Technology

A Pilot Study on Teacher-Facing Real-Time Classroom Game Dashboards

Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design process for a teacher-facing, real-time game data dashboard. This two-phase process included a workshop to elicit teachers' requirements for such a tool, and a pilot study of our dashboard prototype.

Author/Presenter

Luke Swanson

David Gagnon

Jennifer Scianna

Year
2022
Short Description

Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design process for a teacher-facing, real-time game data dashboard.

A Pilot Study on Teacher-Facing Real-Time Classroom Game Dashboards

Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design process for a teacher-facing, real-time game data dashboard. This two-phase process included a workshop to elicit teachers' requirements for such a tool, and a pilot study of our dashboard prototype.

Author/Presenter

Luke Swanson

David Gagnon

Jennifer Scianna

Year
2022
Short Description

Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design process for a teacher-facing, real-time game data dashboard.

A Pilot Study on Teacher-Facing Real-Time Classroom Game Dashboards

Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design process for a teacher-facing, real-time game data dashboard. This two-phase process included a workshop to elicit teachers' requirements for such a tool, and a pilot study of our dashboard prototype.

Author/Presenter

Luke Swanson

David Gagnon

Jennifer Scianna

Year
2022
Short Description

Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design process for a teacher-facing, real-time game data dashboard.

Exploring Players' Experience of Humor and Snark in a Grade 3-6 History Practices Game

In this paper we use an existing history learning game with an active audience as a research platform for exploring how humor and "snarkiness" in the dialog script affect students' progression and attitudes about the game. We conducted a 2x2 randomized experiment with 11,804 anonymous 3rd-6th grade students. Using one-way ANOVA and Kruskall-Wallis tests, we find that changes to the script produced measurable results in the self-reported perceived humor of the game and the likeability of the player character.

Author/Presenter

David J. Gagnon

Ryan S. Baker

Sarah Gagnon

Luke Swanson

Nick Spevacek

Juliana Andres

Erik Harpstead

Jennifer Scianna

Stefan Slater

Maria O.C.Z. San Pedro

Year
2022
Short Description

In this paper we use an existing history learning game with an active audience as a research platform for exploring how humor and "snarkiness" in the dialog script affect students' progression and attitudes about the game.

Exploring Players' Experience of Humor and Snark in a Grade 3-6 History Practices Game

In this paper we use an existing history learning game with an active audience as a research platform for exploring how humor and "snarkiness" in the dialog script affect students' progression and attitudes about the game. We conducted a 2x2 randomized experiment with 11,804 anonymous 3rd-6th grade students. Using one-way ANOVA and Kruskall-Wallis tests, we find that changes to the script produced measurable results in the self-reported perceived humor of the game and the likeability of the player character.

Author/Presenter

David J. Gagnon

Ryan S. Baker

Sarah Gagnon

Luke Swanson

Nick Spevacek

Juliana Andres

Erik Harpstead

Jennifer Scianna

Stefan Slater

Maria O.C.Z. San Pedro

Year
2022
Short Description

In this paper we use an existing history learning game with an active audience as a research platform for exploring how humor and "snarkiness" in the dialog script affect students' progression and attitudes about the game.

Exploring Players' Experience of Humor and Snark in a Grade 3-6 History Practices Game

In this paper we use an existing history learning game with an active audience as a research platform for exploring how humor and "snarkiness" in the dialog script affect students' progression and attitudes about the game. We conducted a 2x2 randomized experiment with 11,804 anonymous 3rd-6th grade students. Using one-way ANOVA and Kruskall-Wallis tests, we find that changes to the script produced measurable results in the self-reported perceived humor of the game and the likeability of the player character.

Author/Presenter

David J. Gagnon

Ryan S. Baker

Sarah Gagnon

Luke Swanson

Nick Spevacek

Juliana Andres

Erik Harpstead

Jennifer Scianna

Stefan Slater

Maria O.C.Z. San Pedro

Year
2022
Short Description

In this paper we use an existing history learning game with an active audience as a research platform for exploring how humor and "snarkiness" in the dialog script affect students' progression and attitudes about the game.

Leveraging Cluster Analysis to Understand Educational Game Player Experiences and Support Design

The ability for an educational game designer to understand their audience's play styles and resulting experience is an essential tool for improving their game's design. As a game is subjected to large-scale player testing, the designers require inexpensive, automated methods for categorizing patterns of player-game interactions. In this paper we present a simple, reusable process using best practices for data clustering, feasible for use within a small educational game studio.

Author/Presenter

Luke Swanson

David Gagnon

Jennifer Scianna

John McCloskey

Nicholas Spevacek

Stefan Slater

Erik Harpstead

Year
2022
Short Description

The ability for an educational game designer to understand their audience's play styles and resulting experience is an essential tool for improving their game's design. In this paper we present a simple, reusable process using best practices for data clustering, feasible for use within a small educational game studio.

Leveraging Cluster Analysis to Understand Educational Game Player Experiences and Support Design

The ability for an educational game designer to understand their audience's play styles and resulting experience is an essential tool for improving their game's design. As a game is subjected to large-scale player testing, the designers require inexpensive, automated methods for categorizing patterns of player-game interactions. In this paper we present a simple, reusable process using best practices for data clustering, feasible for use within a small educational game studio.

Author/Presenter

Luke Swanson

David Gagnon

Jennifer Scianna

John McCloskey

Nicholas Spevacek

Stefan Slater

Erik Harpstead

Year
2022
Short Description

The ability for an educational game designer to understand their audience's play styles and resulting experience is an essential tool for improving their game's design. In this paper we present a simple, reusable process using best practices for data clustering, feasible for use within a small educational game studio.

Leveraging Cluster Analysis to Understand Educational Game Player Experiences and Support Design

The ability for an educational game designer to understand their audience's play styles and resulting experience is an essential tool for improving their game's design. As a game is subjected to large-scale player testing, the designers require inexpensive, automated methods for categorizing patterns of player-game interactions. In this paper we present a simple, reusable process using best practices for data clustering, feasible for use within a small educational game studio.

Author/Presenter

Luke Swanson

David Gagnon

Jennifer Scianna

John McCloskey

Nicholas Spevacek

Stefan Slater

Erik Harpstead

Year
2022
Short Description

The ability for an educational game designer to understand their audience's play styles and resulting experience is an essential tool for improving their game's design. In this paper we present a simple, reusable process using best practices for data clustering, feasible for use within a small educational game studio.

Integrando STEAM: A Guide for Elementary Bilingual and Dual Language Programs

This book is a guide for K-12 school leaders and educators who are planning to implement new bilingual and dual language (BDL) elementary programs for multilingual learners in the United States, focusing on the integration of subject matter knowledge of STEAM (science, technology, engineering, art, and math) with biliteracy development goals, both in English and a partner language other than English (LOTE). With this book, we advocate for an integrated STEAM and literacy development approach in BDL Education.
Author/Presenter

Marialuisa Di Stefano

Alberto Esquinca

Idalis Villanueva Alarcón

Year
2023
Short Description

This book is a guide for K-12 school leaders and educators who are planning to implement new bilingual and dual language (BDL) elementary programs for multilingual learners in the United States, focusing on the integration of subject matter knowledge of STEAM (science, technology, engineering, art, and math) with biliteracy development goals, both in English and a partner language other than English (LOTE).