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Knight Elimar s Last Joust: A Virtual Environment Game for Promoting Literacy Across the Curriculum Richard Levy, PhD, Faculty of Environmental Design, University ... – PowerPoint PPT presentation

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Title: Richard Levy, PhD, Faculty of Environmental Design, University of Calgary, Canada, rmlevy@ucalgary.ca


1
Knight Elimars Last Joust A Virtual Environment
Game for Promoting Literacy Across the Curriculum
  • Richard Levy, PhD, Faculty of Environmental
    Design, University of Calgary, Canada,
    rmlevy_at_ucalgary.ca
  • Herbert Wideman, PhD, Institute for Research on
    Learning Technologies York University, Canada,
    herb_at_yorku.ca
  • Ronald Owston, PhD, Professor of Education
    Director of the Institute for Research on
  • Learning Technologies York University, Canada,
    rowston_at_edu.yorku.ca
  • Annika Orich, Germanic, Slavic East Asian
    Studies University of Calgary, Canada,
    aorich_at_ucalgary.ca
  •  

2
Role Playing and Immersive Environments in
Teaching
  • Educational Value of Playing Games
  • Serious Games (Stone 2002 Becta 2001,
    Kirriemuir McFarlane 2003 Shaffer, Squire,
    Halverson, Gee 2004
  • Develop new skills and knowledge
  • Motivate students
  • The value of immersions (Littlewood 2004)
  • The Role of active participation
  • Social interaction
  • Problem solving
  • Opportunities for exploration
  • Competition

3
Learning Objectives and Immersive Environments
  • Learning Objectives
  • the learning goal must be important
  • the learning goal must be difficult
  • the learning goal must be plausible and enhanced
    by the use of VR ( Johnson, Hoher, Ohlosson
    Gillingham 1999 )
  • Role of the teachers
  • Active participation
  • Introduction of the problem
  • Leading discussion

4
Learning Objectives and Immersive Environments
  • Game Development Principles
  • Virtual environments (VEs) should be designed
    for collaborative learning (Johnson et. al.
    1999)
  • VE should support wandering or walking through
    the space (Johnson et. al. 1999)
  • There should be a metaphorical reference to some
    aspect of the physical world to enable students
    to interact in a real-life setting (Li Maher
    2000)
  • Audio, text, video, object behavior, and
    navigation should support different learning
    styles (Li Maher 2000)
  • The virtual world experience should be critical
    to the problem-solving task

5
Role Playing in Virtual Environments
  • Knight Elimars Last Joust A Virtual Environment
    Game for Promoting Literacy
  • Instruction must be guided by the principle that
    learners use language as a means to an end
    (Lee, 2000)
  • Task-based instruction is central to the game
  • The game needs to be learner-centeredness (Swan
    2005 Willis 1996 Skehan 1998 Willis 2003)
  • In playing the game, the mastery of language is
    critical for successfully meeting the games
    challenges
  • learning language is not the explicit goal of the
    game from the players perspectiverather it is a
    means to a desired end

6
Knight Elimars Last JoustA Virtual Environment
Game for Promoting Literacy
  • Context
  • Curriculum Medieval Studies is a unit of study
    in the Ontario, Canada
  • Game Objective Treasure Hunt
  • Students assume a virtual character and are asked
    to solve a mystery about a knights armor that
    has gone missing using a sequence of oral and
    written clues.
  • Solving a riddle provides the clue to finding the
    next clue

7
Knight Elimars Last JoustA Virtual Environment
Game for Promoting Literacy
  • Scene The game begins inside a medieval chapel
    in the historic part of an Austrian City
  • Word and number problems
  • Architectural scenes set the stage for
    interaction
  • Clues
  • Chest
  • Stain Glass
  • Monk

8
Knight Elimars Last JoustA Virtual Environment
Game for Promoting Literacy
  • Scene The game begins inside a medieval chapel
    in the historic part of an Austrian City
  • Word and number problems
  • Architectural scenes set the stage for
    interaction
  • Clues
  • Statue
  • Keys
  • Golden Knight

9
Knight Elimars Last JoustA Virtual Environment
Game for Promoting Literacy
  • Workbook
  • Promotes interaction between students the
    workbook serves as the medium for documenting and
    solving problems, encouraging social interaction
    between the pairs of students playing the game
  • Language skills in solving the games mystery
    students learn about synonyms, anagrams,
    crosswords, and simple number problems
  • Math skills in solving some of the clues
    students will perform mathematical calculations,
    like that of the area of a square, and must
    consider the logic of a chessboard
  • Writing skills - recording clues and events
  • Introduce European culture and literature -
    during the course of the game students are
    introduced to medieval myths and stories,
    architecture, poetry, and medieval texts
  • Provides teachers with an easily accessible work
    Workbook is a record of student performance
    during the course of this exercise
  • Simplifies improvements to the game - fewer
    resources were required to create the actual VE.
    Changes to the story line can be easily
    accommodated by merely changing audio tracks,
    characters and clues

10
Knight Elimars Last JoustA Virtual Environment
Game for Promoting Literacy
  • Subjects Private School, Calgary, AB
  • 5th Graders Two classes (11 and 17 students)
  • 4th Graders One class ( X students)
  • Testing
  • Day 1 Introduction
  • Objectives
  • Story line and biographies of the characters.
  • Students as a group were introduced to the game
    by playing through a clue including solving a
    problem using a sample booklet.
  • Reading selection was given to the students which
    would prepare them for the game
  • Day 2 Game Play
  • Before playing the game, students filled out a
    brief survey
  • Age, gender,
  • Video game play outside of class
  • Practice test - navigating and controlling game
  • Students played through the actual game in class
    in pairs
  • A pre and post-test of terms was used to measure
    recall of terms used in the game.

11
Student Responses
  • Focus Group Session
  • What do you remember of the virtual world?
  • Do you think you learned something by playing
    this game? What did you learn?
  • Was it difficult to play the game? If so, what
    was difficult about it?
  • Was it very hard to switch between the virtual
    game and the booklet?
  • Should be used in the classroom? Why or why not?
  • Did you like playing the game? What did you like
    best, what the least?
  • What would you add to the virtual environment?

12
Research Questions
  • Instruction Issues
  • Can games motivate interest in reading and math?
  • Can games improve recall?
  • Game in the classroom
  • What is the expectation of the students in using
    a virtual world in the classroom
  • Are the expectations (production standards)
    lower for educational games than commercial games
  • Graphics
  • Audio
  • Game play
  • Do girls and boys have a different strategy when
    playing games?

13
Initial Findings
  • Recall by Question

14
Initial Findings
  • Game Play

    Male Female Male Female
Grade 4 Grade 4  No No Percent  Percent
  Once a day 8 4 100 73
  Once a week   4 0 0
  Once a month   3 0 0
  Total 8 11 100 73
Grade 5 Grade 5  
Once a day 9 4 56 29
  Once a week 7 6 44 43
  Once a month   2 0 14
  Once in the last year   2 0 14
  Total 16 14 100 100
15
Initial Findings
  • Motivation

16
Initial Findings
  • Attitudes towards the game
  • Serious connoisseurs of games demand quality
  • Graphics
  • Animation
  • Game Play
  • What did you learn
  • Parts pf the knights armor
  • Medieval architecture
  • It wasnt very educational because when you get
    to the age of 18, you wont really going to care
    if you are a golden knight? 

17
Initial Findings
  • Attitudes towards the game
  • Dislikes
  • Structure of booklet
  • turning pages, students only write down what they
    need to solve the clue
  • Missing clues, getting clues by accident (random
    walk)
  • Characters talk fast

18
Conclusions
  • Learning Objectives
  • Games can be used to motivate students,
  • Games can reinforce recall
  • Games can provide an opportunity to apply math
    and language skills acquired in class
  • Games and Expectations
  • Differences in attitudes and abilities can be
    seen in 4th vs. 5th grade students
  • 5th graders are more experienced game players and
    expect a higher production values in any game
    they play.
  • Boys were more likely to merely play the game
    without consulting the booklet
  • Girls took a more measured approach.
  • Future refinements
  • Abbreviated book
  • Second camera
  • Ability to hear a clue twice after an elapsed
    period of time
  • Provide a tangible benefit in playing the game by
    providing an opportunity to joust with your arch
    enemy at the end of the game after you have
    successfully found all of the armor.

19
Knight Elimars Last Joust A Virtual Environment
Game for Promoting Literacy Across the Curriculum
  • Richard Levy, PhD, Faculty of Environmental
    Design, University of Calgary, Canada,
    rmlevy_at_ucalgary.ca
  • Herbert Wideman, PhD, Institute for Research on
    Learning Technologies York University, Canada,
    herb_at_yorku.ca
  • Ronald Owston, PhD, Professor of Education
    Director of the Institute for Research on
  • Learning Technologies York University, Canada,
    rowston_at_edu.yorku.ca
  • Annika Orich, Germanic, Slavic East Asian
    Studies University of Calgary, Canada,
    aorich_at_ucalgary.ca
  •  
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