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SIMAULA: A GAMIFIED SIMULATION FOR TEACHING
INQUIRY-BASED LEARNING
PETROS LAMERAS, SENIOR LECTURER, SENIOR RESEARCHER IN SERIOUS GAMES,
COVENTRY UNIVERSITY, FHEA, VISITING SCIENTIST MIT EDUCATION ARCADE LAB.
GAMES AND SIMULATION ENHANCED LEARNING CONFERENCE 3 NOVEMBER 2017
OUTLINE
 Setting the context
 Game Design
 Game Demo / Playtesting
 Game Design Play
SETTING THE CONTEXT
 In 2012 SimAULA was 鍖rstly conceived as conceptual idea for a training
prototype game for engaging and motivating teachers to learn about best ways
to teach and manage a science classroom. (First Phase as part of an EU LLP
project)
 In 2014 the development continued to encompass a more research-informed
participatory process to understand problems and challenges that science
teachers experience with teaching science in real-classroom environments.
(Second Phase as part of EU-FP 7 project).
 In 2016 and when we had a 鍖rst prototype ready for testing we initiated a
collaboration with MITs Education Arcade lab to play-test Simaula with 20
science teachers.
IDENTIFYING THE CHALLENGES IN
PROFESSIONAL LEARNING FOR SCIENCE
TEACHERS
 Professional learning is often perceived as irrelevant and
ineffective to teachers needs.
 Science content changes rapidly and teachers need to
update their knowledge and understanding continuously
by providing the mechanisms through which content may
be updated rapidly.
 Professional learning should be primarily oriented
towards technical skills but should offer opportunities for
adopting pedagogically-rich strategies for scienti鍖c
inquiry.
 Professional learning should be closely connected with
teachers actual practice including an emulation of the
environment that teaching is taking place.
 Professional learning should integrate subject matter
knowledge with pedagogical knowledge.
 Science knowledge is better accommodated and
assimilated through inquiry and practice.
WHY PROFESSIONAL LEARNING
DEVELOPMENT FOR INQUIRY-BASED
LEARNING USING A SERIOUS GAME?
 Giving teachers opportunities to experience
science inquiry themselves in a simulated
learning environment where they can decide
and adapt their approaches to inquiry.
 Focus on speci鍖c essential features of inquiry
learning designed for science teaching and
learning that tend to be less well-used and well-
understood by teachers.
 Re鍖ective thinking, especially when a speci鍖c in-
game inquiry activity is taking place for building
awareness as teacher-practitioner-reseacher.
 The length of CPD programmes vary and
sometimes is dif鍖cult to follow. A serious game
may be used anytime anywhere allowing
teachers to experiment with inquiry in their own
time and pace.
 Enabling teachers to tailor their inquiry teaching
based on students emotions, preferences and
level of engagement visualised during game-
WHAT ARE THE
CHARACTERISTICS OF INQUIRY?
 Inquiry learning is a multifaceted activity and involves posing
questions, carrying out investigations, analysing data,
communicating 鍖ndings and re鍖ecting on learning in light of
evidence (NRC, 1996).
 Students learn science in a way that re鍖ects how science works
(NRC, 1996)
 [] it also refers to authentic ways for investigating the natural
world, explaining and justifying concepts based on evidence
that can be transferred to a real world situation (Hofstein and
Lunetta, 2002).
SIMAULA GAME DESIGN:
OVERARCHING FRAMEWORK
Lameras et al., 2014
SIMAULA GAME DESIGN: ASSOCIATING
LEARNING OUTCOMES WITH GAME GOALS
AND TOPIC
Learning outcomes Game Goals
Science
topic
Orienting and
asking questions
1. To understand how an inquiry question
may be posed to students
2. To understand how to guide students in
forming their own questions.
3. To become aware of how an inquiry
question and subsequent follow-up
questions and and probes lead to a
classroom discussion
1. Ask 1 inquiry-based question
2. Ask 3 inquiry-based questions in a
row
3. Get 5 great ratings in a row
4. Get all students in asking
meaningful inquiry questions
5. Start 3 classroom discussions
CO2 - Free
emission house
Hypothesis
generation and
design
1. To understand how a hypothesis is
being posed to students
2. To understand how to guide
students in formulating hypothesis
by guiding them via a list.
3. 3. Students make their own
hypothesis based on evidence
1. Ask 3 inquiry questions in a row
2. Get all students to become
inquisitive / curious
3. Get 2 students think about a
hypothesis
4. Geta a students to test a
hypothesis by an artifact
The
electromagnetic
spectrum
GAME PROCESS FOR LEVEL 1 - PATH
FOR WIN AND LOSE CONDITION
OVERARCHING GAME
MECHANIC: NESTED DIALOGUES
MECHANICS, DYNAMICS AND
AESTHETICS (MDA)
Game
elements
Game rules
responding to inquiry
questions & re鍖ning
through feedback
Feeling of
fascination
about inquiry
when stage
Feeling of
failure, re-
attempt and
adjustment
Feeling of
achievement
when students are
adopting inquiry
learning
Categories of
description
(Referential
aspect)
dimensions of
variation
(structural
aspect)
Outcome
Space
(linking
referential with
structural
Game mechanics Dynamics Aesthetics
Conceptions
of inquiry learning
using Simaula
A Gamified Simulation for Teaching inquiry-based learning
A Gamified Simulation for Teaching inquiry-based learning
A Gamified Simulation for Teaching inquiry-based learning
NESTED DIALOGUES IN GAME
VISUALISATION
PROBING FORMATIVE FEEDBACK
INTERACTION WITH STUDENT - ATTENTION
AND COMPREHENSION MECHANICS
CONTEXTUAL FEEDBACK TO POOR
QUESTIONS
ACCESSING IN-GAME DATA FOR TRACKING
PROGRESS
TO INSTIGATE THE PRINCIPLES OF
PROJECTS, PLAY, RESEARCH AND GROUP
WORK.
Lets play some game design
GAME CARD GOALS
 What game mechanics, motivation, victory conditions and social
mechanics would you design for creating a game for training teachers
in inquiry-based learning
Or
 What game mechanics, motivation, victory conditions and social
mechanics would you design for creating a game for
entrepreneurship?
Or
 What game mechanics, motivation, victory conditions and social
mechanics would you design for creating your own game?

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A Gamified Simulation for Teaching inquiry-based learning

  • 1. SIMAULA: A GAMIFIED SIMULATION FOR TEACHING INQUIRY-BASED LEARNING PETROS LAMERAS, SENIOR LECTURER, SENIOR RESEARCHER IN SERIOUS GAMES, COVENTRY UNIVERSITY, FHEA, VISITING SCIENTIST MIT EDUCATION ARCADE LAB. GAMES AND SIMULATION ENHANCED LEARNING CONFERENCE 3 NOVEMBER 2017
  • 2. OUTLINE Setting the context Game Design Game Demo / Playtesting Game Design Play
  • 3. SETTING THE CONTEXT In 2012 SimAULA was 鍖rstly conceived as conceptual idea for a training prototype game for engaging and motivating teachers to learn about best ways to teach and manage a science classroom. (First Phase as part of an EU LLP project) In 2014 the development continued to encompass a more research-informed participatory process to understand problems and challenges that science teachers experience with teaching science in real-classroom environments. (Second Phase as part of EU-FP 7 project). In 2016 and when we had a 鍖rst prototype ready for testing we initiated a collaboration with MITs Education Arcade lab to play-test Simaula with 20 science teachers.
  • 4. IDENTIFYING THE CHALLENGES IN PROFESSIONAL LEARNING FOR SCIENCE TEACHERS Professional learning is often perceived as irrelevant and ineffective to teachers needs. Science content changes rapidly and teachers need to update their knowledge and understanding continuously by providing the mechanisms through which content may be updated rapidly. Professional learning should be primarily oriented towards technical skills but should offer opportunities for adopting pedagogically-rich strategies for scienti鍖c inquiry. Professional learning should be closely connected with teachers actual practice including an emulation of the environment that teaching is taking place. Professional learning should integrate subject matter knowledge with pedagogical knowledge. Science knowledge is better accommodated and assimilated through inquiry and practice.
  • 5. WHY PROFESSIONAL LEARNING DEVELOPMENT FOR INQUIRY-BASED LEARNING USING A SERIOUS GAME? Giving teachers opportunities to experience science inquiry themselves in a simulated learning environment where they can decide and adapt their approaches to inquiry. Focus on speci鍖c essential features of inquiry learning designed for science teaching and learning that tend to be less well-used and well- understood by teachers. Re鍖ective thinking, especially when a speci鍖c in- game inquiry activity is taking place for building awareness as teacher-practitioner-reseacher. The length of CPD programmes vary and sometimes is dif鍖cult to follow. A serious game may be used anytime anywhere allowing teachers to experiment with inquiry in their own time and pace. Enabling teachers to tailor their inquiry teaching based on students emotions, preferences and level of engagement visualised during game-
  • 6. WHAT ARE THE CHARACTERISTICS OF INQUIRY? Inquiry learning is a multifaceted activity and involves posing questions, carrying out investigations, analysing data, communicating 鍖ndings and re鍖ecting on learning in light of evidence (NRC, 1996). Students learn science in a way that re鍖ects how science works (NRC, 1996) [] it also refers to authentic ways for investigating the natural world, explaining and justifying concepts based on evidence that can be transferred to a real world situation (Hofstein and Lunetta, 2002).
  • 7. SIMAULA GAME DESIGN: OVERARCHING FRAMEWORK Lameras et al., 2014
  • 8. SIMAULA GAME DESIGN: ASSOCIATING LEARNING OUTCOMES WITH GAME GOALS AND TOPIC Learning outcomes Game Goals Science topic Orienting and asking questions 1. To understand how an inquiry question may be posed to students 2. To understand how to guide students in forming their own questions. 3. To become aware of how an inquiry question and subsequent follow-up questions and and probes lead to a classroom discussion 1. Ask 1 inquiry-based question 2. Ask 3 inquiry-based questions in a row 3. Get 5 great ratings in a row 4. Get all students in asking meaningful inquiry questions 5. Start 3 classroom discussions CO2 - Free emission house Hypothesis generation and design 1. To understand how a hypothesis is being posed to students 2. To understand how to guide students in formulating hypothesis by guiding them via a list. 3. 3. Students make their own hypothesis based on evidence 1. Ask 3 inquiry questions in a row 2. Get all students to become inquisitive / curious 3. Get 2 students think about a hypothesis 4. Geta a students to test a hypothesis by an artifact The electromagnetic spectrum
  • 9. GAME PROCESS FOR LEVEL 1 - PATH FOR WIN AND LOSE CONDITION
  • 11. MECHANICS, DYNAMICS AND AESTHETICS (MDA) Game elements Game rules responding to inquiry questions & re鍖ning through feedback Feeling of fascination about inquiry when stage Feeling of failure, re- attempt and adjustment Feeling of achievement when students are adopting inquiry learning Categories of description (Referential aspect) dimensions of variation (structural aspect) Outcome Space (linking referential with structural Game mechanics Dynamics Aesthetics Conceptions of inquiry learning using Simaula
  • 15. NESTED DIALOGUES IN GAME VISUALISATION
  • 17. INTERACTION WITH STUDENT - ATTENTION AND COMPREHENSION MECHANICS
  • 18. CONTEXTUAL FEEDBACK TO POOR QUESTIONS
  • 19. ACCESSING IN-GAME DATA FOR TRACKING PROGRESS
  • 20. TO INSTIGATE THE PRINCIPLES OF PROJECTS, PLAY, RESEARCH AND GROUP WORK.
  • 21. Lets play some game design
  • 22. GAME CARD GOALS What game mechanics, motivation, victory conditions and social mechanics would you design for creating a game for training teachers in inquiry-based learning Or What game mechanics, motivation, victory conditions and social mechanics would you design for creating a game for entrepreneurship? Or What game mechanics, motivation, victory conditions and social mechanics would you design for creating your own game?