Multiplayer Digital Game Learning Environments by Chung on Kim a Dissertation Submitted in Partial Satis

Total Page:16

File Type:pdf, Size:1020Kb

Multiplayer Digital Game Learning Environments by Chung on Kim a Dissertation Submitted in Partial Satis Designing for Learning: Multiplayer Digital Game Learning Environments by Chung On Kim A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Architecture and the Designated Emphasis in New Media in the Graduate Division of the University Of California, Berkeley Committee in charge: Professor Yehuda E. Kalay, Chair Professor Galen Cranz Professor Kimiko Ryokai Fall 2010 Designing for Learning: Multiplayer Digital Game Learning Environments Copyright 2010 by Chung On Kim Abstract Designing for Learning: Multiplayer Digital Game Learning Environments By Chung On Kim Doctor of Philosophy in Architecture, Emphasis in New Media University of California, Berkeley Professor Yehuda E. Kalay, Chair Many people in general think that digital game environment has potential as a learning environment. However, empirical research in digital game environment and education is a still relative young field, so to create a digital learning environment where students are actively engaged in the learning process is a great challenge. In part, it has been challenged by differences between the games domain and context of learning, and also the lack of understanding of the many different professionals who are involved in the process of making it. Over the past three years (2005-2008), the Digital Design Research Group at University of California, Berkeley, has had an opportunity to design a Multi-User Online Game environment representing Seventh Street, West Oakland, where players can experience and learn about an important historical and cultural place that was destroyed by various urban renewals about half a century ago. Is “being” in the authentic environment enough for learners to gain the knowledge they need? How do we balance design tensions between meeting learning objectives and creating an engaging learning environment? This dissertation looks at various learning theories that build a framework for learning environments. It then explores the idea of using the new media, the digital game environment, as a new learning environment. Following these discussions, the West Oakland game environment is analyzed as a learning environment. The outcome of this analysis emphasizes the importance of content development in Multiplayer Digital Game Learning Environment. Guidelines for designers of Multiplayer Digital Game Learning Environment are discussed. This study has broad, practical implications for designers who seek to both educate and engage learners, and who like to recognize why we, as architectural designers, need to be involved in creating learning environments beyond physical environments. 1 Dedication I would like to dedicate this Doctoral Dissertation to my late father, Sung-hyun Kim. There is no doubt in my mind that without his continued support and encouragement, I could not have completed this process. i Acknowledgement I would never have been able to finish my dissertation without the guidance of my committee members, help from friends, and support from my family. I would like to express my deepest gratitude to my advisor, Dr. Yehuda Kalay, for his excellent guidance, caring, patience and encouraging me to join Digital Design group. Without Professor Yehuda Kalay’s help and encouragement, I think I would never have written my dissertation. Thank you, Yehuda! My special thanks go to Dr. Peter Lyman, who is no longer with us, for taking me and advising me through his illness, and also supported me to join his research group, Digital Youth Project. Dr. Galen Cranz, and Dr. Kimiko Ryokai, deserve a special thanks as my dissertation committee members and advisors. In particular, I would like to thank Dr. Galen Cranz for endless supports and constructive comments for my research. I thank Jean-Pierre Protzen, Dr. Andrea diSessa for their interest in my research and their valuable comments. I thank Paul Grabowicz for his patience and support for the Virtual West Oakland project. Without him, it would not be possible for us to have a research project that impact Digital Design Research Group greatly. I thank Lois Koch in the department graduate office. I thank all my colleagues from Digital Design Research Group for their kindness and supports. I thank my friends, William Willoughby, Joseph Strelka, Henry Stepp, and Selina Lam for their great friendships and supports for all these years. Lastly, I dedicate this dissertation to my parents and my sister; this dissertation is simply impossible without them. I am indebted to my father, Sung-hyun Kim, for his care and love. Although he is no longer with us, he is forever remembered. I am sure he shares our joy and happiness in the heaven. I thank both our biological mother, Kyu-Nam Kim, and our stepmother, Kyung-Hee Rye. Although, our biological mother passed away more than 20 years ago, her dedication and discipline always has been a constant reminder for me. Also, without our stepmother’s support and care for many years, it would not be possible where I am right now. Finally, thanks to my sister, Bosoon, for her patience and support in my many years of graduate study. ii Contents Chapter 1 Introduction.............................................................................................................1 1.1 Motivation....................................................................................................................1 1.2 A New Learning Environment......................................................................................2 1.3 Similar but not the same ...............................................................................................3 1.4 Research Problems and Method....................................................................................6 1.5 Dissertation Structure ...................................................................................................7 Chapter 2 Learning Theories ...................................................................................................8 2.1 Literature Review.........................................................................................................8 2.1.1 Behaviorist Learning Theory.............................................................................8 2.1.2 Social Learning Theory.....................................................................................9 2.1.3 Symbolic Interaction Learning Theory............................................................10 2.1.4 Constructivist Learning Theory.......................................................................12 1) Experiential Constructivist Learning and Dewey.........................................12 2) Cognitive Constructivist Learning and Piaget .............................................14 3) Socio-Cultural Constructivist Learning and Vygotsky.................................16 4) Situated Constructivist Learning .................................................................17 2.2 Summary of Learning Theories ..................................................................................19 2.3 Learning Experience...................................................................................................21 Chapter 3 Learning Environment (LE) .................................................................................25 3.1 The Concept of a Learning Environment ....................................................................25 3.2 Facet Analyses...........................................................................................................26 3.3 Learners and Facilitator ..............................................................................................27 3.3.1 What Kind of Learner ......................................................................................27 3.3.2 Facilitator ........................................................................................................28 3.4 Interactivity................................................................................................................29 3.4.1 Defining Interaction.........................................................................................29 3.4.2 Dimensions of Interaction in Learning .............................................................29 3.4.3 Degree of Interaction in Learning.....................................................................30 1) Feedback ....................................................................................................31 2) Control .......................................................................................................31 3) Participation ...............................................................................................32 4) Motivation..................................................................................................32 5) Social exchange and Collaboration .............................................................33 3.5 Dimension in Learning Environment ..........................................................................34 Chapter 4 Virtual Environment (VE) and Game ..................................................................36 4.1 Learning Media ..........................................................................................................36 iii 4.1.1 Print and Video Media .....................................................................................36 4.1.2 Virtual Environment (VE)................................................................................38 4.2 Virtual
Recommended publications
  • Instructional Techniques to Facilitate Learning and Motivation of Serious Games
    Advances in Game-Based Learning Oostendorp · van Wouters Advances in Game-Based Learning Pieter Wouters · Herre van Oostendorp Editors Instructional Techniques to Facilitate Learning and Motivation of Serious Games The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to improve motivation, collaboration, reflection, and the integration of gameplay into various contexts. The contributing authors expand upon this broad range of techniques, show recent empirical research on each of these techniques that discuss their promise and Eds. Pieter Wouters effectiveness, then present general implications or guidelines that the techniques bring forth. They then suggest how serious games can be improved by implementing the Herre van Oostendorp Editors respective technique into a particular game. Instructional 1 Learning and Motivation of Serious Games and Motivation Learning Facilitate to Techniques Instructional Techniques to Facilitate Learning and Motivation of Serious Games Education ISBN 978-3-319-39296-7 9 783319 392967 Advances in Game-Based Learning Series editor: Dirk Ifenthaler Scott JosephWarren Deniz Eseryel More information about this series at http://www.springer.com/series/13094 Pieter Wouters • Herre van Oostendorp Editors Instructional Techniques to Facilitate Learning and Motivation of Serious Games Editors Pieter Wouters Herre van Oostendorp Utrecht University Utrecht University Utretcht , The Netherlands Utrecht , The Netherlands Advances
    [Show full text]
  • Challenges of Business Simulation Games — a New Approach of Teaching Business
    Chapter 10 Challenges of Business Simulation Games — A New Approach of Teaching Business Andrej Jerman Blažič and Franc Novak Additional information is available at the end of the chapter http://dx.doi.org/10.5772/61242 Abstract Serious games are part of the new emerging world of education environment that is based on sophisticated technology with elements of entertainment. They have been seen as good supplements for supporting the learning processes due to their capability to in‐ crease visualisations and challenge the student creativity. They have the potential to sig‐ nificantly improve training and education activities and initiatives. As a part of serious computer games, business simulation games support training and learning focused on the management of economic processes. They have been proven to be useful in empower‐ ing and mediating learning business content. This chapter addresses the simulation busi‐ ness games used in the educational process by analysing selected popular games regarding their properties that are considered as important in the learning process. The first part presents a short introduction in the field of business games and the approach used in selection of the studied games. The next part provides a review of related articles and brief overview of the state of the art that has guided the selection of business simula‐ tion games to be analysed and assessed. The game parameters used in the assessment have been defined and described. The analysis and the assessment report are followed with brief concluding remarks. Keywords: Serious Games, Business Simulation Games, E-Learning, Problem-Based Learning, Education 1. Introduction Digital games have the potential to change the landscape of education as we know it.
    [Show full text]
  • PDF of Program
    Contents Welcome from AECT 2 Convention-at-a-Glance 4 Hotel Map 6 Keynote Speakers 7 Presidential & Special Sessions 8 Breakfast With Champions 13 University Reception Participants 14 General Convention Information 16 AECT Educational Partners Contact Information 19 Planning Committee and Volunteers 20 Faculty/Student Mentor Program 21 Meet the 2011 Interns 22 Attractions and Local Restaurants 23 AECT Board of Directors 26 ECT Foundation Board of Directors 28 AECT, ECT Foundation, & Division Awards 29 Division Program Highlights 32 Participating Organizations 40 Graduate Student Association Activities 42 SICET Sessions & Events 44 KSET Sessions & Events 46 ISMF Sessions & Events 47 All Workshops & Study Tour 48 Governance Meetings 52 Schedule by Day: Tuesday, Nov 8 54 Schedule by Day: Wednesday, Nov 9 56 Schedule by Day: Thursday, Nov 10 72 The Association for Educational Schedule by Day: Friday, Nov 11 114 Communications and Technology Schedule by Day: Saturday, Nov 12 162 1800 N. Stonelake Drive, Suite 2 Research Symposium 2012 Call for Proposals 170 P.O. Box 2447 Distance Learning Division 2012 Awards 171 Bloomington, IN 47404-2447 PacifiCorp 2012 Problem Statement 172 2012 Call for Proposals 174 Toll Free: 877-677-2328 Divisional and Affiliate Session Index 178 Local: 812-335-7675 Presenters Index 194 Fax: 812-335-7678 E-mail: [email protected] Web Site: aect.org Jacksonville, Florida AECT • Leadership and Technology • 2011 1 Welcome to the 2011 AECT Convention! This year’s theme is Celebrate 3.0: Design.Learn.Community. The rapid evolution of Web 2.0 technologies, with the newly emerging Web 3.0, continues to impact each of us.
    [Show full text]
  • The Development and Improvement of Instructions
    THE IMPACT OF VIRTUAL REALITY-BASED LEARNING ENVIRONMENT DESIGN FEATURES ON STUDENTS’ ACADEMIC ACHIEVEMENTS A Dissertation by ZAHIRA HUSSEINALI MERCHANT Submitted to the Office of Graduate Studies of Texas A&M University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY Approved by: Chair of Committee, Ernest Goetz Committee Members, Wendy Keeney-Kennicutt Oi-man Kwok Lauren Cifuentes Trina. J. Davis Head of Department, Victor Willson December 2012 Major Subject: Educational Technology Copyright 2012 Zahira Husseinali Merchant ABSTRACT Virtual reality-based instruction such as virtual worlds, games, and simulations are becoming very popular in K-12 and higher education. Three manuscripts that report the results of investigations of these increasingly prevalent instructional media were developed for this dissertation. The purpose of the first study, a meta-analysis, was to analyze the instructional effectiveness of virtual reality-based instruction when compared to the traditional methods of instruction. In addition, this study also explored selected instructional design features of the virtual learning environment that moderated the relationship between instructional method and the academic achievements. Analyses of 63 experimental or quasi-experimental studies that studied learning outcomes of virtual reality-based instruction in K-12 or higher education settings yielded a mean effect size of g = 0.47 (SE = 0.02) suggesting that virtual reality-based instruction is an effective medium of delivering instruction. Further analyses examined factors that influence its effectiveness. The purpose of the second study was to examine a model of the impact of a 3-D desktop virtual reality environment on the learner characteristics (i.e.
    [Show full text]
  • Spationomy Simulation Game—Playful Learning in Spatial Economy Higher Education
    International Journal of Geo-Information Article Spationomy Simulation Game—Playful Learning in Spatial Economy Higher Education Vít Pászto 1,2,* , Jiˇrí Pánek 3 , René Glas 4 and Jasper van Vught 4 1 Department of Geoinformatics, Palacký University Olomouc, 17. listopadu 50, 77146 Olomouc, Czech Republic 2 Department of Informatics and Applied Mathematics, Moravian Business College Olomouc, tˇr.Kosmonaut ˚u1, 77900 Olomouc, Czech Republic 3 Department of Development and Environmental Studies, Palacký University Olomouc, 77146 Olomouc, Czech Republic; [email protected] 4 Department of Media and Culture Studies, Utrecht University, Muntstraat 2-2A, 3512 EV Utrecht, The Netherlands; [email protected] (R.G.); [email protected] (J.v.V.) * Correspondence: [email protected] Abstract: Simulation games, as a method of playful learning, have been used for more than 70 years in various disciplines with the economy as a leading application field. Their development has been tied with advances in computer science, and nowadays, hundreds of simulation games exist. However, simulation games are not just useful for encouraging disciplinary knowledge production; they also promise to be effective tools for interdisciplinary collaboration. To further explore these promises, we report on the design and playing of a simulation game on the boundary of geoinformatics and business and economics; an interdisciplinary field we have termed Spationomy. Within this game, students from different disciplinary (and cultural) backgrounds applied their knowledge and skills to tackle interdisciplinary problems. In this paper, we also analyze students’ feedback on the game Citation: Pászto, V.; Pánek, J.; Glas, to complement this aspect. The main goal is to discuss the design process that went into creating R.; van Vught, J.
    [Show full text]
  • Study on the Use of Serious Games in Business Education Joo Baek Kim Louisiana State University and Agricultural and Mechanical College
    Louisiana State University LSU Digital Commons LSU Doctoral Dissertations Graduate School 2015 Study on the Use of Serious Games in Business Education Joo Baek Kim Louisiana State University and Agricultural and Mechanical College Follow this and additional works at: https://digitalcommons.lsu.edu/gradschool_dissertations Part of the Business Commons Recommended Citation Kim, Joo Baek, "Study on the Use of Serious Games in Business Education" (2015). LSU Doctoral Dissertations. 2471. https://digitalcommons.lsu.edu/gradschool_dissertations/2471 This Dissertation is brought to you for free and open access by the Graduate School at LSU Digital Commons. It has been accepted for inclusion in LSU Doctoral Dissertations by an authorized graduate school editor of LSU Digital Commons. For more information, please [email protected]. STUDY ON THE USE OF SERIOUS GAMES IN BUSINESS EDUCATION A Dissertation Submitted to the Graduate Faculty of the Louisiana State University and Agricultural and Mechanical College in partial fulfillment of the requirements for the degree of Doctor of Philosophy in The Department of Information Systems and Decision Sciences by Joo Baek Kim B.B.A., Seoul National University, 2003 M.B.A., Seoul National University, 2005 M.M.M., Pennsylvania State University, 2007 M.I.S., University of Arkansas, 2008 August 2015 ACKNOWLEDGEMENTS I would like to gratefully acknowledge all those who have supported and contributed to my completion of doctoral program. Particularly my advisor and mentor, Dr. Watson, has provided tremendous supports and inspirations to my studies. I feel really lucky to meet and work with him at LSU. The dissertation committee members, Dr. Hirschheim and Dr.
    [Show full text]
  • Educational (Instructional) Design Models Daniel K
    Educational (instructional) design models Daniel K. Schneider (ed.) PDF generated using the open source mwlib toolkit. See http://code.pediapress.com/ for more information. PDF generated at: Mon, 10 Nov 2014 05:58:58 CET Contents CRESST learning model 1 4C/ID 2 5e Learning cycle 6 5e's of education 7 7e Learning cycle 8 8 learning events model 9 ABAHCOCOSUCOL 10 ARCS 12 Advance Organizer 16 Advance backward design organizer 18 Aesthetic principles for instructional design 19 Agile learning 20 Anchored instruction 21 Backwards design 23 C3MS project-based learning model 24 C5 simulation framework 36 CPM 37 Campbell-Lom mentoring model 38 Carroll model of school learning 40 Case-based learning 42 Case-based reasoning 52 CeLS 52 Cognitive flexibility hypertext 57 Cognitive flexibility theory 62 Cognitive load 64 Collaborative Face to Face Educational Environment 68 Community of inquiry model 71 Component display theory 73 Computer simulation 74 Constructivist emotionally-oriented model 77 Cybergogy 78 DialogPlus Toolkit 81 Direct instruction 89 Discovery learning 92 Dukes simulation and gaming model for sociology teaching 97 E-moderation five-stage model 99 E-tivity 100 E2ML 102 Educational design language 104 Educational modeling language 114 Eight-component framework for e-learning 122 Elaboration theory 123 Engagement theory 125 Exploratory learning 126 FEASP 127 Felder design model 129 First principles of instruction 131 Gerlach and Ely design model 136 Gerson's e-class 137 Hypermodel 138 Hypertext 140 Inquiry-based learning 150 Instructional
    [Show full text]
  • The Design and Use of Simulation Computer Games in Education
    The Design and Use of Simulation Computer Games in Education Edited by Brett E. Shelton and David A. Wiley Utah State University, Logan, USA BRETT E. SHELTON DESIGNING EDUCATIONAL GAMES FOR ACTIVITY- GOAL ALIGNMENT A perspective on how to improve current practices INTRODUCTION ALICE was beginning to get very tired of sitting by her sister on the bank and of having nothing to do: once or twice she had peeped into the book her sister was reading, but it had no pictures or conversations in it, "and what is the use of a book," thought Alice, "without pictures or conversations?” What indeed, can we expect from our newest trend in education, implementing moving pictures and conversations with instruction through simulation games? Lewis Carroll's familiar narratives Alice's Adventures in Wonderland and Alice Through the Looking Glass provide helpful imagery for many of the queries, explorations and assumptions we currently make about this latest Wonderland of academia. So what are the goals for the designers and researchers of educational games, or perhaps more importantly, what should be the goals? Perhaps not a goal in itself, a tenet of educational technology research is to develop and study new ways of utilizing technology to support effective instruction. Recently, using computer-based simulations and games in a variety of educational contexts has come to the forefront of this research agenda. Although there are several positions taken by game design researchers and instructional design researchers, most share a common focus: combining theoretical perspectives to design and develop technology-based tools for use in a variety of settings.
    [Show full text]
  • The Effect of Games and Simulations on Higher Education: a Systematic Literature Review Dimitrios Vlachopoulos1* and Agoritsa Makri2
    Vlachopoulos and Makri International Journal of Educational Technology in Higher Education (2017) 14:22 DOI 10.1186/s41239-017-0062-1 REVIEWARTICLE Open Access The effect of games and simulations on higher education: a systematic literature review Dimitrios Vlachopoulos1* and Agoritsa Makri2 * Correspondence: [email protected] Abstract 1Laureate Online Education / European University Cyprus, The focus of higher education institutions is the preparation of future professionals. Amsterdam, Netherlands To achieve this aim, innovative teaching methods are often deployed, including Full list of author information is games and simulations, which form the subject of this paper. As the field of digital available at the end of the article games and simulations is ever maturing, this paper attempts to systematically review the literature relevant to games and simulation pedagogy in higher education. Two researchers collaborate to apply a qualitative method, coding and synthesizing the results using multiple criteria. The main objective is to study the impact of games and simulations with regard to achieving specific learning objectives. On balance, results indicate that games and/or simulations have a positive impact on learning goals. The researchers identify three learning outcomes when integrating games into the learning process: cognitive, behavioural, and affective. As a final step, the authors consolidate evidence for the benefit of academics and practitioners in higher education interested in the efficient use of games and simulations for pedagogical purposes. Such evidence also provides potential options and pathways for future research. Keywords: Game-based learning, Digital games, Simulations, Pedagogical use, Higher education, Learning outcomes, Cognitive goals, Behavioural goals, Affective goals Introduction As rapidly evolving technological applications, games and simulations are already widely integrated in the traditional educational process.
    [Show full text]
  • Learning Behaviors and Interaction Patterns Among Students in Virtual Learning Worlds
    RESEARCH PAPERS LEARNING BEHAVIORS AND INTERACTION PATTERNS AMONG STUDENTS IN VIRTUAL LEARNING WORLDS By CHI-SYAN LIN * JUNG TSAN MA ** YI-LUNG CHEN *** MING-SHIOU KUO **** * Professor, Department of Information and Learning Technology, National University of Tainan, Taiwan. ** Doctoral Student, Department of Information and Learning Technology, National University of Tainan, Taiwan. *** Graduate Student, Department of Information and Learning Technology, National University of Tainan, Taiwan. **** Doctoral Student, Department of Information and Learning Technology, National University of Tainan, Taiwan. ABSTRACT The goal of this study is to investigate how students behave themselves in the virtual learning worlds. The study creates a 3D virtual learning world, entitled the Best Digital Village, and implements a learning program on it. The learning program, the Expo, takes place at the Exhibition Center in the Best Digital Village. The space in the Expo is divided into three zones: the Lobby, the Exhibition Hall, and the DIY Rooms. Students have to form teams in four before entering the Expo and carrying out their learning tasks respectively. In the Lobby, students are encouraged to sign up in a guestbook and browse through the user guide of the Expo. The Exhibition Hall consists of 3D objects of famous architectures and landmarks around the globe. When students approach the 3D objects, information about the objects will show up in a separated window. Students are encouraged to discuss about the objects online while they are in the Exhibition Hall before taking a quiz about them. Finally, students are asked to enter their team's DIY Rooms together with team mates and create a 3D artifact with embedded online tools.
    [Show full text]