Design of Learning Games

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Design of Learning Games CS160: User Interfaces John Canny

Dissertation Research Goals What are appropriate technologies for education among low-income children in developing regions? Some related projects: Shared computers with multiple mice ( Microsoft-Berkeley ) Same Language ( Kothari ) Subtitling 2

Dissertation Research Early Ideas What are appropriate technologies for education among lowincome children in developing regions? Tablet PCs? Stagecast creator (Kidsim)? Storytelling? 3

Dissertation Research Early Ideas - lessons Kids had very poor language skills. Little or no experience with creative work in school. Technology was daunting. Value of learning these skills is unclear. 4

English as 2 nd Language in India English in India English: One of the highest learning priorities identified by rural and urban parents in India Gateway to entry-level, non-subsistence jobs Prerequisite for the professions Taught as mandated state curriculum 90% of local Web content in English 5

English as Lingua Franca English is the power language in India, and is taught via ESL = English as a Second Language Similar power languages (often the colonial ones) exist in Africa, Asia and Latin America Typically only available to the middle and upper classes, create a hard barrier to progress by the poorest citizens. 6

Schools Fail in Second Languages In India, govt rural schools have poor outcomes ( 2007 (Azim Premji Foundation 2004, Pratham >25% of children cannot read English alphabet after 1 year >25% teacher absenteeism rate >43% of children do not attend school regularly 7

Ground Conditions Unreliable electricity (desktops need backup power) Limited building space security, weather, dust, humidity. 8

How Can Games Help? Mobile games hold the promise to make ESL learning More engaging More effective Expand reach outside of schools Game-capable cell phones are selling explosively, and there are > 200 million overall. 9

MILLEE (Matt Kam) MILLEE = Mobile and Immersive Learning for Literacy in Emerging Economies. 10

Precedents for E-Learning Games ( 2003 Can incorporate good learning principles (Gee Have demonstrated learning benefits in India before 2 years, >10,000 urban slums students in India Math-learning computer games twice per week Significant gains in math test scores 11

Adoption Ecology 12

Adoption Ecology One size fits all approach is not appropriate Need to support localization at these levels. 13

PACE Framework [in ACM CHI 2007b] Four components of PACE framework Pattern - best practices for learning and engagement Activity - design of student interaction Curriculum - targeted syllabus + audio-visual content Exercise - basic unit realizing Activity + Curriculum 14

( 2004-08 ) Project Summary 7 rounds of field studies, totaling 7 months in India Human-centered design process 2004 2005 2006 2007 2008 15

Task-Based Language Teaching (TBLT) Instructional sequence is built around tasks 1. Schema-building exercises that introduce vocabulary, linguistic forms and context for the task 2. Communicative exercises to provide controlled practice 3. Listening to how above linguistic units are used in authentic settings 4. Language development exercises for above units 5. Freer practice in groups, e.g. information gap activities 6. Pedagogic task proper 16

TBLT Example Instructional sequence around tasks 1. Schema-building exercises that introduce vocabulary, linguistic forms and context for the task 2. Communicative exercises to provide controlled practice 3. Listening to how above linguistic units are used in authentic settings 4. Language development exercises for above units 5. Freer practice in groups, e.g. information gap activities 6. Pedagogic task proper 17

Successful Embodiments of TBLT Designers find it easier to work from concrete realizations Reviewed sample of >35 applications Sample has a balance b/w listening, reading speaking and writing skills Distilled >50 design design patterns 18

E-Learning Games Realized PACE framework with 10 mobile games, designed w/ game principles Letter-sound correspondences Listening comprehension Word recognition 19

Example Game Design Listening comprehension: Spoken word Semantics pattern Teacher character says word for a classroom object Player has to push correct object to blinking squares While avoiding ball 20

Iterative Design and Testing Field-tested 10 games with three communities in North and South India 1. Urban slums school 2. Private village school 3. Government village school 1 3 2 21

Results: Learning Outcomes First major quantitative study in summer 2007, ( 2-5 with 47 rural school children (grades Targeted vocabulary Nouns for animals and vehicles Verbs for common actions, e.g. run, jump Demonstrated short-term vocabulary retention ( 1.42 = б (p < 0.001, 1.96 out of 5 on pre-test, and 3.85 out of 5 on post-test 22

Results: Gameplay Enjoyment Players enjoyed showing off game achievements. Children didn t mind showing the same achievement many times. Scores helped. 23 23

Weaknesses of Earlier Games Most e-games failed to match the understanding & expectations that rural children have about games What are characteristics of traditional village games? How do village games differ from Western videogames? 24

Traditional Village Games Example: Tree-Tree 25

Tree-Tree Structure Nouns, i.e. entities Adjectives, i.e. state Verbs, i.e. actions Game Player (x,y) coordinates, side є {pursuer, non-pursuer}, state є {active, protected, eliminated} move from (x1,y1) to (x2,y2), touch (obj) where obj є {player, tree} Tree (x,y) coordinates, name Goal states Pursuer eliminates a non-pursuer by touching him/her, or Non-pursuer protects him/herself from elimination 26

Clustering Approach Identified similarities and differences in Players and team composition Objects in games, e.g. ball, stone, stick State variables Actions and rules Goals and end conditions For each structural element, Expand by accommodating differences into existing cluster, Taking union as new cluster 27

Differences in Games How are traditional Indian village games different from existing Western videogames? Compared design grammar against 296 game design patterns documented in Bjork and Holopainen. 28

Differences in Games Identified 37 non-trivial differences Difficulty based on sub-goals Resource management Skill-acquisition Score-keeping Rituals associated with space Inter-team interactions 29

Using Game Structure Leveraged mappings Design grammar Tree-Tree ( version (playground Tree-Tree ( version (digital 30

Qualitative Benefits Players Relate readily to digital version Repeated aloud after game Potential transfer into real-world games Tree-Tree ( version (playground Tree-Tree ( version (digital 31

Ongoing Work Longitudinal pilot deployment Commenced in January 2008 Three times per week After-school program at private village school Expand to 12 sites after summer 2008 Long-term curriculum development 32

Assessment Qualitative Video analysis of learner behavior Interviews with learners, parents and teachers Quantitative Pre-tests, post-tests and delayed post-tests Benchmark against standardized English exam Expect participants to learn more compared to their lessons in government rural schools 33

Audio-Only Language Learning Listen to ESL learning audio, while hands and eyes are focused on manual work Potentially use work time more efficiently for learning 34

Pimsleur Audio CDs Target second language conversational skills for functional contexts E.g. Greetings, travel Supported by research on human memory, retention ( 2001 and learning (Nation 35

How Pimsleur Works Learning principles Organic learning Anticipation Graduated interval recall 36

Drawbacks Not localized for developing regions needs Observations Separability: Localization can take place at content level, reuse pedagogical principles Automatizability: Pimsleur principles are repetitive, can be expressed in computational form 37

Pimsleur Generator Authoring tool for generating custom Pimsleur-like audio units Input: custom conversational script from local curriculum developer ( language (in XML-based declarative Text files Audio files Pimsleur Generator MP3 file Output: audio track which embodies learning principles in commercial Pimsleur units Female: Hello. Male: Hello Ma am. Female: Are you from India. Male: Yes I m from India. Male: Do you understand Hindi? Female: No, I don t understand. Oh you understand English. Male: Yes I understand English. Female: You understand very well. In future, can be extended to interactive version, e.g. conversational agent 38

Designing Algorithms and Data Structures Transcript analysis based on TBLT framework Imposed uniform logic based on second language acquisition principles Abandoned grammar rewrite rules in favor of patterns Formulaic phrases, e.g. This is a. Curriculum developer declares syntax tree to specify phrasal structure 39

Algorithms Pimsleur principles Organic learning Anticipation Graduated recall teach (node) { if (node is a leaf) { if (learner has not been taught meaning of node s phrase) { say node s meaning in native language; say node s phrase in target language, and asks learner to repeat aloud; pause; teach_pronunciation (node); anticipation (node); insert node into queue; } } else { if (learner has not been taught meaning of phrase s meaning or linguistic structure pertaining to node) { if (first child of node is a leaf) say node s meaning in native language; for each child of node { teach (child); graduated_interval_recall (); } if (learner has not encountered linguistic structure pertaining to node & node has explanation for this structure) say node s explanation in native language; anticipation (node); insert node into queue; } } } 40

Pimsleur Generator: Results Evaluated expressiveness w/ 3 conversation scripts developed for grades 1 and 8 by India partners Declarative language for conversational script was sufficiently expressive Evaluated learning outcomes w/ 47 rural school children (grades 1-5) over two weeks No post-test gains on short-term retention Enjoyed listening to audio material Did not pay attention or respond to prompts 41

Pimsleur Generator: Lessons Challenges Assumptions about school-based language learning Differences between rural and urban accents Lack of engagement with audio prompts Redesign ideas Interactive prompts Use local accent for local language Games to improve engagement 42

Work Ongoing Scenarios for informal learning Incentives for out-of-school learning? How much will children play ESL learning games? How to encourage collaborative play? Learning outcomes? 43

Adoption Plan for India Hand-off design tools to 3 rd -party content developers Azim Premji Foundation Byrraju Foundation Pratham Sesame Workshop India 44

Technology Transfer Tools for micro-localized designs PACE framework for modular design and reuse Design patterns for language learning Design grammar informed by traditional village games Workshops Instructional design Game design Monitoring and evaluation 45

Future Work Goal: games that integrate language and literacy learning with other subject domains Mathematics Science Life skills Health knowledge 46

Challenges: OOS learning Work now is focused on out-of-school learning, to reach the children who dont/cant regularly attend school. We did several day in the life field studies of poor children. They do have time during the day to use games When and where depends on demographics They do have cell phones in the house Gender and family dynamics are a big challenge 47

Challenge: Field studies & Development Parents are usually eager to participate and see the value of these technologies for their kids. They have far more at stake than the experimenters. Families don t understand the idea of a study and expect the deployment to continue indefinitely. Its better to have a small number of long-term field sites to build on those relationships. 48