of both grade- and high-school e-sports programs, researchers and teachers also currently
experience an increased impetus to identify a place for “real games” in school settings, and to develop
the pedagogical practices around them (Lieberoth, Fiskaali, & Spindler, 2018; Lieberoth & Hanghøj,
2017). Yet, a recent mixed methods intervention study showed us, that there can be a notable difference
in how a game based intervention impacts students depending on their social positioning and individual
leaning needs (Hanghøj, Lieberoth, & Misfeldt, 2018).
Through the lens of between-schools differences, we here combine statistics and ethnographic
evidence to exemplify what we believe to be critical characteristics of effective and problematic
implementations of games in new classrooms.
From field observations, it became clear that all schools and classrooms had unique characteristics,
which led to variations in the implementations. Teachers had different motivations and opportunities.
Kids had different needs, social backgrounds and existing foundations to build upon. Even technical
practicalities came to determine the interventions. As an example, one school was haunted by practical
problems, including an impromptu staff replacement after teacher training had been conducted, which
lessened staff ownership, and lead to a less rigorous implementation of the scheduled activities, both
in terms of curriculum integration and classroom elements. In another school, teachers originally felt
very frustrated, but their principal supported them admirably, to a point where they became highly
motivated converts to game-based learning. This mélange led us to ask the question, after the initial
data analysis: Did the botched implementation observed early leave a measurable mark on the students
as measured though the c-PLOC (Children’s Perceived Locus of Causality) scales (Pannekoek, Piek,
& Hagger, 2014)? While this initial hypothesis was rejected, a statistical analysis of between-schools
differences combined with ethnographical accounts reveals interesting patterns mainly related to
intrinsic motivation and external regulation (as per Ryan & Deci, 2000) in creating new spaces for game
based teaching practice.
Here, we zoom in on an underprivileged school, where the implementation appears to have been
especially successful in order to identify key routes to impact. We also discuss the methodological
challenges to assessing the effects of multilayer interventions, and hope to have demonstrated that
these and other methodological limits can be somewhat mitigated using mixed methods.
The four schools
The four schools were spread out across Denmark, but were all located in or close to larger cities. None
of the teachers who participated in the intervention had prior experience with multiplayer games in their
classrooms.
The four schools got involved with the project for different reasons, so some differences between them
were related to the degree of commitment invested by the school management, support from colleagues
who already advocated games, and the overall interest of the project teachers in using the School at
Play method.
The Inner City School (37 students, 3rd and 5th grade, 20 female) was located in a poor area with a high
concentration of immigrant students. The school management at Inner City was eager to be involved
in order to explore new methods that might help include their high rate of at risk students. The teachers
were at first reluctant to participate, and even experienced severe breakdowns in the process, but after
diligent support by management, they experienced positive effects on their students, which led to great
enthusiasm. In the end, the teachers continued to use games after the intervention.
The Mixed Urban School district overlapped a high-income area and some poorer immigrant blocks (44
students, 4th and 5th grade, 24 female). Management did not display strong commitment, and
participation in this intervention was mainly seen as one project among many. This negatively
influenced the teachers’ relation to the project.
Suburban School 1 and 2 were quite similar in their locations and middle class demographics. Suburban
School 1 (55 students, 5th grade, 26 female) wanted to participate in the project as a way of trying out
their new computers, but management did not pay much attention to the aims and results of the project,
which made it difficult to continue the project at this school. Contrariwise, both management and
teachers at Suburban School 2 (N=55 students, 5th grade, 28 female) was highly interested in the
project, mainly due to other teachers who advocated games at the school, and could share positive
experiences, but also align expectations, in their class.
The intervention
The “School at Play” intervention departs in the core idea of using a selected video game as a lynchpin
for social activities and themed classwork, while also instituting a gaming “tone into the overall
classroom experience through metaphors like quests, progress bars and levels. This mirrors the
ambitions for e.g. some high-school eSports programs (Lieberoth et al., 2018). Its methodology was
conceived by a duo of special education teachers, who would later found a consultancy based on their
experiences and tools, and apply for funding to expand the technique into normal classrooms, with us
as research partners.
16 teachers were introduced to the method though two rounds of 4 1-day courses, with 8 teachers in
each round. The teachers were given templates to customize classroom tools, and actively involved in
building curriculum assignments around the themes and mechanisms of a chosen game. Since the
intervention was developed in the context of special education, a significant strand of our research as
well as the intervention activities centered on the promise of creating inclusion opportunities for at-risk
students, as much as reframing curriculum activities for everyone.
Torchlight II and game-related assignments
The “School at Play” used digital games off the shelf to create contexts for collaboration and learning,
as students explore themes, mechanics and strategies, and by connecting these to curriculum elements
(in this case within Math or Danish classes), that may grant advantages in-game. For instance,
equations, percentages and fractals are explored in Torchlight II through math assignments related to
time to swing a weapon and the amounts of damage dealt by each swing, relative to an enemy’s total
life points (for an example, see Figure 2) Through this mapping of math onto gameplay, students may
discover more efficient in-game attack combinations. Similarly, students wrote guides to the game for
other players in Danish. Doing these exercises, the hope is that students come to identify more with the
usefulness of math or clear writing in their real (gaming) lives (Figure 1). After the Torchlight II
experience, teachers tried implementing games of their own choosing for a few weeks. In the
considerations below, we will focus on an inner city school where the teachers tried their hand with
Minecraft.
Figure 1. The loop between game activities and curricular activities envisioned by the
intervention’s originators
A Health Potion gives 900 health within 8 seconds. A
Big Health Potion gives 1.800 within the same time
span.
How much health pr. second do you get from 1 Health
Potion?
How much health pr. second do you get from 1 Big
Health Potion?
Imagine that you are running away from a group of
skeletons and have 200 out of 500 health. Which
potion do you drink? Why?
Figure 2: Math assignment for Torchlight II
Classroom gamification
To support the overall process wall-charts and gamification activities are used during lessons. Students,
for instance, move their name on a Progress Bar, as they solve assignments, with the additional option
of progressing up to 150%. Higher- and lower-performing students are given differentiated challenges,
to ensure equal progress for the same amount of effort.
Another classroom game aims at classroom conduct, by making specific social virtues visible, and
rewarding related behaviors with points, that the cohort can then be traded in for shared benefits (e.g.
more game time, finishing up early to play outside, etc.).
Summing up, the goal of the School at Play intervention is to create new social spaces, and playfully
facilitate student identification with social virtues of conduct, teamwork and inclusion, and the goals of
school subjects. As researchers, we did lend support to designing the training process that would allow
teachers to adapt the method. This development perspective gave the whole process a twist of design
based research and action research, as we were automatically viewed as representatives of the method
when training teachers and doing field observations. A core tenet was, however, to keep the intervention
similar across schools.
Previously reported results of the intervention
The intervention was studied using both qualitative and quantitative methods, at various points zooming
in on students, teachers, the training of teachers, and subgroups of students This left a large and rich
pool of data, that could not easily be collated into a single analysis.
The process had the traits of a parallel mixed methods intervention design (Creswell & Plano Clark,
2011; Creswell, 2013) (1). Still, some strands of the data became separate bracketed components,
which have yet to be integrated into the overall evaluation story as of this writing.
After a brief summary of initial results, we report statistical between-schools differences. We measured
effects of the intervention using both teacher assessments, and the Children’s Perceived Locus of
Causality-scale (C-PLOC), which assesses five different motivational dimensions including intrinsic
motivation, identification with the value of the learning activity, and external pressure to participate.
Elsewhere (Hanghøj, Lieberoth & Misfeldt, 2018), we have reported on the fairly complex pattern of
individual change seen in the 190 students, as well as unique patterns for students identified as being
at-risk. By way of summary, FDR-corrected ANOVAs (Figure 3) revealed changes on most variables,
which included clear differences between patterns for studentsmotivation for Danish and Math: Of
desirable effects, we might mention that general participation/thriving rose, while amotivation for
Danish-class and external regulation for math fell. On the other hand, intrinsic motivation and identified
regulation also dropped. In contrast to simplistic notions that “games make learning fun, and fun makes
learning better”, the pattern revealed here is complex. Bidirectional findings and differences between c-
PLOC variables like intrinsic and identified regulation for Danish and math, show that motivation to
participate cannot easily be reduced to one factor, and that it can be tough to pick up such complexities
with quantitative measures alone (2).
Figure 3: c-PLOC motivations over time: ** p < .01 change between two timepoints, ** at the
line beginning denotes change from pretest to posttest.
New hypotheses
One school experienced substantial disruptions including technical issues and a teacher being replaced
mid-intervention, which led us to expect that the integration between game and subjects (Danish/math)
was weaker, and that (H1) motivational impact towards the school subjects as experienced though the
game would probably be less here, compared to the other schools. Secondly, we wanted to know to
what extent between-schools differences affected the overall over-time results previously reported
(Hanghøj et al, 2018). We expected significant between-schools differences during the implementation,
would also affect long term outcomes (H2).
After this traditional hypothesis testing, we adopt an explanatory analytic approach (Creswell & Plano
Clark, 2011), using our field knowledge of practical and social between-schools differences, to also
understand between-schools differences found in statistical results. Zooming in especially on the Inner
City School, this brief mixed methods analysis will be an expansive and strand-challenging reflection
on the process as a whole (Greene, 2007; Maxwell, Chmiel, & Rogers, 2015).
Between-schools statistics
In order to identify differences between schools as the intervention unfolded, a one-way MANOVA
compared the four schools on the c-PLOC scales. The multivariate test showed significant between-
Motivation changes over time: Danish Motivation changes over time: Math
………. Intrinsic Motivation .. Intrinsic Motivation ………External regulation
(Danish) (Math) …. (Math)
- Inner city
- Mixed urban
- Suburban 1
- Suburban 2
.
Figure 4: Different change over time for each school on c-PLOC motivation variables
school differences, Pillai’s Trace = .31, F (30, 474) = 1.83, p < .01, ηp2 = .10 during the intervention.
Univariate analyses revealed that the significant between-schools differences were to be found in two
places: On the intrinsic motivation subscale for both mother tongue education (F (3, 166) = 8.33, p <
.01, ηp2 = .13) and math (F (3.66) = 5.44, p < .01, ηp2 = .09), and on external regulation for math (F (3,
166) = 14,45, p = .04, ηp2 = .10. No effects were found for the remaining three c-PLOC subscales
(Figure 4).
The Bonferroni post-hoc test revealed that the differences in intrinsic motivation was to be found
between one school and two others (p < .01). We expected that the Mixed City School would fall below
the others due to difficulties during the implementation of the intervention. This hypothesis (H1),
however, was not confirmed. Instead, the Inner City School scored significantly over (M = 4.78, SD =
.19) the two suburban schools (M = 3.75, SD = .16 and M = 3.65, SD = .16).
The Bonferroni test did not reveal a significant difference on external regulation between any specific
schools, however. As can be seen in figure 4, this might be due to a pattern where pairs of schools (one
urban and one suburban) cluster very closely.
Next, we examined whether observed between-schools differences were also visible in change from
before to after the intervention (see the Previously Reported Results section) (2). For Danish the
interaction between school and intrinsic motivation, F (6, 270) = 6.29, p < .001, ηp2 = .12 accounted for
a small but significant portion of the observed variance, which rendered the change first observed over
time nonsignificant F (2, 270) = 2.02, p = .14, ηp2 = .02. For Math the interaction between school and
intrinsic motivation was also significant F (5.88, 264) = 3.91, p = .001, ηp2 = .08., but the change over
time remained significant F (1.89, 264) = 15.39, p < .001, ηp2 = .10 (both Hynh-Feldt corrected), with
the interaction accounting for a slightly smaller proportion of the variance than the main effect of time.
Finally, for extrinsic motivation (math) no interaction effect for school was discovered, F (6, 264) = 1.61,
p = .11, ηp2 = .04, and so the effect over time remained significant F (6, 264) = 14.59, p < .001, ηp2 =
.11.
In summary, differences between schools were visible in terms of student intrinsic motivation and
extrinsic pressure, confirming H2, and going some way towards explaining the psychological impact of
the intervention over time. The most positive general effect of the intervention would seem to be a
lessened feeling of being forced into participating through outside pressure, whereas intrinsic motivation
for Danish varied significantly by school. Notably, the Inner City School stands out as a success in
terms of motivational effects.
Explanatory ethnography
The process of mixed methods analysis often involves a conversation between lenses, with one set of
initial results, resulting in queries into other types of data. In this case, the statistical analyses left the
question: What made the Inner City School special?
Statistical examination of differences between the schools did not confirm the hypothesis that motivation
levels for students in the Mixed City School would be significantly worse than in the other locations due
to its botched implementation. Indeed, the school did not figure as significantly different from any of the
other three schools, revealing that the tumult surrounding the introduction of a new teacher who had
not been trained on intervention method, had not rubbed off on the student’s engagement with the
games and curriculum assignments in a statistically discernable way - at least when looking at c-PLOC
scores. If anything, this reveals that the “fun” component of game-infused learning environments can
be retained regardless of teacher training, and that any teacher can jump into a game based teaching
regimen if it is clearly structured and they have basic skills.
The statistical analysis indicated that students in the Inner City School experienced a significantly higher
degree of intrinsic motivation during the intervention, than did the other schools. Students also reported
high degrees of intrinsic motivation to begin with, which is puzzling, as the teachers report difficulties
pertaining to learning and conduct alike in these classrooms. This challenges (as per Greene, 2007)
the reliability of the c-PLOC instrument somewhat: Could it be that students simply over-reported
intrinsic motivation, or was there a genuine surge of engagement? Or could it be that the younger 3rd
grade classrooms or relatively more disadvantaged students simply found the intervention more
appealing? Based on teacher interviews as well as observations, it was clear that the Inner City School
did experience stronger positive effects of the intervention than the other schools. When interviewed,
teachers emphasized several positive changes for the at-risk students in relation to using commercial
games, gamification and game-related assignments. As one teacher remarked: “I can feel that the
students are much more excited when writing their game guide. Normally, they don’t write much, when
writing non-fiction. But here they wrote loads and loads in a very short time.”
The teachers at the Inner City School emphasized how students benefitted from the Classroom Game.
Two teachers of the 3rd grade mentioned several examples of how boys became motivated by being
awarded tokens for positive behavior. As an example, one of the at-risk students, who often displayed
impatience and aggression, had been so motivated by the tokens that he had told his mom that the
project had made him turn from “hating school” to “loving school”. The two teachers had a first been
very reluctant to use the Classroom Game, which they viewed as a behavioristic “dog training” (as e.g.
voiced by Kohn, 1999), but after they begun using the tool, they experienced a more positive mood in
class, which also meant that they “did not have to shout” at the students.
The teachers also described how the use of Minecraft and Torchlight II allowed at-risk students to take
on new roles in terms of helping others, asking for help, and being seen as “experts”. The teachers’
observations of positive changes with computer games were mostly related to the boys, but a teacher
also mentioned how some of the girls experienced positive effects. As an example, one girl, who was
diagnosed with dyslexia, become very engaged not only in playing Torchlight II, but also in writing a
lengthy guide for the game in Danish, which was addressed at other potential players. This aspect of
engaging the at-risk students in curricular activities through game-related assignments is further
elaborated elsewhere (Hanghøj, 2017).
In the end, the teachers at the Inner City School became so fond of working with games that they went
on to design their own game modules involving Pokémon GO, Hearthstone and board game design.
This suggests that interventions like the School at Play approach may provide the most value, where
they can make the most difference for at-risk students and students, who generally have low intrinsic
motivation working with the school subjects.
Discussion
In our first analysis, we found the impact of the School at Play intervention to be fairly complex, because
it operates on multiple levels: the curricular, the social, the behavioral. In our first dissemination we
unpacked some of this complexity by looking at at-risk students. In the present analysis, we focused on
observations of what made each schools different.
In summary, we see evidence for the same general conclusion in both studies: Reconfiguring school
experiences with an array of game elements appears to most strongly benefit those who otherwise
struggle to participate through a combination of social repositioning and clear new modes of interacting
with both classmates, teaches and curriculum. This is the case whether discussing effects at the
individual level or the between-schools level. However, we also diagnosed factors that mediate effect:
First, our analysis illustrates how there is no one size fits all solution, and how the successes and
problems in each iteration of the same game implementation may depend on factors including age
group, and whether behavioral, social or curricular needs are an issue to begin with.
Secondly, the role of leadership backing, as well as the benefits of having other more experienced
game teachers available as models and allies, illustrates the benefits of a supportive climate.
Third, based on this comparison between schools, we find evidence that different elements of an
intervention, may become the main springboards for successful implementation in different classrooms.
Specifically for our case, this also suggests that the School at Play method, which emerged from special
needs education, may have had the strongest impact in schools with poorer or younger students who
displayed more conduct difficulties but also responded well to simple gamification incentives.
Finally, and perhaps most importantly to the SDT-framework, the successful case of the inner city
implementation, shows that teachers as much as students are motivated by the experience immediately
positive outcomes. As it were, the bar for improvement at this school was low, but after initial pushback,
the teachers were among the most dedicated. There were clear signs of learning in all schools
(Hanghøj, 2017, Hanghøj et al., 2018), yet changes in terms of conduct and engagement were also
most prevalent in the Inner City School. Changes which appear to, in turn, have been necessary for
learning opportunities with games to arise, as a positive space for the teachers to ply their craft.
It is puzzling that no effect was found for internalized regulation, which should basically have hinted at
the students identification with the usefulness and meaningfulness of the game-related curriculum
assignments. As such, it may be that the School at Play intervention’s main strength is to motivate and
socially reposition students, or simply that the c-PLOC failed to pick up the learning dimension. Indeed,
all c-PLOC registers is the students’ subjective impression of how the implementation felt. Not what it
actually did to them. Given how much information was gleaned from observations and interviews, we
wish to make the case for more mixed method work and analysis aimed at understanding what we
study when we study game based interventions at scale.
Endnotes
(1) Maxwell and colleagues (2015) emphasize that descriptive models of mixed methods designs often only
become useful at the end of the process, where the different data strands have fully materialized.
(2) The first analysis of the data did not use School as a multilevel factor, as the dataset contains too few
observations for reliable multilevel analysis, and because our fist publication focused on selective effects on
at-risk students compared to their peers.
References
Barab, S. A., Gresalfi, M., & Arici, A. (2010). Transformative play: games as 21 st century curriculum.
Proceedings of ICLS 2010, 2, 93100. Retrieved from http://dl.acm.org/citation.cfm?id=1854548
Creswell, J., & Plano Clark, V. L. (2011). Designing and Conducting Mixed Methods Research (2nd
ed.). London: SAGE Publications.
Creswell, J. W. (2013). Research Design: Qualitative, Quantitative, and Mixed Methods Approaches.
London: SAGE Publications. Retrieved from https://books.google.dk/books?id=EbogAQAAQBAJ
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in
Entertainment. https://doi.org/10.1145/950566.950595
Greene, J. C. (2007). Mixed Methods in Social Inquiry. San Francisco: Jossey-Bass / Wiley.
Greene, J. C., Caracelli, V. J., & Graham, W. F. (1989). Toward a Conceptual Framework for Mixed-
Method Evaluation Designs. Educational Evaluation and Policy Analysis, 11(3), 255274.
https://doi.org/10.3102/01623737011003255
Hanghøj, T. (2017). “Read This or Die!” Including at-risk students through game-related literacy
practices. Proceedings of the 7th European Conference on Games-Based Learning, 2017, pp.
219-226.
Hanghøj, T., Lieberoth, A., & Misfeldt, M. (2018). Can cooperative video games encourage social and
motivational inclusion of at-risk students? British Journal of Educational Technology, 49(4), 775
799. https://doi.org/10.1111/bjet.12642
Kohn, A. (1999). Punished by Rewards: The Trouble with Gold Stars, Incentive Plans, A’s, Praise, and
Other Bribes. Boston, Mass: Houghton Mifflin Company.
Lieberoth, A. (2017). Spilpædagogik. Aarhus: Aarhus University Press.
Lieberoth, A., Fiskaali, A., & Spindler, H. (2018). pwning n00bs for highschool credit? A map of modes
and expectations for 11 Danish eSports programs. In Poster Presented at the UCI Esports
Conference. Irvine, California: October 11, 2018.
Lieberoth, A., & Hanghøj, T. (2017). Developing professional “ game teacherrepertoires : Describing
participants and measuring effects in a Danish college course on game based learning. In M.
Pivec & J. Gründler (Eds.) (pp. 377386). Graz, Austria: Academic Conferences Inc.
https://doi.org/978-1-911218-57-9
Maxwell, J., Chmiel, M., & Rogers, S. E. (2015). Designing integration in Multimethod and Mixed
Methods Research. In S. Hesse-Bieber & R. Burke Johnson (Eds.), The Oxford Handbook of
Multimethod and Mixed Methods Research Inquiry (pp. 223239). Oxford: Oxford University
Press.
Pannekoek, L., Piek, J. P., & Hagger, M. S. (2014). The Children’s Perceived Locus of Causality Scale
for Physical Education. Journal of Teaching in Physical Education, 33(2), 162185.
https://doi.org/10.1123/jtpe.2013-0095
Ryan, R., & Deci, E. (2000). Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions.
Contemporary Educational Psychology, 25(1), 5467. https://doi.org/10.1006/ceps.1999.1020
Squire, K. (2006). From Content to Context: Videogames as Designed Experience. Educational
Researcher, 35(8), 1929. https://doi.org/10.3102/0013189X035008019
ResearchGate has not been able to resolve any citations for this publication.
Conference Paper
Full-text available
The aim of this paper is to explore how at-risk students can become included in Danish as L1 by writing game-related texts such as game guides, character analysis or fictional stories, where they describe how to play and overcome key game challenges. The empirical data is based on The School at Play project (2015-2017), which involved a series of design interventions with the action co-op role-playing computer game Torchlight II. The interventions were carried out in eight classes (grades 3-6) distributed across four different Danish schools with a particular focus on four selected at-risk students in each class, who experienced social and subject-related difficulties. In order to analyze the students’ game-related texts and their experience of writing them, the paper presents the Game as Curriculum model for understanding meaning-making processes involved in integrating games with curricular activities. The model is inspired by frame theory (Goffman 1974) as well as research on games and literacy (Apperley and Beavis 2011). Drawing on the perspectives of New Literacy Studies (Barton and Hamilton 2000), a dialogical perspective on student voice (Bakhtin 1981, Sperling and Appleman 2011) and Gee’s (2003) notion of projective identity, I conduct an empirical analysis of three different types of students’ game-related texts as well as data from post-intervention interviews. The findings indicate the importance of designing game-related assignments, which allow students to meaningfully extend their experience of overcoming game challenges in Torchlight II as well as expressing their voices through projected identities.
Article
Full-text available
Can the challenges encountered in cooperative video games encourage classroom inclusion? And can this experience be translated into curriculum engagement? This study describes a 3 week intervention with game-based learning activities in eight lower secondary classrooms (N=190). The intervention combined the use of the coop action role-playing game Torchlight II and analogue gamification aimed at including 32 students challenged by social difficulties and lack of motivation. The video game was used to create more inclusive classrooms by increasing students' opportunities for participation through collaboration in teams. The students also participated in game-related Danish (L1) and Mathematics activities. Effects on social well-being, learning and motivational patterns were measured through teacher assessment combined with the Children's Perceived Locus of Causality-scales (c-PLOC). The results show multidimensional effects including positive impact on at-risk students' well-being and reduced experiences of external regulation to participate in Mathematics and Danish. The qualitative analysis confirms the positive findings, but also shows how the intervention created ambiguities surrounding the relationship between game activities and curriculum-related assignments. The findings indicate that the impact of game-based classrooms is not due to their fun element, but rather how they enable reframing of social participation and students' engagement with the curriculum.
Conference Paper
Full-text available
The first Danish Game-Based Learning course offered by a teachers college enrolled 42 students with a variety of backgrounds and interests in games. We characterize the students who enrolled in the course in terms of gaming literacies and preferences, and gauge the impact of the course in terms of building actionable skill sets. Following Schön (1986) we use these data to frame students' transition from gamers or game curious teachers to developing professional repertoires. Interviews and statistical comparison to other students indicate that while student's existing preferences for the " heavier " game motifs arousal and fantasy (Sherry et al 2006) significantly predicted their attitudes to learning though games, active experiences from the course came to determine their fledgling professional repertoires as measured though their own projections of what they will use games for in their professional careers. We expand and explain these findings using embedded mixed methods analysis, and conclude that games are a good practical case for training various teaching competences, but that building flexible professional repertoires requires more varied experiences than a single course can muster.
Article
Full-text available
A mixed methods design was applied to evaluate the application of the Perceived Locus of Causality scale (PLOC) to preadolescent samples in physical education settings. Subsequent to minor item adaptations to accommodate the assessment of younger samples, qualitative pilot tests were performed (N = 15). Children's reports indicated the need for further revisions to the items, resulting in the Children's PLOC (C-PLOC). In a second study involving a larger sample of 9-12 year old children (N = 429), the questionnaire was evaluated using quantitative methods. The five factor structure hypothesized based on self-determination theory was confirmed. Discriminant validity and reliability of the subscales was largely supported, but require confirmation in future research. Age was not found to be significantly related to children's motivational styles. Taken together, initial results provide support for the suitability of the C-PLOC for the assessment of motivation in 9-12 year old children in physical education.
Article
Full-text available
The development of a methodology for inquiry into human affairs requires consideration of four interlocking, but nonetheless conceptually distinct domains. Each domain contains a set of issues that are relevant and important to the practice of social inquiry. Collectively, the domains present a justificatory framework and a set of practical guidelines for a given approach to social inquiry. The burgeoning literature in mixed methods approaches to social inquiry engages all four domains, but somewhat unevenly. This is also so for the papers presented in this special issue of Research in the Schools. This concluding article first offers a brief portrait of the requisite domains for a social inquiry methodology, and then connects each of the papers in this special issue to these domains. Comments on priority future directions for the continued development of a methodology of mixed methods social inquiry conclude the discussion. What Constitutes a Methodology for Social Inquiry? A methodology for social inquiry engages four domains of issues and assumptions: philosophical assumptions and stances, inquiry logics, guidelines for practice, and sociopolitical commitments in science. Each domain is briefly described below. Domain 1 – Philosophical Assumptions and Stances A social science methodology is importantly rooted in issues that are the substance of the philosophy of science, in particular, assumptions about the nature of the social world (ontology) and about the nature of warranted social knowledge (epistemology). This domain also includes stances regarding related issues, such as objectivity and subjectivity, the role of context and contingency in social knowing, and the relationship between the knower and the known. In addition to these traditionally paradigmatic issues, this domain encompasses broader facets of an inquirer's own mental model (Phillips, 1996; Smith, 1997), such as value commitments and the perspectives and core constructs of particular disciplines, for example, "disequilibrium" as a catalyst for growth in human development and "maximization of satisfaction" as the fulcrum of consumer decision making in economics. Domain 1 thus guides the inquirer's gaze to look at particular things in particular ways and offers appropriate philosophical and theoretical justification for this way of seeing, observing, and interpreting.
Article
Intrinsic and extrinsic types of motivation have been widely studied, and the distinction between them has shed important light on both developmental and educational practices. In this review we revisit the classic definitions of intrinsic and extrinsic motivation in light of contemporary research and theory. Intrinsic motivation remains an important construct, reflecting the natural human propensity to learn and assimilate. However, extrinsic motivation is argued to vary considerably in its relative autonomy and thus can either reflect external control or true self-regulation. The relations of both classes of motives to basic human needs for autonomy, competence and relatedness are discussed.
Conference Paper
In this presentation, we will discuss the design history, comparison studies, and scaling research focused on four units we have designed based on our theory of transformational play. The goal is to both discuss the power of these designs, but also the challenges of scaling such innovative learning experiences internationally. These four units (one focused on mathematics, science, language arts, and social studies) are situated in an online, multiplayer videogame called Quest Atlantis, supporting over 25,000 children worldwide. Each presented unit has gone through multiple iterations of implementation, analysis, and redesign, informed by empirical data and our evolving theoretical framework. In reviewing both results from comparison studies and differences in international engagement with the units, our accounts will illuminate the theory transformational play, how the theory has shaped design and interpretations of findings.
Article
Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might benefit by developing more grounded theories about them. This article argues for framing game play as a designed experience. Players’ understandings are developed through cycles of performance within the gameworlds, which instantiate particular theories of the world (ideological worlds). Players develop new identities both through game play and through the gaming communities in which these identities are enacted. Thus research that examines game-based learning needs to account for both kinds of interactions within the game-world and in broader social contexts. Examples from curriculum developed for Civilization III and Supercharged! show how games can communicate powerful ideas and open new identity trajectories for learners.
Article
[The author] shows that while manipulating people with incentives seems to work in the short run, it is a strategy that ultimately fails and even does lasting harm. Our workplaces and classrooms will continue to decline, he argues, until we begin to question our reliance on a theory of motivation derived from laboratory animals. Drawing from hundreds of studies, Kohn demonstrates that people actually do inferior work when they are enticed with money, grades, or other incentives. What is needed, Kohn explains, is an alternative to both ways of controlling people. The final chapters offer a set of practical strategies for parents, teachers, and managers that move beyond the use of carrots or sticks. (PsycINFO Database Record (c) 2012 APA, all rights reserved)