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Fengfeng Ke
Valerie Shute
Kathleen M. Clark
Gordon Erlebacher
Interdisciplinary
Design of Game-
based Learning
Platforms
A Phenomenological Examination of the
Integrative Design of Game, Learning,
and Assessment
Advances in Game-Based Learning
Series Editors
Dirk Ifenthaler
Scott Joseph Warren
More information about this series at http://www.springer.com/series/13094
Fengfeng Ke • Valerie Shute
Kathleen M. Clark • Gordon Erlebacher
Interdisciplinary
Design of Game-based
Learning Platforms
A Phenomenological Examination
of the Integrative Design of Game,
Learning, and Assessment
Fengfeng Ke Valerie Shute
Department of Educational Psychology Department of Educational Psychology
and Learning Systems and Learning Systems
Florida State University Florida State University
Tallahassee, FL, USA Tallahassee, FL, USA
This Springer imprint is published by the registered company Springer Nature Switzerland AG
The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
Acknowledgment
v
Contents
vii
Chapter 1
Introduction and Prior Research Review
Abstract Games are not just a vehicle to enhance learning but a new way of
understanding and organizing learning. The starting point of an optimal integration
of learning and play in the game setting is to identify the salient elements of learn-
ing itself and the inherent learning processes in gameplay. In this introductory
chapter, we discuss relevant theoretical perspectives on the nature of knowledge
and learning that guide the exploration of playful elements in learning and conse-
quently the opportunities for learning that games offer. We then provide a concep-
tual review of prior research of game design and discuss the challenges and the
interdisciplinary nature of educational game development. In the end, we intro-
duce the overall goal, structure, and chapters of this book.
The best way to motivate students to embrace learning is to “make it fun”, and
hence making learning fun seems the most well-known claim on the educational
power of games (Kim, Song, Lockee, & Burton, 2018). Games are structured or
organized play, requiring the player to follow a specific set of rules to tackle obsta-
cles and attain a goal (Klopfer, Osterweil, & Salen, 2009; Suits, 1978). Although
games are typically considered as a high-quality multisensory rendering environ-
ment, the main reasons for the interest in game for learning are not the medium’s
success but the motivation of players and their deep engagement while playing
(Denis & Jouvelot, 2005).
While learning and play are often associated with opposite connotations
(Mitgutsch, 2009), learning and play share a key attribute: Both are challenging,
time-intensive, and interactive processes that require cognitive effort and willing-
ness to acquire new knowledge or skills. Yet people tend to avoid and dislike chal-
lenging learning experiences in the educational setting while engaging in and
enjoying gameplay as a form of hard fun. This observation, along with the interest
in creating intrinsically motivating learning, has triggered the examination of
games as a promising tool and environment for learning. Particularly, prior
learning: a practice that crafts and enacts intelligence and intelligent habits or
ways of thinking constituted in the practice. The intelligent practice, called reflec-
tive inquiry by Dewey, comprises mainly the processes of identifying a problem
(i.e., a quandary that needs to be resolved), studying the problem through active
engagement, and reaching cognitive conclusions as the problem is resolved. The
central facet is the method by which a cognitive conclusion is reached; hence, the
process/action of identifying, actively studying, and resolving a problem, more
than the cognitive conclusion itself, is the item of value (Dewey, 1929; Hiebert
et al., 1996). During the action of inquiry or problem-solving, scientific attitude—
“willingness to endure a condition of mental unrest and disturbance” or that is
capable of enjoying the doubtful—should be deliberately constructed and is alone
worthy of the title of knowledge (Dewey, 1910, p. 13). In view of that, perfecting
the method of inquiry and constructing scientific attitude are more significant to
realize the meaning of knowledge than that of acquiring and utilizing information
and technical procedures.
Derived from Dewey’s perspective is the argument for problematizing subject
matter knowledge (Hiebert et al., 1996). “Allowing the subject to be problematic
means allowing students to wonder why things are, to inquire, to search for solu-
tions, and to resolve incongruities” (Hiebert et al., 1996, p. 12). The conventional
conception of problem-solving typically focuses on the application of acquired
knowledge in realistic situations, whereas problematizing a topic emphasizes knowl-
edge acquisition. Problematizing mathematics, for example, involves treating expe-
riences as problems, examining or manipulating them via overt doing, and
consequently constructing structural understanding that includes insights into the
structure of mathematical objects, strategies for solving problems (both procedures
used for particular problems and general ways of thought needed to construct the
procedures), and dispositions toward mathematics (e.g., seeing mathematics as an
intellectual activity in which they can participate). Notably, real-life problems pro-
vide a legitimate context for problematizing mathematics, though it is only one
context for it. The value of a real-life problem depends on whether students prob-
lematize the situation and whether it offers the chance for students to acquire struc-
tural understanding after problem solving. In other words, the knowledge to be
acquired depends as much on the mathematical ideas embedded in the task (e.g., a
game-based inquiry) as on the way it is packaged. Therefore, the focus of the design
research of learning in games is not only on what subject content or information is
integrated but how core game tasks will legitimize subject-problematizing actions to
generate structural understanding.
In alignment with the aforementioned learning perspectives is the proposition to
establish the learning activity or task as an epistemic practice (Eriksson & Lindberg,
2016). With a similar assumption that knowledge is constituted in people’s actions,
an epistemic learning practice is characterized by open and question-generating
objects (or tasks) with which learners work. Apart from contextualizing a learning
task in relation to students’ everyday interests, it is important to choose and shape a
task so that the students discern that the previous tools and solutions they are famil-
iar with are restricted. When working with the learning task, students get to test
4 1 Introduction and Prior Research Review
The content of a game is its behavior, not the media that streams out of it toward the
player (Hunicke, LeBlanc, & Zubek, 2004). The difference between games and
other design artifacts is that their consumption (by players) is relatively unpredict-
able, because the interaction between players and the coded game subsystems cre-
ates dynamic and often unpredictable behaviors (Hunicke et al., 2004). Gameplay is
hence defined as the structures of player interaction with the game system and inter-
action with other players (Björk & Holopainen, 2005).
Although game design is a frequent theme of textbooks and articles, a unified
design theory diagnosing and predicting the structural relations between desirable
gameplay and game subsystems is still lacking. The mechanics, dynamics, and aes-
thetics (MDA) framework by Hunicke et al. (2004) is an earlier effort contributing
to this aim and describes three sectors of a game system. Mechanics are various
actions, behaviors, and control mechanisms afforded to the player within a game
context. Dynamics refers to the run-time behavior of the mechanics acting on player
inputs over time or gameplay. Aesthetic represents the desirable emotional responses
or experiences evoked in the player. From the designer’s perspective, the mechanics
give rise to dynamic system behavior, which in turn leads to particular aesthetic
experiences. From the player’s perspective, their respective player or aesthetic expe-
riences, such as sensation, fantasy, challenge, fellowship, discovery, and expression,
are brought forth by observable dynamics and, eventually, operable mechanics.
Even though the MDA framework lacks instruction detailing the combination and
proportion of mechanics that will result in variant aesthetic goals, it helps to describe
how and why different games appeal to different players or to the same players at
1.3 Designing Games for Learning 5
different times. It should be noted that in games for learning purposes, the desirable
player experiences are not just emotional responses but more cognitive involve-
ment. However, inadequate game design research addresses the mechanics and
dynamics in relation to the cognitive facet of player experience.
Extending the MDA framework, Salen and Zimmerman (2005) discussed mean-
ingful play as an emotional and psychological experience in a game that emerges
from the relationship between player action and system outcome. Specifically, they
described that meaningful play occurs when the relationships between gaming
actions and their outcomes in a game are both discernable and integrated into the
larger context of the game. Discernable means that the result of the game action is
communicated to the player in a perceivable way. Integrated means that an action a
player takes not only has immediate significance in the game but also affects the
play experience at a later point in the game. In other words, game design is the pro-
cess by which a designer creates an interactive and engaging system to be encoun-
tered and proactively investigated by a player, from which meaning emerges.
Importantly, interactivity afforded by the coded/designed system comprises not
only functional interactivity (or the usability of the interaction interface) but also
cognitive interactivity—psychological, emotional, and intellectual participation
between a participant and a system.
Prior research of game design tends to depict play experience as the product of
coding operable mechanics and observable interactivity. But there is still a debate
between ludology and narratology in the game design literature. In comparison with
the argument for ludology—systems of puzzles, rules, and interactivity designed to
frame play or fun (e.g., Adams & Dormans, 2012; Koster, 2013; Salen, Tekinbaş, &
Zimmerman, 2004)—the narratology proposition (e.g., Jenkins, 2004) emphasizes
the design of narrative structure as the anchor of play experience, describes the
importance of designing environmental storytelling via spaces and artifacts in a
game, and argues that gameplay enacts a personally meaningful story or life experi-
ence whether story is a defining game feature or not.
Recent discussions of game design (e.g., Adams, 2014; Schell, 2014) manage to
coordinate the perspectives of ludology and narratology by arguing that mechanics
(or interactivity) and environmental storytelling (or embedded narrative) in a game,
jointly and ultimately, serve the purpose of experience design. Play or fun is co-
framed by players’ prior experiences, the designed game system, and the emergent
interactivity (dynamics) between the players and the system. Even though compo-
nents of the experience to be designed are well specified in the game literature, the
paths toward the goal are dynamic and murky. Due to such a dynamic and participa-
tory nature of play experience design, mostly game design is based on the intuition
and experience of designers with the infield experimentation and iterative refining.
Descriptive or analytical analyses of the game elements, design rationales, and
experimented design strategies, however, will help to guide the experimentation.
Particularly, empirical and longitudinal research on variant processes of design cre-
ation and experimentation in diverse game design projects will help us construct the
collective knowledge as well as a unified while scalable theory of game design.
6 1 Introduction and Prior Research Review
with existing COTS or serious games (e.g., Annetta, 2010; Dickey, 2007;
Mitgutsch & Alvarado, 2012). Pinelle, Wong, and Stach (2008), for example, dis-
cerned 10 principles of game usability—“the degree to which a player is able to
learn, control, and understand a game”—after reviewing 108 different games
from six major game genres (p. 1453). These usability principles, applicable for
game design in general, are: allowing users to customize video/audio settings,
difficulty, and game speed, allowing users to skip non-playable and frequently
repeated content, and providing (a) unobstructed views appropriate for the user’s
current actions; (b) intuitive and customizable input mappings; (c) controls that
are easy to manage and that have an appropriate level of sensitivity and respon-
siveness; (d) users with information on game status, providing training and help;
and (e) visual representations that are easy to interpret and that minimize the need
for micromanagement. All of these game usability principles are transferrable to
the design practice of educational games and are highly consistent with the infield
experimentation findings of our current project.
On the other hand, there is still a lack of studies, especially design-based ones,
that present infield testing or design experimentation findings governing the
development processes and strategies of educational or serious games (Torbeyns,
Lehtinen, & Elen, 2015; Warren & Jones, 2017). In particular, a rich, data-driven,
and theory-contributing description of educational game-design exploration and
findings should help us develop structural and in situ knowledge of game design.
The studies by Andersen, Butler, O’Rourke, Popović and their colleagues (2011,
2014, 2015), for example, examined variant design features and development
mechanisms, including game objective, level progression strategy, incentive
structure, and scaffolding, of a math learning game (called “refraction”). Based
on the play data of online gamers and the perspectives of human-computer inter-
action and educational psychology, their research efforts and findings helped to
illustrate diverse design challenges, the framework of design solution exploration
and generation, and solution validation/refining strategies during the educational
game design process. In another example, Denis and Jouvelot (2005) conducted
a case study on design strategies that were aimed to reconcile learning and fun in
a video game dedicated to music education. Building on the self-determination
motivation theory (Deci & Ryan, 1985), they explored game design patterns or
features that helped to reinforce competence, autonomy, and relatedness in game-
based learning. Their design-based research contributed tangible heuristics of
educational game mechanics design, such as reifying values into rules to convey
knowledge in interactions rather than static data, providing the player expressive
ways to confront with and test rules, tuning usability so that entry barriers (e.g.,
technical difficulty or the game’s gender bias) that go against the player’s urge to
practice gameplay will be leveled, sequential embedding of novel challenges and
information in game levels to present a positive slope of the learning curve, and
a natural and stealth assessment mechanism of in-game performance. All of these
previous learning integration game design suggestions have shed light on our
design efforts in this current project and have been corroborated by our project
findings.
8 1 Introduction and Prior Research Review
The design of games for learning resembles the innate challenge of entertainment
game design: a definite formulation of gaming behaviors or consequences is diffi-
cult because interactions between players and the coded game system are often
complex, dynamic, and unpredictable. Moreover, play is voluntary and intrinsically
motivating and involves proactive cognitive engagement that allows for the freedom
of effort and interpretation, whereas these characteristics do not automatically apply
to game-based learning (Shute & Ke, 2012). Therefore, existing approaches and
tools for developing entertainment games cannot simply be transferred to educa-
tional games or game-based learning platforms. There are multiple enduring and
distinctive challenges associated with the design of games for learning.
First, problematizing a subject and reinforcing an investigative or epistemic
practice with problem-solving are believed to be crucial to game-based learning, as
discussed above. But not all domain knowledge or topics share the same approach
or advantage in being problematized. Certain learning processes are by nature
abstract and sign-mediated and hence cannot always be situated or contextualized.
Reality isn’t always “fun”—mechanics that impact the dynamics to create the desir-
able emotional responses may negatively impact the game’s ability to recreate the
reality of epistemic practices to be simulated. In particular, we lack understanding
of how to design a game to reinforce purposeful development of abstract or sym-
bolic domain knowledge.
Second, a game is typically an open-ended learning environment that empha-
sizes self-regulated experiential learning as well as reflective inquiry. However, not
all students are by default self-regulated learners or capable of performing sense-
making during game-based problem-solving. Students also differ in their prior
domain knowledge, game skills, motives for gaming, and preferences in relation to
modes of play. Their attention span with textual information in the game world can
be vastly reduced due to the multisensory rendering environment. Given such a
heterogeneous player group and the goal to engage and educate all students with a
single game-based learning platform, designing a motivating while learning-
constructive gaming experience is particularly challenging.
Third, prior research and practice of game-based learning tends to underline a
stealth (or incidental) learning idea. Such a perspective is sensible especially when
only generic scientific attitudes and generic thinking skills are the focus of learning
outcomes. On the other hand, learning by nature is a conscious activity. The desir-
able player responses in game-based learning should not be just emotional but cog-
nitive, metacognitive, and domain-specific. Inclusion of the idea of informed and
intentional learning in games (Annetta, 2010) will entail the integration of gameplay-
coherent learning supports in the game that promote purposeful knowledge con-
struction while maintaining motivation and the game flow. A general game design
framework (e.g., the MDA framework) has to be extended to address these addi-
tional facets of aesthetics or player experience. Corresponding with the inclusion of
1.4 Goal and Structure of the Current Book 9
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Chapter 2
Chronicle of Designing a Game-Based
Learning Platform
2.1 Introduction
Four core facets of game design, governing the heuristics of interdisciplinary col-
laboration, learning-play integration, integrative task and assessment design, and
game-based learning support, have emerged from the thematic analysis of quali-
tative data. The first facet depicts general patterns framing the allocation and
negotiation of collaborative design efforts during every phase of game design.
The second facet sets the tone for the rest of game design with a specification of
core gameplay —what, in which way, and when learning is legitimized by basic
game actions, rules, and settings. The third facet involves a systematic develop-
ment of game tasks that exemplify and assemble core actions in meaningful con-
texts, to not only enable subject-specific learning progressions but also discern
and accumulate performance evidence of competency development. The fourth
facet captures the design endeavors to reinforce players’ motivated and inten-
tional cognitive efforts contributed to game action-based knowledge application
and acquisition.
2.2 Core Facets of Interdisciplinary Educational Game Design 17
Integrating the design perspective about an optimal integration of play and learning
in gaming (e.g., Breuer & Bente, 2010; Rodriguez, 2006) and the argument for
constituting knowledge in actions (Dewey, 1929; Hiebert et al., 1996), coding game
mechanics (or interactivity) evolves around the effort of understanding and organiz-
ing mathematics as inquiry or subject-problematizing practices. As the data illus-
trated, the exploration of core gameplay involves two dimensions: (a) specifying a
series of game actions that embody mathematical learning as an intellectual inquiry
or practice and (b) designing coherent game objectives, obstacles (constraints), and
rewarding rules that legitimize an active performance of these actions by the play-
ers, thus creating the desirable, learning-constructive interactivity between the play-
ers and the game system.
Along with the core game action and rule set are the interactivity interface (or the
player input/output controls) and the game settings (or environmental storytelling)
that should work coherently to foster and motivate emergent functional and cogni-
tive interactivity between the players and the game system. In a game-based learn-
ing platform, a user interface should not only promote an “intuitive” action but also
intermediary, discipline-specific theoretical thinking during the action. Designing
game settings (or a game world) for the learning purpose is more than environmen-
tal storytelling. Game objects and scenarios in E-Rebuild, for example, embody the
external representation of game-based, interactive mathematical problems for the
players to investigate and solve. Therefore, designing gameplay for learning is to
design a series of subject-problematizing actions that are structured by a set of rules
and obstacle-tackling objectives, an intermediary action interface, and a coherent
game world as both the milieu and drive of the actions.
A main challenge of designing games is that their consumption (by players) is rela-
tively unpredictable (Hunicke, LeBlanc, & Zubek, 2004). For an educational game,
the interaction between the player and the coded game system is even more dynamic
due to the anticipated learning interactivity. Differing in their prior competency
status, learning and gaming preferences, and dispositions toward the subject matter
and gameplay, players will differ in their reactions and behaviors in a game-based
learning system. Apart from learning game mechanics and user interface, the play-
ers may be involved in shortcut solutions rather than expected learning actions
(Butler, Andersen, Smith, Gulwani, & Popović, 2015), or they may fail to be purpo-
sive or mindful to generate theoretical thinking from game tasks and actions.
Therefore, support for game-based learning should be designed to not only
reduce the entry barriers (e.g., via training) but also enhance the opportunities of
intentional learning and knowledge acquisition during gaming for diverse learn-
ers. Game-based learning support can be tool- or material-mediated support
embedded in the game or external, human agent-mediated support arranged as
part of the game-based learning environment. The design efforts focus on explor-
ing what, when, and how learning supports are integrated and presented during
gameplay to foster task and action engagement and performance for knowledge
acquisition.
20 2 Chronicle of Designing a Game-Based Learning Platform
E-Rebuild creation is a heavily iterative design process. There are more than 100
published versions of the game, with either major or minor revisions in between
these versions. Below we present a design chronicle recording major developments
and revisions associated with E-Rebuild. Iterative player testing was conducted dur-
ing and across the following design phases.
1. Starting to explore the action of building: In the original version of a build, drag-
ging objects around with the mouse in a top-down view was the only control
mechanism. The objective was to fill a certain percentage of the given space with
shipping containers. The containers were little more than rectangular prisms.
After a given time limit, the space would shake to simulate an earthquake. If the
same amount of containers remained, the level was passed. The objectives were
to quickly simulate an earthquake, track occupied space, and enable container
manipulation in a three-dimensional space.
2. Designing interface of site surveying and collection: In our next iteration, we
decided a fixed view offered limited flexibility and experimented with a first-
person view that would offer the freedom to explore the world and give the
player a sense of presence. Moving items would happen by picking them up. The
player would approach an object, press a key, and carry the item with them. We
also introduced a “stamina” meter to stop the user from carrying items forever.
This was a great improvement from the previous version but not without
compromise. Where the previous iteration required only mouse movement and a
single click, the new control scheme was inspired by the WASD keys control
scheme. This added a total of six keys and constant mouse control. For experi-
enced gamers, this may be second nature, but experienced gamers do not com-
prise the totality of our target demographic (Fig. 2.1).
3. Designing alternative modes of gameplay, controls for building, and initial game
world: After switching to keyboard and mouse movement, we doubled down on
the controls. Items could be held from a distance, and then they moved following
the player at the distance they were picked up. Using another pair of keys, the
player could move the object closer to or farther from the player. An earthquake
was simulated on the platform shown in the mini-map. To complete the level,
players should move a certain number of containers to the platform and maintain
a given height after the earthquake (Fig. 2.2).
A toolbar was added to control many options. A number of tools were available.
These included marking tools (such as freehand, line, rectangle, and ellipse) and
shaping tools, (such as cutting and scaling). We began working on the beginnings of
the building mode of E-Rebuild. The view was static with an unmoveable camera.
This became an issue when working in three dimensions (Fig. 2.3).
2.3 Chronicle of Iterative Design, Testing, and Refinement of E-Rebuild 21
Fig. 2.1 Earliest prototype with the basic item-movement control and a stamina meter
Figs. 2.4 and 2.5 Initial island for the adventure mode of gameplay
7. Chunking the task in the game level: The task is a complex multistep problem
that has many steps that could stop the player from progressing. We tried chunk-
ing the task or game level into sub-goals to guide the player, with a progress bar
showing the distance to the goal. A tutorial level was also created to train the
player on game controls (Figs. 2.10, 2.11, and 2.12).
26 2 Chronicle of Designing a Game-Based Learning Platform
8. Designing another game level featuring the building action at a higher granular-
ity degree and a trading action: With an initial in-field testing study completed,
we began to design the desert level that features the building action at a higher
granularity and complexity level (e.g., via adobe blocks rather than containers)
and a different scene/setting (i.e., a desert). We also added a training action (in
addition to the collection action) with the building materials. Considering the
2.3 Chronicle of Iterative Design, Testing, and Refinement of E-Rebuild 27
Figs. 2.13 and 2.14 Adding a “desert” level featuring building at a higher granularity level
problem-solving help section was added. Levels were also even more discretely
chunked with more frequent performance feedback (Figs. 2.17, 2.18, and 2.19).
11. Adding a “school” episode and more levels: A school setting was added as an
urban environment in which complicated building tasks, such as classroom and
stadium stands building, were developed (Figs. 2.20 and 2.21).
12. Creating cohesive UI: A new UI was created to be cohesive across the game
episodes. The new version opted to use the level chunks as smaller individual
levels, each with a single task to complete with a number of constraints (or
obstacles). This version also saw the immersion of adventure and building
2.3 Chronicle of Iterative Design, Testing, and Refinement of E-Rebuild 29
Figs. 2.15 and 2.16 Trading action and the item movement control
modes—the player does not need to shift between the two modes through a
toggle but has a “fly” mode that fully integrates ego- and exocentric perspec-
tives in the virtual game world. The interface of the collection action was
updated to require action-related mathematical reasoning. The end-of-level,
textual performance review was replaced with a visual, star system. The player
profiles were associated with game user names to help organize their gaming
logs (Figs. 2.22, 2.23, 2.24, and 2.25).
30 2 Chronicle of Designing a Game-Based Learning Platform
Fig. 2.25 Player profile associated with a game user name for log organization
13. Creating a cohesive game world and a new “farm” game episode: The level set
design was updated to be consistent across game episodes. More levels/tasks
were added throughout the game, including a “farm” episode, to better support
the learning and assessment of mathematical competencies specified (e.g., ratio
and proportion, composition and decomposition of shapes, and transformation
of geometric shapes, angle, perimeter, area, volume) while presenting a gradual
learning progression. At this point, the game had 19 levels in four episodes
(Figs. 2.26, 2.27, 2.28, 2.29, and 2.30).
2.3 Chronicle of Iterative Design, Testing, and Refinement of E-Rebuild 35
14. Updating the game reward with a badge system and the UI to foster cognitive
interactivity: The three-star system did not provide enough information to the
payers on their game-based mathematics problem-solving performance. To
promote reflective inquiry, we used a multi-badge system to provide more
detailed feedback on different aspects of the game-based problem-solving
36 2 Chronicle of Designing a Game-Based Learning Platform
performance (e.g., fluency, accuracy, and thriftiness). We also refined the user
interface again to increase cognitive interactivity. For example, in the collection
action, related object information was presented as a tooltip in tables or charts.
The log-in was moved to the server to allow online play on Chromebooks
(Figs. 2.31, 2.32, and 2.33).
2.3 Chronicle of Iterative Design, Testing, and Refinement of E-Rebuild 37
15. New training levels and the movement interface: To better reduce the entry
learning curve and the technical functionality of object maneuvering in a 3D
space, we added more training levels and designed a new item manipulation
system. The new system provides unobstructed views on the item’s three-
dimensional movement to allow easier manipulation and a higher level of
responsiveness. At this point, the game had 43 game levels distributed across
four game episodes (Figs. 2.34, 2.35, and 2.36).
2.3 Chronicle of Iterative Design, Testing, and Refinement of E-Rebuild 39
In comparison with the iterative revisions in the gameplay and level development,
the game logs have remained relatively stable after the core game actions were
specified. This allows for comparison between the older logged play data and the
new ones, as well as the refining and validation of the statistical model for stealth
assessment. Where the game has gotten more complex, the logs have become simpler
during the development process to allow for quicker parsing of data and smaller
file sizes.
40 2 Chronicle of Designing a Game-Based Learning Platform
Originally, nearly everything was logged. The player’s position was recorded
approximately once per second to allow for a heat map analysis of their paths, as
you can see in Fig. 2.37. This required an xml block similar to:
<Auto Position>
<runningTime>2.009376</runningTime>
<Position>(-29.0, 0.8, 42.1)</Position>
</Auto Position>
The log files were flooded with the above entries, which caused problems with
file size and parsing, as well as reading them in a glance. In the next revision, we
removed the auto position recordings. Still, nearly every action was recorded. The
log files (see Fig. 2.38) were more manageable but still required parsing to get to the
variables we used in the Bayesian network. We then further trimmed the log struc-
ture to only include what we would use in the statistical model. The logs (see
Figs. 2.39 and 2.40) then varied by level but could be interpreted in a glance.
2.4.1 Fengfeng Ke
My belief is that mathematics is a way of thinking, and learning is to develop powerful ways
of thinking.
Role and responsibility in the design team I am the principal designer of the
E-Rebuild project and responsible for leading all facets of the design and research
work, including the design, in-field testing, and refinement of E-Rebuild, the man-
agement of the project team’s communication and collaboration, as well as the data
collection and analysis. As an associate professor of educational psychology and
learning system designer at Florida State University, my design and research inter-
ests lie in digital game-based learning and innovative learning environments design.
Besides E-Rebuild, I have participated in multiple other research projects on
game- and simulation-based interactive learning systems.
Personal goal or interest for the E-Rebuild design As a former gamer, I prefer
games that involve puzzle solving and construction. As a teacher and a lifelong
learner, I believe learning is ultimately self-regulated, and teaching is a process of
instilling thinking or lifelong learning skills. These dispositions are naturally infused
into my vision for the E-Rebuild design. As a learning system designer, I think the
vital role of technologies for learning is not offering an alternative delivery media or
a motivation tool but facilitating a new way of understanding and organizing
learning. My goal for designing E-Rebuild is hence not creating a single digital
learning tool but using it as a test bed to examine and refine our conjectures of math-
ematics and learning, to experiment with previous hypotheses governing the inte-
gration between learning and play, and to discern new tools and methods to designing
an active, meaningful learning experience.
investment to the quality of the final artifact, given a tight project schedule. All these
uncertainties, however, got addressed once the mutual understanding of the language,
stances, and concepts were achieved and when we gradually found our protocol to
channeling differing interests and expertise into the tangible working plan.
Role and responsibility in the design team My role in the E-Rebuild project is
primarily related to all assessment-related aspects of the project. For a brief back-
ground, I am the Mack and Effie Campbell Tyner Endowed Professor of Education
in the Department of Educational Psychology and Learning Systems at Florida
State University. Before coming to FSU in 2007, I was a principal research scientist
at Educational Testing Service where I was involved with basic and applied research
projects related to assessment, cognitive diagnosis, and learning from advanced
instructional systems. My general research interests hover around the design, devel-
opment, and evaluation of advanced systems to support learning—particularly
related to the twenty-first-century competencies and STEM content. My current
research involves using games with stealth assessment to support learning—of cog-
nitive and noncognitive attributes. As the originator of the term and technologies
surrounding “stealth assessment,” I’m pleased to see it become more broadly
accepted and used in new research projects (including this current one).
Personal goal or interest for the E-Rebuild design When we began thinking and
talking about this project, prior to funding, our goals were to design a platform that
integrated architectural design and building with evolving and deepening mathemat-
ical understanding. Moreover, this was to be designed and developed in the context
44 2 Chronicle of Designing a Game-Based Learning Platform
of a game with which kids would want to engage and learn. For the past four years,
and across a lot of iterative pilot testing, our original goals are successfully being
met. With regard to the assessment part of the story, we have focused on refinements
to both the local and server-side game logs as a way to capture relevant gameplay
data to inform the math competency model (developed at the onset of the study).
Concurrently, we continue to explore the viability of other data mining approaches
to supplement the stealth assessment within E-Rebuild. Together, the more t op-down
(theoretically driven) stealth assessment approach coupled with the more bottom-up
(empirically driven) data mining approach should provide more accurate estimates
of competency states than either alone. And having more accurate estimates—avail-
able at any time and at various grain sizes—will provide the basis for more targeted
and effective math learning supports in the game, including the automatic selection
of the next best task to provide to the learner based on his/her current needs.
Role and responsibility in the design team I have just completed my 31st year in
mathematics education. I began teaching mathematics in 1987 in an inner-city
Miami high school. I taught mathematics in a variety of public schools in Florida
and Mississippi until 2001, when I was awarded an Einstein Distinguished Educator
Fellowship. During the 1-year fellowship, I worked in educational policy for the US
Senate, and though I did not return to my secondary teaching career afterward, I
decided to pursue my doctorate in Mathematics Education at the University of
Maryland. I have been at Florida State University (FSU) since August 2006. Early
in my FSU career, my research focused primarily on pre-service and in-service
mathematics teachers, with an emphasis on the role of history of mathematics in
mathematics teaching and learning. I currently spend the majority of my time con-
ducting research on the use of primary historical sources in the teaching of under-
graduate mathematics.
My role on the E-Rebuild team is to serve as the “mathematics education expert.”
In this role, I focus on providing support for the mathematical content both within
the game itself and within the various forms of assessments used in the project. The
content that informs the game and the assessments were—in the first development
of E-Rebuild—based upon the Common Core State Standards for Mathematics
(CCSS-M). However, as the game has developed, we included attention to the
Florida Mathematics Standards (FMS), and we do so because the game is currently
and primarily tested with Florida mathematics teachers and students, and we must
be cognizant of the minute differences between CCSS-M and FMS.
Personal goal or interest for the E-Rebuild design I was initially drawn to the
E-Rebuild project—particularly from the students’ perspective—because I often observe
limited appropriate use of multimedia tools (e.g., appropriate web tools, electronic or
Internet-based games, computer software, etc.) to promote middle grade students’ learn-
ing of mathematics. I was excited by the potential of E-Rebuild as a means by which
students would learn or, possibly practice, not only core mathematical concepts
46 2 Chronicle of Designing a Game-Based Learning Platform
(e.g., ratio and proportion skills, properties of geometric shapes and determining their
area, perimeter) but solve problems in a contextually rich and meaningfully engaging
game environment.
My experience with the E-Rebuild game itself has been one of healthy skepti-
cism. I have never been a gamer, so this may contribute to my skepticism, at least to
a small degree. That said, I find myself thinking about the numerous variables that
have the potential to impact the student learning experience as they play E-Rebuild.
For example, are the directions clear for the student in each game level? Is the game
visually and structurally appealing to young learners? What are the connections that
students make with regard to the mathematical concepts that they meet in the game?
What does the context and gameplay environment contribute to students’ engage-
ment with mathematical ideas? In my observations of student gameplay, I have
noted a high level of student frustration from the perspective of game design fea-
tures and not from the perspective of mathematical content. Thus, this prompts me
to think about how little expertise I have with regard to game-based learning—or
educational games in general—because I wonder about the amount of unproductive
struggle students experience with game features and how this may detract from the
role of productive struggle when solving the mathematical problems imbedded in
the game. And, due to my lack of expertise in “stealth assessment,” I do not under-
stand how the components of these more affective experiences with E-Rebuild may
factor in to whether students are learning as a result of their E-Rebuild play.
Perceptions of interdisciplinary design of E-Rebuild I have participated in a
number of interdisciplinary projects. I continue to be energized by the way in which
experts and practitioners from different disciplines and fields come together to cre-
ate, design, and test instructional tools (e.g., curriculum, materials, interventions) to
promote student learning. There are several meeting structures used within the
E-Rebuild project: Some are focused specifically on design of tasks, levels, and
episodes that comprise the game itself. Other meetings are focused on the inherent
mathematical concepts, skills, and problem-solving situations at the core of the
game, as well as the components of the architectural design elements that contribute
to the underlying mathematics. Regardless of the purpose or goal of any given
design meeting, I have found the discussions to be interesting, and they challenge
me to try to find ways in which I can learn as much as possible while also drawing
on my mathematics education background in order to contribute in optimal ways.
I believe the most challenging aspect of the design meetings has been navigating
the various communication styles within the group. We often assume we have
“taken-as-shared” knowledge, and since we do not, it often takes us several itera-
tions to operate with the same (or at least similar enough) knowledge. I have always
taken my own notes during the numerous meetings in which I have participated over
the years (though I often felt I was the only one—perhaps because I was the only
one who needed to!), and these have been helpful in being able to feel that I can
keep up with the various aspects of the E-Rebuild work. I think that consistent
use of agendas and assigned tasks for regular meetings would have been beneficial.
2.4 Researcher Positionality and Reflection Notes 47
For example, by scheduling and planning specific tasks and agenda items, I believe
a more equitably distributed range of ideas and foci would be addressed in the
meetings.
Perspectives of interdisciplinary design and research for educational game devel-
opment I am intrigued by the notion of what we can learn from the d evelopment and
the use of educational games in the learning of mathematics. I think there is much more
that we can know (and, consequently, contribute to the field) with respect to student
learning and E-Rebuild gameplay. However, as a qualitative researcher, I believe that
we must continue to conduct student and teacher interviews to better understand the
student experience with E-Rebuild. Additionally, the various teacher experiences are an
important part of this inquiry. Students have played E-Rebuild as part of the regular
mathematics classroom activity, in non-mathematics classrooms, and within after
school and summer camp contexts. I believe it is wise to investigate the ways in which
students have played E-Rebuild in these different formal and informal contexts and
work to understand the assessment results with these different implementation lenses
in mind. I think there is great potential for the results of these investigations to assist us
in focusing on further game design and development to maximize the potential for such
a tool to improve middle grade students’ nonroutine problem-solving abilities.
In my view, a perfect educational game should improve player skill (in an idealized situa-
tion) without the player being aware of the purpose of the game. Not unlike good advertis-
ing which influences the actions of a person without that person being aware of the ad.
Role and responsibility in the design team The E-Rebuild project team was
formed in 2011, and I participated from the onset. My role in this project is to ensure
that the team applies sound game design principles during the development of the
game and help manage implementation of its game mechanics. Prior to my arrival
at FSU, I was a researcher at NASA Langley and at the Institute for Computer
Applications in Science and Engineering. During that period, I conducted theoreti-
cal and computational research in the field of turbulence. In 2009, I created a first
course on Game Design at FSU, which attracts undergraduate and graduate students
over a wide range of science and nonscience departments. I have often felt that
properly designed games could help students achieve more of their potential and
mathematics is a natural subject matter given my background. I am currently Chair
of the Department of Scientific Computing at Florida State University, an interdis-
ciplinary department whose mission is to develop computer algorithms with appli-
cations in the applied sciences. Since 1996, I have been involved in computational
science, developing algorithms in the fields of visualization, GPU programming,
flow simulation, and more recently in computational neuroscience and deep learn-
ing. Over the past 30 years, I have been exposed to many frameworks, software,
computer languages, and technologies, which has helped me develop the skills to
interact with researchers in different fields.
48 2 Chronicle of Designing a Game-Based Learning Platform
Personal goal or interest for the E-Rebuild design In the early stages of the project,
I envisioned that we would eventually develop an exciting and engaging game that
middle-school students would want to play and as a result undergo a gradual improve-
ment of their mathematical skills. The game would adapt to the player, choosing sce-
narios and tasks commensurate with the player’s ability. This would be accomplished
through the collection of data (player movement, mouse clicks, imagery) that would
then feed into an assessment system that would measure the mathematical proficiency
of the player. Together with player history, new scenarios would be generated, adapted
to each player. Through a team effort, the game evolved somewhat differently. School
teachers would be responsible to creating the scenarios and tasks appropriate for their
students, and the players would be aware that the game was meant to improve their
mathematical skills. We have been refining the competency model and field-testing the
game to validate the model and ensure that the students are indeed improving through
gameplay. At this time, my goals are more ambitious. The difficulty of finding enough
participants to test the game and model leads to the idea of creating a synthetic player
based on machine learning principles with a “brain” that can adapt to gameplay.
Although this brain would be a poor facsimile of a human brain, my hope is that it
would learn in different ways and at different rates depending on the sequence of tasks
and scenes presented, and this would lead to insights into further game improvements.
At this stage, this remains just a vision for future research.
immersion into the game. There was disagreement on all of these aspects, which
eventually were resolved. The cases that remained open were decided via testing by
the students. Overall, I enjoyed the meetings, gaining an appreciation of other fields
of study and how they related to ideas presented.
References
Almond, R. G., Mislevy, R. J., Steinberg, L., Yan, D., & Williamson, D. (2015). Bayesian networks
in educational assessment. New York: Springer.
Breuer, J., & Bente, G. (2010). Why so serious? On the relation of serious games and learning.
Journal for Computer Game Culture, 4(1), 7–24.
Butler, E., Andersen, E., Smith, A. M., Gulwani, S., & Popović, Z. (2015). Automatic game pro-
gression design through analysis of solution features. In April (Ed.), Proceedings of the 33rd
annual ACM conference on human factors in computing systems (pp. 2407–2416). New York:
ACM.
Dewey, J. (1929). The quest of certainty: A study of the relation of knowledge and action.
New York: G.P. Putnam’s Sons.
Eriksson, I., & Lindberg, V. (2016). Enriching ‘learning activity’ with ‘epistemic practices’–
enhancing students’ epistemic agency and authority. Nordic Journal of Studies in Educational
Policy, 2016(1) Retrieved from: https://www.tandfonline.com/doi/full/10.3402/nstep.v2.32432.
Giorgi, A. (2009). The descriptive phenomenological method in psychology: A modified Husserlian
approach. Pittsburgh, PA: Duquesne University Press.
50 2 Chronicle of Designing a Game-Based Learning Platform
3.1 Introduction
There has been a growing recognition that the process of designing and developing a
computer-supported, highly interactive learning system in general and games or simu-
lations for learning in particular, is by its very nature an interdisciplinary and challeng-
ing task. Prior works of design science and serious game design highlight the importance
for learning and game designers to record, identify, and distribute not only detailed,
contextualized design narratives but also higher-level, distilled design knowledge such
as design patterns (Pratt, Winters, Cerulli, & Leemkuil, 2009; Winters & Mor, 2008).
A design pattern is a high-level specification for a solution methodology to a
design problem, by specifying the particulars of the problem and highlighting recur-
ring solutions that are field tested in real-world application development. In this
chapter, we provide a reflective and analytical description of the interdisciplinary
design activities of E-Rebuild, identify driving design questions and salient design
patterns that capture and frame the essence of E-Rebuild development, and discuss
distilled meta-generalizations that help to decompose the interdisciplinary learning
game design processes to inform future work related to design, research, and
deployment.
The design meeting notes, sketches, aids, paper and electronic prototypes, as
well as conversation emails during the E-Rebuild project have all been archived.
Iterative and reflective interviews were also conducted among design team mem-
bers. Adopting the phenomenological qualitative research approach (Moustakas,
1994), we have conducted a thematic analysis to explore salient themes or patterns
that capture the nature and features of design choices and actions by the interdisci-
plinary design team. While coding salient themes emerging from the data, we have
also referred to the prior research in the field of design science when seeking the
boundary and meaning of a theme or pattern. The description of salient patterns of
interdisciplinary game design in this chapter provides a contextualized design nar-
rative/account of core design processes along with an analytical synthesis of core
design pattern elements—a design problem statement with its context and specif-
ics, the solution or technique (with its key structure or mechanism) to solving the
stated problem, and the pattern of transferring or scaling this design solution or
design move.
During the design of E-Rebuild, a variety of driving questions or problems initi-
ate the negotiation of the design plans and the coordination of the design knowledge
among interdisciplinary team members. It then takes interdisciplinary cases/exam-
ples exploration, infield testing, and iterative refinement for the team to settle on a
design solution. Moreover, design leadership during the decision-making takes on
an important role in the project management, especially within a constrained
timeline.
The notes portray a design inspiration that seeks a gameplay that can unify or align
with mathematical content and math-related architectural practices. Such a gaming-
driven design exploration, however, has been found by the content experts and
instructional designers in the team as incapable of capturing the depth and multifac-
eted nature of content learning. It prioritizes certain mathematical competencies or
levels of learning (e.g., composing and decomposing geometric forms for concep-
tual understanding) while ignoring the others (e.g., problem-solving that involves
area, volume, or unit rate computation).
As an alternative and refinement, the team shifted toward domain content and
architectural design as the dynamic starting points. In particular, we started by
developing graphical competency models to outline the structure or typology of
targeted mathematical competencies. Each node in the math competency model rep-
resents a performance objective and highlights learning actions. Exemplary mathe-
matical context problems for each node were also gathered. The practice of
composing child nodes or decomposing a parent node along with their supporting
mathematical problems has helped us conceptualize varied tasks or quests with cor-
responding actions within the game (Fig. 3.1).
Meanwhile, by referring to a pre-developed Architecture and Children Pilot
Curriculum by Dr. Anne Taylor (our architecture and design education expert in
the team), we drafted an Architecture Terms and Principles document that gathers
basic architectural concepts and skills that may relate to mathematical thinking.
This 24-page working document, illustrated in Figs. 3.2 and 3.3, provides
definitions and descriptions with rich visuals and real-life examples. Similar to
54 3 Interdisciplinary Design Activities and Patterns
the mathematical competency model, this manual also highlights the componen-
tial performances and actions when synthesizing the skills architects and design-
ers depend on. Given these features, this manual has served as a handy manual to
frame not only the task development but the game world and object design in
E-Rebuild.
The simultaneous exploration of the targeted subject domain and content-relevant
epistemic practices has helped the project team better delineate the design problem
space—an externalized representation of the multifaceted design goal of E-Rebuild.
Given this clearly defined, action- or performance-themed design problem space,
the team then began anew and were productive in searching, selecting, and assem-
bling the necessary gameplay components (e.g., core actions, rules, and backdrop
missions) to further frame the design goal and the problem space from a “gaming”
perspective.
Design pattern summary Defining the design goal of the simulation-based learn-
ing game is the delineation of a multifaceted, interdisciplinary design problem
space. The framing of the problem space is initiated by a synchronized modeling of
domain-specific competencies and the cataloging of simulated epistemic practices.
Modeling and cataloging should highlight the fundamental performance expecta-
tions and supporting actions for content representation and practice simulation. The
competency-driven, action-themed design problem space will then drive the explo-
ration and selection of gameplay that captures and unifies content learning and
simulated epistemic practices.
TABLE OF CONTENTS
4. SPATIAL RELATIONSHIPS
6. LANDSCAPE DESIGN
Line (1D) - a geometrical object that is straight, infinitely long and infinitely thin.
Plane (2D) - a flat surface that is infinitely large and with zero thickness.
Volume (3D) - volume is the measure of the amount of space inside of a solid figure.
Circle - a2 -dimensional shape made by drawing a curve that is always the same distance from a
center.
Sphere - a3 -dimensional surface, all points of which are equidistant from a fixed point.
Figs. 3.2 and 3.3 Table of content and exemplary pages of the “Architectural Terms and
Principles” document
56 3 Interdisciplinary Design Activities and Patterns
the core game mechanics of E-Rebuild. The discipline-specific design cases and
ideas were typically presented by a discipline expert, reviewed and commented on
by the team at design meetings. Shared and prominent ideas emerging from these
reviews and discussions were then aggregated to be paper-prototyped as the initial
version of gameplay.
Treating architectural design as the epistemic practice of mathematical concep-
tualization and problem-solving, the team started by listing the key elements and
actions of architectural design and those of mathematical reasoning. The team also
searched for architectural design and construction cases that inspire the selection of
salient actions for intellectual gameplay, as illustrated by the following design notes
documented after several rounds of architectural design case discussion.
Can we simulate the “building block” and landscape-management design ideas
from the New Zealand earthquake rebuild project (https://www.psfk.com/2012/12/
shipping-container-mall.html)?
• Building blocks (tools: math tools, design tools, building tools, shape/texture).
• Building actions: Navigating/exploring, drop/drag/customize, watch/predict/
reflect, drawing and modeling (outside the game or using mixed reality)?
• Building tasks (reflecting a bottom-up approach, integrating Anne’s ideas and
content in the Architecture and Children Pilot Curriculum):
Architectural floor plan design—Bubble diagram and a related task: Designing
a fast food vegetarian restaurant (spaces only, without equipment) with pre-
design exercise (such as decorating a shoe).
Structure in architecture (arch, triangle, asymmetrical vs balanced) and a related
task: Building a space frame structure for the roof of the picnic shelter with
pre-design exercise (e.g., toothpick puzzles).
Form in architecture or architecture in nature (may involve measurement, data
interpretation, scale, and proportion) and related tasks: Using organic struc-
tures in nature in a “fantasy” architectural structure for the “moon,” with
pre-design puzzle (scavenger hunt for basic geometric shapes and forms in
nature) or designing a “people’s” bridge across the canyon to build a jogging
and bike path (designing and modeling natural, beam, suspension, or arch
bridges).
Visual design, creative design.
Landscape, city planning.
• Building tasks (reflecting a top-down approach).
Building blocks and site planning—Using given building objects (e.g., shipping
containers) to complete the construction of a site (e.g., a village). This exer-
cise involves the organizational principles of design (e.g., Symmetry, Balance,
and Proportion) and a basic understanding of the geometric concepts of
shape and transformation (e.g., reflection, rotation, and dilation).
Reference: Architectural Ordering Principles (document is uploaded to the
project site)
58 3 Interdisciplinary Design Activities and Patterns
Architectural
system Math system Gameplay element
Primary elements: Geometry: Reviving an architecture demolished during
Point, line, plane, 1D to 2D to 3D earthquake—Jigsaw game: Recomposing an
volume shapes architectural structure via the scattered elements/pieces
Area, perimeter,
and volume
Properties of forms: Geometry: Scavenger hunt game: Collecting building items in
Shape, size, color, Shapes varied forms and properties
texture Area, perimeter,
Position, and volume
orientation, visual Proportion
inertia
As the above design note portrays, a real-life post-quake rebuild story, including
architectural building elements, actions, and tasks, have driven and inspired the
selection of applicable types of gameplay. In addition, a purposeful exploration of
the association between architectural and mathematical elements leads to the selec-
tion of gameplay that helps unify the math learning and architectural building
actions.
On the other hand, the learning system designers and game programmers in the
team were concerned that the performance of certain architectural building ele-
ments, such as creative and visual design or landscape and city planning, were not
only beyond the scope of the design goal but also hard for the digital gaming system
to gauge. There was also a concern that a variety of differing game mechanics
derived from the simulation and representation of varied architectural building tasks
and principles would lead to a lack of focus and consistency in gameplay and hence
diminish engagement. Instead, members of the team proposed that only one or two
gaming actions be deployed, as suggested in the following design note:
A player is given a set of materials and must create a structure. Performance is evaluated
in the game by the number of waste materials left over, time to completion, and structural
soundness of the structure. Peers can also rate the aesthetic beauty/originality of the
structure. There can be several constraints in E-Rebuild, such as 1) amount of materials,
2) strength of materials, 3) weight of materials, 4) variety of materials, 5) time, or 6)
building specifications. Let’s take constraints 1 and 4. In this case, assume that the player
is given 1000 cubic feet of oak wood and 100 square feet of glass. Based on these
constraints, the player must decide how to build a house.
This game design corresponds to a measurement core mechanic. A person must
create a blueprint of the structure that will be used to cut the materials to be used for the
structure. This blueprint specifies the dimensions of every element in the structure. A
player sketches a blueprint with a pencil and paper outside the game. With the blueprint
created, the player enters every unique component (e.g., material, quantity, dimensions) of
the structure into a menu within the game. An exemplary entry might take the form: wood
board, 50, 2 X 4. The material is always determined by the materials given in the problem
(wood, glass). Then the game automatically “cuts” the materials. I do not think the player
should cut material as this would get very tedious and repetitive. Once the materials are
cut to size, the player must assemble the materials using the mouse and the blueprint.
3.2 Core Design Patterns and Activities 59
In this design proposal, the core game mechanic is measurement, which consists of
the secondary mechanics of structure planning/sketching, material cutting, and
material composing. The core gameplay rules are design constraints such as effi-
ciency, thriftiness, and soundness. These ideas support simplicity and intrinsic con-
tent integration. Yet the practice of a major gaming action (e.g., blueprint sketching)
outside the game world may lead to the interruption of game flow. The menu input
for the cutting action led to a “design” action that felt like a mathematical drill that
was tedious.
By integrating the aforementioned two interdisciplinary perspectives, we decided
to focus on three core architectural design actions and constraints that identify and
unify the most dynamic processes of architectural building and mathematical rea-
soning and are in-game play. These core actions included (a) gathering materials
(including site surveying, material collection, and transformation), (b) crafting
(measurement + cutting), and (c) building (with given design constraints, evaluated
according to thriftiness and sturdiness). These core actions and rules defined the
first version of E-Rebuild, which was prototyped, user tested, and evaluated based
on the feasibility, playability, and learning-necessitating potential. After iterative
prototyping and user testing, the material crafting action was later replaced by a
material-trading action; an allocation (of space) action was added later.
Design pattern summary Gameplay exploration consists of identifying gaming
actions and rules that (a) discern and unify the most dynamic and engaging pro-
cesses of the performance systems to be simulated, (b) are feasible (e.g., being actu-
ated and assessed in the game), and (c) are streamlined and scalable (to compose
diverse tasks or scenarios). The gameplay exploration is driven by sharing, review-
ing, and aggregating interdisciplinary task examples and design cases. A purposeful
mapping of the association between applicable game mechanics and the design
cases/tasks proposed, along with the subsequent prototyping and user testing, will
then help to classify and consolidate the game mechanics.
proposition was executed and infield tested. The team agreed that an intermediary
interface (e.g., text entry) helped enhance game-based learning engagement.
Tool development for the simulated design practice and mathematical problem-
solving in E-Rebuild was another salient process experiencing iterative review and
refinement. For example, a cutting/scaling tool that “cut/scale items along the three
coordinate direction x, y, and/or z” was proposed as the following development note
outlined:
Scale and cutting tools: Using a drag-and-highlight tool to click on the vector points of
the original object (click the right area, then the area would glow to show the tolerance)
to define the x, y, z value of the target cube, or to define the radius of the target sphere, or
the other relative key values of the other geometry forms, to have it scaled or cut.
Coding game objects and developing the log structure are salient, interactive
processes that frame the 3D game world and in-game learning/performance assess-
ment. When coding major game objects, the team co-explored and outlined the
types, key properties, and associated basic functions of game objects based on (a)
an architectural building scenario script that describes and visualizes the exemplary
landscape of E-Rebuild (see Fig. 3.5) and (b) the targeted mathematical concepts
outlined in the aforementioned competency model. A constructional item object, for
example, can be outlined in the features of forms (e.g., cuboid, cylinder, triangular
prism, along with the basic functions of transforming, cutting, and scaling), physics
(e.g., friction, bounciness, density, and joint strength), materials (e.g., stone, wood,
brick), mass (e.g., solid or hollow), size (e.g., height, width, depth, radius, base,
angle), position, and occupancy (livable or not, empty to not). The key properties
and functions of each object class were then refined during the game programming
phase to better align with the interface of the Unity 3D development system.
Based on the defined object classes, the game programming sub-team then
drafted the game log structure that would drive the capturing of game performance
and provide the gameplay data to be mined for game-based learning assessment.
This log structure (see Fig. 3.6) was then reviewed and refined by the educational
measurement experts in the team to ensure that the actions and states logged were
in line with the task model, which was developed alongside the competency model,
Fig. 3.5 An Exemplary scenario script document of E-Rebuild. Historic Rural Southwest
Scenario: Adobe making yard with stacks of some adobes and mud pile, Basic landscape and not
many trees, Kiva with ladder, Mountains in the background, Orno ovens in yards, Plaza with rec-
tilinear or square adobe houses around it, Water of some kind…old-fashioned well and pumps,
White church with graveyard, Sheep herd. Suggested Uses of Elements for Design: Adobe bricks
(pick a size and this will be a great math problem), Mud for mortar, Sun for drying adobes
3.2 Core Design Patterns and Activities 65
and to provide sufficient high-quality data for a stealth assessment of the targeted
mathematical competency development.
Assessment of game play success was a major execution challenge that con-
fined the breadth of the previously defined game task evaluation and reward mecha-
nism (see Fig. 3.4). Detecting and scoring the player’s architectural artifact in the
game world was challenging mainly due to the conflicting demands of creativity
and feasibility. For example, a fully computerized evaluation of a 3D free-form
object based on the full set of architectural design and visual principles (e.g., sym-
metry, hierarchy, rhythm, transformation) involves developing and coding an
extremely extensive (if not interminable) list of measurable/observable features in
order to concretize the aesthetic representation, leading to endless programming
and debugging work of the task assessment. To confine the evaluation space, clear
and measurable design parameters were further delineated, prototyped, user tested,
and iteratively refined. The occupancy, position, size, and shape (or form), in rela-
tion to the limits of material, time, and living needs, were settled by the team as the
core design parameters for the evaluation of a built architectural structure. The
sub-team of game programming and the scientific computing experts then led the
discussion and the crafting of the specific formula for computing/scoring a build-
ing task (see Fig. 3.7).
Design pattern summary Design execution is a critical phase during which the
team reviews and gauges the integration and balance of feasibility, learnability, and
playability of each and every design proposition for the game mechanic, in-game
learning, and assessment. Mainly via iterative prototyping in game engine, interdis-
ciplinary expert review, and infield user testing, the team selects design features that
integrate learning and play given limited time and resources and better plan the
technical details that frame the interactive game world, user interactions, and the
interaction performance logging and scoring.
Exploration of the design solution The team had tried to integrate a post-
quake-themed narrative, introduction of basic game rules and actions, and initia-
tion of mathematical conceptual learning when designing the initial game level,
as portrayed by the following design note:
The protagonist is trapped in a hole and needs to get out. All that is available are some
wooden blocks. The protagonist then needs to cross a river and all that is available are
some branches. (Initial problem/task used to train the actions of moving, rotating, and
stacking items.)
The protagonist comes across some victims who need a home built before a heavy rain
comes in. (Second problem—for mathematical problem-solving)
The victims can include four types of being, human adult, human child, animal adult,
and animal child, or animal above and under a specified weight. A human adult has a
standard requirement of space or cubic space (area or volume); the other three beings
will require different proportions of standard (cubic) space.
The site or the safe plane available for the home construction is limited (e.g., only 300
square feet, in certain irregular shape).
The protagonist comes across some victims who need a dam built before a river gets too
high and floods the village (Another problem for a future level, potentially).
The protagonist comes across some villagers who complained about their homes or
shelters as lacking light or in wrong direction toward wind, in comparison against their
neighbors (so in need of transformation such as rotation, reflection, or translation); some
68 3 Interdisciplinary Design Activities and Patterns
others complained about the size of their homes, wanting them to be scaled up (other
problems for future levels, potentially).
Based on the above design note, we then developed a mock-up of the initial game
level that encompassed the prototypes of the game world (e.g., earthquake simula-
tion, blocks and containers as the building items, and victim characters), basic gam-
ing actions (e.g., collecting and maneuvering items to build, allocating victims to
the built structure), constraints/rules (e.g., time, materials, design parameters, and
living space requirements), user interface (e.g., a help panel, feedback, a measure-
ment tool), and evaluation rules of the structure built (e.g., checking whether the
size/location/direction replicates the pre-quake model to 90%). Specific mathemati-
cal context problems embedded within the game levels were drafted by the mathe-
matical education expert in the team based on a collection of state and common core
test items for middle-school students. An exemplary draft/sketch of a game-based
math problem along with the design notes are provided below (Figs. 3.8 and 3.9):
Building a shelter via shipping containers to accommodate the victims saved:
16x10 + 8π square meters open space for potential construction, 67 people (40 children,
20 adults, 7 pets), 16 small containers (6 x 3 x3), and 8 big containers (12 x3 x3)
requiring 5 meters higher than the base for living space
Minimum space for pet, child, and adult: 1:2:4
Maximum space for pet, child, and adult (meaning numbers bigger than this maximum
will not influence living being’s happiness any more): 2:4:8
The mock-up was iteratively refined through user testing with a small group of
middle-school students in a local school’s after-school program. It then served as
the initial archetype for the development of additional game levels.
3.2 Core Design Patterns and Activities 69
Structuring and navigation To plan and explore the structure and navigation of
game levels, the team referred to instructional design strategies (particularly elabo-
ration theory, Reigeluth, 1992), prior work on flow experience in gaming (e.g.,
Csikszentmihályi, 1990; Kiili, 2005), and discussions of evidence accumulation
across tasks in the evidence-centered design approach (Mislevy, Almond, & Lukas,
2003). A conceptual framework on how to sequence and navigate levels based on
the embedded math competencies, the highlighted architectural design scenarios,
70 3 Interdisciplinary Design Activities and Patterns
Fig. 3.10 Game level sequencing and its integration of math competencies and design scenarios
and the difficulty index of tasks, was then drafted (see Fig. 3.10). We then proposed
that the player could proceed across levels by (a) exploring tasks of the same archi-
tectural design scenario and same subset of math topics but varied difficulty levels,
and then advancing to a different scenario with different subsets of math topics (as
portrayed by the blue line in Fig. 3.10) or (b) exploring varied architectural design
scenarios along with different sets of math topics at a similar difficulty level and
then advancing to more challenging tasks (as portrayed by the red line in Fig. 3.10).
Path a or b can be set by the computer as a fixed, linear sequence for all players.
Alternatively, the game could allow the players to self-choose a path, to skip certain
levels, or even to explore any levels without a sequence/path.
The team was indecisive as to which path to employ. Path a appeared to be more
aligned with E-Rebuild level development sequence and hence was executed first in
our initial infield feasibility studies with 66 6th–7th graders in their science or math
classes. The infield observation indicated that players differed in their gameplay
progress and naturally shared/compared their gaming experiences. While some
remained stuck in Scenario 1, others had proceeded to Scenario 2 or even Scenario
3. The former group demonstrated obvious frustration when their peers showed off
the new game landscapes and items. Besides, not all students managed to complete
all scenarios within the study sessions and hence process all embedded mathemati-
cal concepts, which made it challenging to accumulate sufficient evidence or data
across tasks for the game-based math competency/learning assessment. This also
reduced the potential to provide an equivalent access to game-based mathematical
learning content. Given these infield findings, we then switched to Path b in the later
infield implementation studies and found that the aforementioned issues resolved
themselves. Another infield finding from our design experiments with the game level
3.3 Constructive Conflict, Group Synergy, and Leadership 71
structuring and navigation was that middle-school students were not adaptive to the
open-ended task structure and frequently requested help with chunking and sequenc-
ing steps of the design problem-solving in a game level (Ke et al., 2017). Even
though some E-Rebuild team members had argued for the sense of autonomy
afforded by a nonlinear navigation with the player choice, our experimental findings,
consistent with prior research (Kim, Almond, & Shute, 2016), implied that nonlinear
gameplay did not produce better game engagement or task performance but could
negatively impact the evidence accumulation for game-based learning assessment.
Therefore, a linear gaming structure was adopted.
Design pattern summary In a learning game that aims to incorporate content
learning, authentic problem-solving, and stealth learning assessment without inter-
rupting the game flow, the structure and navigation of game levels should be
designed to scaffold play, learning, and assessment simultaneously. Specifically,
the initial game levels should train the player on core game mechanics and frame
the backdrop mission or theme narrative that embed, represent, and contextualize
domain-specific concepts or problem-solving. Game structuring, encompassing the
structuring of targeted competencies, scenarios, and tasks variant in difficulty,
should scaffold conceptual or skill development as well as evidence accumulation
for learning assessment. Game-based navigation or learning path should be selected
and dynamically adjusted based on learners’ response and performance during the
infield testing.
Aside from the aforementioned salient design processes and patterns, constructive
conflicts, group synergy, and leadership were three emerging, prominent themes
found to advance segmented multidisciplinary perspectives and skills toward coher-
ent interdisciplinary design. They developed given purposeful preparations that
took some effort. These preparations involved (a) confronting and discussing issues
of scope and definitions to frame a common design goal or space, (b) using a com-
mon set of design aids to identify linking points between disciplinary propositions
and activate group synergy in the solution exploration, and (c) building participative
and transformational leadership to reduce deconstructive conflict and create effi-
cient decision-making.
Exemplary design cases in architectural and learning games were used as the
“seeds” or the design aids to help the team identify linking points between disciplin-
ary propositions and activate group synergy in the solution exploration. The follow-
ing project meeting note highlighted the usage of design examples as the starting
point for the team to identify the linking points between disciplinary propositions
and activate group synergy in the solution exploration:
9/28
We have decided that before next meeting, we will further explore gaming tasks and core
mechanics of E-Rebuild by reviewing the Bridge! Construction game, Minecraft, and
Google SketchUp. The following is a suggested list of design questions to be considered/
addressed during the review.
What are the major game mechanics? Is it given resources and design constraints,
build or compose architecture?
3.3 Constructive Conflict, Group Synergy, and Leadership 73
Table 3.1 An exemplary sketch specifying gaming and scientific computing vocabulary
Building items (gaming) Objects (scientific computing/coding)
Forms Forms: cuboid, cylinder, sphere, triangular prism,
cone, pyramid
Transformation, cutting, scaling
Materials (e.g., stone, wood, brick, and Physics: friction, bounciness, density, joint strength
steel, glass?)
Solid/hollow Mass (Can hollow objects be cut? Center of mass?)
Size Height, width, depth, radius, base, angle
Positioning
Livable space Occupancy
What is the potential of mixing survival mode (speeded construction task) and creative
mode (simulation mode in which one can test the construction product with the
earthquake tool)?
Game actions: Moving, stacking, cutting, and scaling? Model sketching within the
game?
Rule: Limit of constructional items as a constraint of design? Reward the level pass
with more inventory items?
Will a building block (e.g., a cube or shipping container) be given by the system? How
and why should the system give the player shipping containers? Any story element?
What game rewarding system?
How will the tools be given to players, one at each game level, or once for all at
beginning?
How will players learn to play?
We have decided that each teammate should present a design sketch or a written
document to address the above questions and then have all thoughts synthesized during
next meeting.
As the above design note illustrates, the E-Rebuild team resorted to participative
design practice that values the input of every team member and holds everyone
responsible for design brainstorming. A prerequisite of such a design style was the
lengthy discussion and congregation of each and every perspective in the project
meetings, extending the duration of the group meeting. Frequently, a common syn-
thesis could not be reached, and the meaningful negotiation was abruptly stopped
when a meeting adjourned. To increase the efficiency of decision-making and ensure
the design discussion would be thorough, we divided the whole team into groups
based on major design responsibilities, with each group led by a disciplinary expert.
We also separated the design meetings into two sections, the whole-project meeting
and the sub-team design meeting. At the former ones, we focused on the big picture,
sharing the reports of every sub-team and conducting high levels of communication/
decision-making to accomplish design goals. Smaller and detail tasks were dele-
gated to each sub-team who would hold separate sub-team design meetings to fully
74 3 Interdisciplinary Design Activities and Patterns
References
Abstract A common skepticism about educational games is that learning and play
are frequently not well integrated—the skill or content to be used and learned lacks
a semantic or meaningful relation with the fantasy and challenge elements and can
be easily swapped without influencing gameplay. In this chapter, we describe and
analyze design challenges associated with the core components of gameplay—
game mechanics and the narrative scheme as it relates to learning—and review the
gameplay design propositions and infield test findings of E-Rebuild. Via a retro-
spective investigation of design features and strategies in terms of learnability and
playability (i.e., capability of activating knowledge-based cognitive performance
without interrupting gameplay), this chapter aims to report and discuss how domain-
specific learning is integrated in, and activated by, core game actions, rules, game
objects, and the game world design.
4.1 Introduction
may become disengaged because learning elements may corrupt what is enjoyable
about games (Garris, Ahlers, & Driskell, 2002; Miller, Lehman, & Koedinger,
1999). For example, in E-Rebuild we could design a “trading” challenge that
requires the player to complete a screen of math questions to obtain the corresponding
number of game tokens and then use the tokens earned to purchase items needed.
Such a game mechanics (i.e., the question-answering point system) could be reused
for another challenge (e.g., earning time credits to buy more time for a “building”
action) only with the content or math topics of the questions swapped as needed. An
extrinsic integration of content in gameplay, as the example illustrates, appears to be
a rapid and all-purpose gameplay design strategy. But it is, as prior research suggests,
deficient in reinforcing game-based engagement and won’t likely promote desirable
active and deep learning, especially for learners who lack the competency of and
positive disposition toward the subject matter (Ke, Xie, & Xie, 2016; Richards,
Stebbins, & Moellering, 2013).
In this chapter, we describe and analyze design challenges associated with the
core components of gameplay—game mechanics and the narrative scheme as it
relates to learning—and review the gameplay design propositions and infield test
findings of E-Rebuild. Via a retrospective investigation of design features and strate-
gies in terms of learnability and playability (i.e., capability of activating knowledge-
based cognitive performance without interrupting gameplay), this chapter aims to
report and discuss how domain-specific learning is integrated in and activated by
core game actions, rules, game objects, and the game world design.
Endorsing the perspectives of the previous game studies, we have designed and
examined the construct of gameplay in two layers: the “ludus” or game mechanics
layer that involves rules and actions, and the narrative layer that comprises the setting
(or scenario), backdrop mission, and game objects (Ang, 2006; Frasca, 1999). It is
commonly believed that gameplay lies at the meaningful interplay between the two
layers, although whether game design is more the design of experience (Salen &
Zimmerman, 2004) or a narrative architecture (Jenkins, 2002) is still inconclusive.
According to Järvinen (2008) and Sicart (2008), the term game mechanics refers
to an activity structure consisting of rules and play actions. Rules are designed to
determine the conduct and standard for both play behaviors and the winning/losing
state. These rules lead to the creation of player strategies and actions with which the
player can interact with game elements to “influence the game state towards the
attainment of a goal” (Järvinen, 2008, p. 255). The game mechanics hence is “a
compound activity composed of a suite of actions” that players, abiding by the
rules, recurrently perform and directly apply to achieve the goal state (Salen &
Zimmerman, 2004, p. 316; Sicart, 2008).
4.3 Learning-Play Integration in E-Rebuild 77
Not all games tell a story, and hence the narrative layer is not a defining feature
of games (Ke, 2016). But many games do have narrative aspirations, or at least tap
into the player’s memory of previous narrative experiences (Jenkins, 2002).
According to Jenkins (2002), narrative can be integrated into a game as a broadly
defined goal, such as a backdrop plot or mission, (b) a localized incident or plot
developed in game level(s), and/or (c) an open-ended game world that allows play-
ers to define their own stories via authoring- or construction-based play. Notably,
a game can create an immersive narrative experience and convey storytelling via
the “spatiality” of the game world, in which the narrative element is infused into a
space that a player navigates through and interacts with. In E-Rebuild, we have
explored the aforementioned three approaches of the narrative layer during the
design process and in particular focused on examining the feasibility and effec-
tiveness of representing a mathematical story problem via the spatial narrative of
the game world.
In a recent literature review of domain-specific content learning via gameplay
(Ke, 2016), the typical processes of integrating learning into game actions are
described as representation, simulation, and contextualization. Specifically, repre-
sentation involves designing game objects as external representations of the tar-
geted concepts and interactions with game objects as the conceptual exploration or
application processes. Simulation is achieved via designing the game world as a
scientific problem or system and hence the game actions as an iterative process of
problem-solving and discovery learning. Contextualization, conveyed via a back-
drop mission, a plot, game characters, and/or meaningful scenarios, is then employed
to increase the pertinence and fascination of content representation and problem-
solving simulation for players.
The aforementioned questions underlay our design inquiry on the core game
mechanics of E-Rebuild. We conducted a retrospective and thematic analysis with
the design notes, meeting records, design talk among teammates at meetings, and
the observation notes of players’ actions and reactions when test-playing the proto-
typed E-Rebuild game levels. The analyses focused on delineating salient design
propositions and beliefs governing the core game mechanics and narrative scheme,
refined perceptions and design moves during infield testing, and the identified, func-
tional design heuristics that promote in-game learning actions without interrupting
the flow of play. These design research findings, with support of citations and exam-
ples, are presented below in a succession of themes that collectively constitute the
thinking process and core sectors of the game mechanics and narrative design
process.
There were two intertwining threads of design effort in the initial inquiry of core
gameplay design in E-Rebuild—searching the genre of building-themed gameplay
and investigating the nature of building-relevant mathematical experience. The for-
mer thread of design effort highlighted the element of play by addressing the fol-
lowing questions: “What will be building-themed play? What is the core action of
play? What will be the major obstacle and goal for such a play act?” The latter
thread of design focused on the learning experience by defining the core compo-
nents of a salient or desirable mathematical experience or thinking process. The
intent was to seek the salient and unified actions existing between architectural
design and mathematical knowledge application and gauge how and why these
interdisciplinary actions could be challenging while personally meaningful for stu-
dent players to be “fun.”
Genre or type of building-themed gameplay Why is building fun? was the head-
line title of the first design meeting memo of the E-Rebuild project, exemplifying
the predominant and early design effort that was contributed to exploring the poten-
tial genres of serious play enabled by the processes of planning, designing, and
constructing buildings and other physical structures. Such an exploration was acti-
vated via (a) an inspection of toys, games, simulations, and other hypermedia exam-
ples highlighting the theme of building, especially survival rebuilding activities, and
(b) a reflective design conversation among the design team members in relation to
our own experiences and preferences of building-themed gameplay.
The design team members of E-Rebuild have, individually and collectively,
sought, reviewed, and test-played a collection of architectural construction- or
building-oriented toys, games, simulations, and other hypermedia applications. The
assorted prior examples of building-themed serious play demonstrated various
modes of play, such as block stacking puzzle (e.g., https://play.google.com/store/
apps/details?id=com.ketchapp.stack), block building in the real or virtual world
4.3 Learning-Play Integration in E-Rebuild 79
The second commenter then expressed her preference of adventure games (e.g.,
Raw Danger!) that got concurred by another team member who was also a fan of
sandbox games like Minecraft.
Indeed, play preferences tended to mediate how individual team members framed
the role of building or constructing in the play experience. Some perceived the task
of construction or building by itself as a fun process, thus framing the core gameplay
80 4 Design of Gameplay for Learning
Tools
• Measuring/layout tools: rule, square, protractor, etc.
• Sketching tools: brush.
• Construction tools: e.g., cutting, transportation, elevation tools, etc.
Basic materials
• Building unit: line, plane, form, or prefabricated block.
• Shape: cube, arch, cylinder, etc.
• Texture: stone, brick, etc.
Actions
• Navigate and explore (i.e., measure, collect data, and analyze data).
• Draw or sketch via extended devices and apps—mixed reality.
• Build: select, drag, drop, and customize.
• Test (e.g., with simulated earthquake waves) and predict, decide, or reflect.
• Collect, trade, and/or manage resources (e.g., time, space, material cost).
Exemplary Practices
• Develop architectural plans and a model for a “mouse” house: Bubble dia-
gram –> floor plan (a plan view) –> elevation drawing (2D drawings that show
the outside walls of a building, e.g., the front side with door) –> perspective
drawing (a house that is three-dimensional looking) –> model construction.
• Related task (p. 8 in Taylor, 2009): Designing a vegetarian fast-food restaurant
(eating and preparation areas, delivery space storage, restrooms, parking,
etc.—spaces only, not equipment).
• Predesign exercise or puzzle: decorate a shoe
• Structure in architecture: arch, triangle, or asymmetrical vs. balanced.
• Related task: The picnic shelters must use a space frame structure for their roofs.
Each shelter will have four picnic tables, and the space frame will rest on at least
four columns.
4.3 Learning-Play Integration in E-Rebuild 83
and technical fluency, would situate building units in a variety of forms in line with
the system of geometric shapes to be learned. Hence both approaches were used and
integrated across game episodes and tasks in E-Rebuild.
To implement building-relevant gameplay, the user input interface is another
critical design element. The interface should enable core game-based learning
actions while keeping players in control. In other words, it should facilitate action-
based mathematical conceptualization or knowledge application beyond affording
simplicity and efficiency. To explore appropriate user input interfaces for core game
actions, we designed multiple papers, toys, and computerized prototypes, iteratively
tested them with expert and novice gameplayers, and evaluated the interaction expe-
riences to select the interface and interaction tools that are not only user-friendly but
also conducive to learning. Detailed discussions of the user input interface or tool
design are provided in a later section.
During the past four project years, we have iteratively designed, tested, and refined
more than 30 prototypes of E-Rebuild. Learnability and playability are two key
objectives driving the iterative design tests and refinements. During iterative testing,
we have observed a continuum of gameplay engagement framed by the designed
game actions and rules—from play engagement (i.e., game-based play irrelevant to
the designed tasks), task engagement, and cognitive engagement to content engage-
ment, being incremental in demonstrating commitment to mathematical thinking,
knowledge application, and problem-solving. After iterative refinement and elimi-
nation, the resulting game actions and rules have the following core feature or func-
tionality: necessitating cognitive and content engagement within gameplay actions
and rewarding mathematical thinking as the most warranted gameplay strategy.
Cognitive and content engagement in game actions As discussed above, the
design conjecture of gameplay in E-Rebuild was that players would purposefully
engage in architectural building types of game actions, solve problems framed by
each game action using strategy and knowledge, and consequently experience a vari-
ety of action-based mathematical thinking processes. These thinking processes, cor-
responding to game actions (see Table 4.1), can involve analyzing the underlying
numerical, logical, and structural essentials of each problem, representing and apply-
ing conceptual knowledge to the problem, and then engaging in reasoning and finally
proof. As such, the gameplayer would develop the targeted knowledge and skills to
perform mathematical problem-solving or engage in mathematical thinking. Game
actions in E-Rebuild essentially necessitate both cognitive and content engagement.
Cognitive engagement in the game-based setting refers to engaging in generic cogni-
tive endeavors and making cognitive investment in tasks with purposiveness and
strategy use (Ge & Ifenthaler, 2017; Ke et al., 2016). Content engagement refers to
86 4 Design of Gameplay for Learning
engagement in which players also establish positive value systems and get motivated
in mathematical content (i.e., concepts, relations, formulas, and theorems) process-
ing, representation, and application (Ke et al., 2016).
The user-testing findings with our initial prototypes of E-Rebuild game actions,
however, indicated that many players by default lacked a disposition of looking at
an architectural building or design problem in a mathematical way, or looking for a
logical explanation, which is a key prerequisite of mathematical thinking. Instead,
they could seek task-irrelevant gameplay, such as exploring the game world without
purpose or creating their own play experiences with the game objects (e.g., using
the measurement/marking tool to sketch on the ground rather than to survey the
construction site and imagine the construction site as an arena and maneuvering 3D
building materials as armaments or vehicles). They might tackle game actions and
the associated problems in a mindless way, such as guessing with trial and error.
They would avoid math-relevant planning or strategic thinking, lacking the acts of
pre-estimating the construction cost during a trading action or predetermining the
structural properties of a construction in a building action. They would also shy
away from calculating the exact amount of resources available and needed during an
allocation action while resorting to testing and refining rough estimates, randomly
or with a content-generic strategy. They would spend limited time reflecting on or
reasoning with the basis and consequence of major gameplay inputs or the connec-
tion between them, thus lacking the practice of inductive or deductive reasoning.
More critically, we observed that student players generally lacked initiative in read-
ing during gaming, showing reluctance to peruse the mathematical problem or con-
tent information in a task narrative or the in-game help panel.
In summary, we found that cognitive and content engagement by players are not
promised even when the core game actions embody or operationalize the salient
elements of architectural and mathematical problem-solving. An earlier user-testing
study indicated that the percentage of cognitive engagement of players in all game-
play actions was 41% and that of content engagement was only 29%. To improve
the efficacy of E-Rebuild game actions in requiring cognitive and especially content
engagement, we experimented with the following design strategies for both game-
play actions and rules: (a) prioritizing “cognitively active” gameplay inputs and
behaviors that extrapolate the deed of representing or employing mathematical
knowledge and skills and curtail the chance of guessing and other mindless strate-
gies; (b) rewarding mathematical thinking (planning, calculation, and reasoning), or
domain-specific gameplay, as the most justified gameplay strategy by players; and
(c) presenting in-game mathematical information via visuals, action feedback, or
properties of interactive game objects, besides background narratives.
Prioritizing “cognitively active” gameplay inputs and conducts that extrapolate
the deed of “doing” mathematics and curtail the chance of guessing or other mindless
strategies is a major design strategy. An underlying index for our selection and refine-
ment of a core game action is whether and to what extent the action will n ecessitate
cognitively active gameplay inputs. Specifically, we have prioritized the “producing”
type of gameplay input (such as generating or constructing a numeric or quantitatively
4.3 Learning-Play Integration in E-Rebuild 87
The infield observation, however, indicated that most players treated the collection
action literally as the “treasure hunting” gameplay. They focused on searching for
objects dispersed in the game world, with few purposefully identifying, checking,
or measuring the dimensions and other structural properties of the objects collected.
They did not fully process the goal statement or attend to the cues on the structural
or numerical properties of game objects, demonstrating the intention to treat this
information as trivial to their “at-hand” game objective—gathering all objects to be
gathered.
These observations suggested (a) a misalignment between the action-specific
learning and game objectives in that the instant or by-default solution to the action-
specific challenge is learning-irrelevant (e.g., navigating the game world to obtain
objects), (b) participants’ lack of motivation to tackle a game action and challenge
via a mathematical strategy, and (c) participants’ lack of a planning perspective to
anticipate the relation between individual pieces of information or individual moves
to an overall plan, and hence falling short of identifying and analyzing the mathe-
matical properties of individual objects (e.g., a shipping container or a family) to
88 4 Design of Gameplay for Learning
fulfill future game actions and objectives (e.g., allocating the limited space afforded
by a certain number of containers to a set of families). The consequential design
insight is that our target middle-school students typically lack attitudes, behaviors,
or skills expected to perform purposeful, cognitively effortful, and mathematical
gameplay. Motivating participants’ purposiveness and proactivity in cognitive and
content engagement is important for the game action design.
To foster the cognitive and content engagement associated with the collection
action, we tried prioritizing the investigation of the numerical and structural essen-
tials of each item to be collected, rather than item-hunting in the virtual world, as the
primary action-specific challenge. For example, the player had to measure and com-
pute the living area of a shipping container and the living space needs of a family
before the container and the family could be gathered. We tried adding the “produc-
ing” type of user input that requires the actual deed of exploiting the resources of
mathematical knowledge and skills, such as prompting the player to accurately com-
pute and inscribe the numerical values of the numerical and structural properties of
the collected items. We also experimented with the strategies of externalizing,
chunking, and presenting the sub-goals of the multistep game task, in an attempt to
cue the player on the integration of the at-hand moves and individual information
pieces to the future game actions and objectives. These design strategies have evi-
dently improved the players’ time spent on and the frequency of enactments of
mathematical information processing and reasoning processes, as evidenced by both
the game-logged task performance and gaming behavior analysis (Ke et al., 2017).
Rewarding domain-specific gameplay (i.e., mathematical planning, calculation,
and reasoning) as the most effective gameplay strategy for players is critical for
motivating game-based mathematical practice. As discussed in the literature of
game-based learning (Hamlen, 2012) and observed in our own design experiments,
the goals and values of individual uses are not necessarily allied with the designers’
expectations or conjectures. A hypothesis of learning games is that gameplay should
be both result- and process-driven—achieving game objectives and the processes of
problem-solving to achieve the objectives are both important and enjoyable. Yet
students frequently prioritize the result state (e.g., “passing this level”) over differ-
ent challenges, sometimes to an extent that they would try to bypass difficult tasks
instead of working through them, adopt certain “cheating” strategies, or give up
when a task was difficult. Fostering a positive disposition and the grit to tackle a
game challenge via a mathematical strategy is therefore a critical goal and condition
of game-based learning. In the following subsection, we describe three salient
themes that emerged from our design research and governing game action-specific
constraints and rewards that helped to motivate E-Rebuild participants’ attitudes
and behavior change in terms of mathematical thinking and practices.
From fluky psychology to mathematical reasoning During interviewing, we found
that participants’ pre-study gaming experiences appeared to foster a fluky psychol-
ogy or belief in randomness during game-based problem-solving. An exemplary
participant quote is, “This (E-Rebuild) is different from Minecraft. (In) Minecraft
4.3 Learning-Play Integration in E-Rebuild 89
you do whatever you want. This is picky.” Fluky psychology was observed in the
following gaming behaviors:
(In a “trading” game action) Bob1 repeated the same guessing and trial-and-error strategies
as before. He read the task description in less than 5 seconds and did not attend to the item
price bulletin inside the store. He entered random numbers (for the bid of a construction
item) into the ordering area, executing a trial-and-error strategy. He tried five times and
realized that it was not an easy guess after repetitive failures, before finally returning to the
virtual store to read (process) the price bulletin.
Bryan continued the similar trial-and-error play with the trading action. His neighbor com-
mented, “This is Bryan! You don’t care.” Bryan laughed and started to refine his play strat-
egy. In the ordering area, he placed 10 as the number of bricks to be ordered, thought for a
minute, and then put 45 as the total cost (which is an accurate answer, reflecting his com-
prehension and application of the concepts of unit price and percentage embedded in price
bulletin—“12% discount for ordering 6+ bricks”). He successfully obtained 10 bricks via
mathematical reasoning. Yet when he proceeded to purchase the next construction item, he
resumed guessing plus trial and error, by entering an estimated initial value and then
increasing it by 5 post each failed trial. He spent around 3 minutes guessing, got stuck,
appeared frustrated, and still showed no intention to review the price bulletin.
In the above examples, guessing coupled with trial and error was the primary play
strategy. The participants appeared to dodge mathematical reasoning and calcula-
tion during the trading action, until being prompted or when they realized that math-
ematical practices were indispensable or more efficient for problem-solving.
In some other cases, participants were engaged in logical reasoning without
applying mathematical knowledge or accurate calculation, as the following exam-
ples demonstrate.
Andy placed one of the smallest and one of the largest families into the first container, while
inspecting the family inventory chart during the allocation action. For the second and third
containers, he continued the same strategy – matching the smallest family with the largest
one in the to-be-assigned list and placed the pair to each container. He commented, “I think
I get it. So I still have four more families and three more containers.” He finished allocating
each of the remained largest family to each of the remained two containers to pass the level,
“Oh, Yay! Oh, Yay! I beat it! Oh, Yay!” He was very excited, waving and clapping the hands.
George started by assigning the biggest family to each container. He did not process the
statements on the unit and ratio governing family members’ living space needs in the task
description. Neither did he perform any mathematical calculations. He tried to place two
second-largest families into another container, failed to do so, and then replaced one with a
smaller family. For the next container, he tried adding the second-largest family, and then
the smallest family. He repeated the same strategy for the fifth container. He went to the last
container and remarked, “I think I am going to do it this time!” He managed to add the last
family to the last container, and got a Congratulations screen, “YES!” His neighbor asked,
“How did you do it? How many (containers) did you put?” He answered, “Put the big one
(container) on the bottom, and the fairly big one on the top.” He did not realize that the two
containers he referred to actually have the same living areas.
1
All participants’ names cited in this paper are pseudonyms.
90 4 Design of Gameplay for Learning
Rather than estimating or calculating the amount of bricks and other building materials
beforehand, Sandy was ordering those items as needed during the construction process. She
would order four bricks initially, stacked them as a row along the foundation, and then went
back to order another four bricks.
What Sandy did was repeated by multiple other participants. Game conversations
among participants indicated two main reasons underlying the act of repetitively
ordering a small set of items: (1) avoiding the act of calculating the amount of
needed items based on the unit size of an item and the targeted living area of the
structure to be built and (2) avoiding the processing and application of percentages
(e.g., 6% discount for ordering 6+ bricks each time) for the cost calculation. These
participants apparently deemed preplanning for building (that frames mathematical
thinking and calculation) as effortful and unnecessary when tackling a game
challenge.
The dodging of mathematical planning and reasoning, prominently, was curbed
by the introduction of action-specific rules that prioritize problem-solving effi-
ciency—the “time limit” and “material credit” as the reward or evaluation criteria of
a building action.
Sandy managed to complete the four walls surrounding the foundation along with the door
and two windows. She went back to the virtual store to order more bricks to build the roof,
but got a pop-up window notifying that she had run out of the material credit. The second
time when she tried the task, she started to order 10 bricks each time and computed the cost
with the discount rate included during the trading action. She was almost done with build-
ing, yet failed the level again for exceeding the time limit. The third time she tried the task,
she read the price bulletin board carefully, used a paper sheet to preplan and calculate the
number of bricks used for each side of the wall around the foundation, pre-ordered the
doors and two windows, and entered an accurate value for the cost of a batch of bricks in
the ordering area. This time Sandy managed to pass the game level. And while she
complained to her neighbor how challenging the task was, she instantly went on to play the
next game level/task.
As Sandy’s case shows, only when mathematical planning, calculation, and reason-
ing are warranted for gameplay and perceived as high-paying strategies to tackle
game challenges would they be implemented. Game rules that prioritize efficiency
and preplanning in the action-specific evaluation would frame the associated
4.3 Learning-Play Integration in E-Rebuild 91
mathematical solutions as the most anticipated strategy and hence help to foster
participants’ situational interest, commitment, and potentially a positive disposition
toward mathematical problem-solving.
Reward versus punishment with trade-off between ruling and inclusiveness When
experimenting with game action-specific rules, we found that setting a time limit
with a standard threshold is challenging, because individual learners differ in both
play fluency (e.g., of maneuvering 3D objects or comprehending the gameplay
rules) and math problem-solving competency. A standard time limit tended to pun-
ish learners who do not have much gaming experience or are not confident about
game-based math problem-solving. Frequently, participants complained that they
were just “one brick away from the success” when they were timed out. Although
failure-driven learning appeared to promote cognitive and content engagement in
gameplay as discussed above, iterative failures due to the time limit appeared to
discourage participants who needed scaffolding or a lenient environment for alter-
ative types of game-based learning. Some participants, for example, were observed
working on the game problems offline using paper sheets, exchanging strategies
with peers, or asking for help from a facilitator or teacher amidst gameplay. These
actions, though potentially extending the on-task time, are part of game-based learn-
ing and valued cognitive or affective support for the participants.
A similar issue is the level of “forgiveness” toward the minor defect in the player’s
action-specific performance. When evaluating the players’ design solution against the
preset evaluation parameters (e.g., thrifty in material cost and time, reproducing the
shape, size, position, and functionality of the target structure and the resource usage
rate), setting the necessary degree of accuracy relates to the gauge of an optimal chal-
lenge for learners. For example, in a shelter-building task, the game evaluates whether
a built structure is adequately secured against a sandstorm, by testing whether any
single particle would blow through the walls/roof to touch the foundation. The size of
the particle can be up- or downscaled to test the strength of the structure. We found
that a low level of “forgiveness” tended to punish the participants with a lower level
of fluency in maneuvering 3D objects (e.g., bricks) but comparable in the action-
related math competency than others. In other words, these participants could pro-
duce the output that is accurate in its mathematical properties but defective in its
design features (e.g., having a half-inch seam in between two bricks on the roof) due
to an inept performance of brick stacking. Executing a standard level of accuracy
across all design evaluation parameters would hence create a conflict between content
and technical competencies for individual learners. Moreover, we also found in cer-
tain cases, a high-fidelity evaluation of certain design parameters (e.g., the sturdiness
of the structure or whether it will collapse given a seismic wave) would involve the
evaluation and hence the exploitation of the resources of physics knowledge (e.g.,
force, friction, elasticity, mass, and joint) that is beyond the project scope and the
expected knowledge base of the middle-school users.
Consequently, we have refined the rules on time and material cost as rewarding
rules rather than the pass-or-fail punishment. Specifically, badges of different criterion
categories (i.e., time and material credit) are awarded to players who outperformed the
92 4 Design of Gameplay for Learning
games, object maneuvering and building in E-Rebuild must follow the basic laws of
physics to reflect the “rebuild” theme; thus the objects will collide or rebound with
other objects. Moving, rotating, and stacking physical objects in the xyz coordinate
axis system to constitute a structure are indeed challenging for middle-school stu-
dents. Participants in the initial gaming sessions were frequently found either strug-
gling in selecting the appropriate coordinate axis for moving or rotating an object,
stressed out when having to frequently shift the viewing angle to move and position
the object accurately to the target spot in a 3D space, or frustrated when trying to
stack the object over others yet accidently colliding objects. But there was an obvi-
ous increasing trend in participants’ fluency and accuracy levels in maneuvering the
3D objects during gameplay. The gaming behavior analysis indicated that the aver-
age error rate (the percentage of failed or unintended trials in all observed rotation
acts) of the user control with object rotation was 0.40, and the error rates with other
building actions (e.g., moving and stacking) were 0.15 to 0.16. The high error rate
associated with object rotation control, on one hand, could be due to the low techni-
cal usability of the interface—it needs time for the player to execute the keyboard
shortcuts (“Tab” for shifting among the three axis coordinates, “,” and “.” for clock-
wise or anticlockwise rotation). On the other hand, it showed that the middle-school
students were in need of training in the 3D rotation task for the spatial skills devel-
opment. We found that the intermediary interface actually had necessitated a con-
scious performance of preplanning and extrapolating the specific axis and direction
to rotate or move an object before actually trying them out, since instinctive guess-
ing would involve significantly more clicks and hence more effort for the player.
The infield studies have demonstrated that E-Rebuild participants, in comparison
with the control group students, demonstrated improved mental rotation task perfor-
mance (Ke et al., 2017).
To improve the technical and pedagogical usability of the intermediary interface
of building, we added a joining and a copying/pasting function. These two functions
enable the players to join neighboring items into a panel or a structural subsystem,
copy/paste it to create multiple panels or subsystems, and then compose them into a
complicated structure. This “panel” approach, in comparison with the “brick-by-
brick” approach, is not only more efficient but also fosters the performance of
design planning before building. For example, when building a multiroom adobe
house or a stadium bench, the players would find it difficult to adopt a “brick-by-
brick” approach. When they resorted to the “panel” approach, they got to analyze
the structural subsystems of the house or the bench (e.g., foundation, walls, and
roof; support structure, seating, and railings), calculate the configuration of the sub-
systems (e.g., number of bricks, size, and shape of each subsystem), and gauge the
number of bricks needed in the inventory to copy/paste a panel or substructure. In
other words, the players have been engaged in composing and decomposing three-
dimensional shapes and building-related mathematical calculation, when using
joining and copying functions for building. It should also be noted that both func-
tions involve only left clicks (to select the neighboring items to be joined) that are
assisted with visual cues (with the selected items highlighted) and are found high in
technical usability (with a low 0.07 error rate average).
94 4 Design of Gameplay for Learning
infrastructure of the school setting, we scaled down the level of fidelity as well as the
scope of the map and adjusted the visual presentation as a conversion between the
original design and the typical sandbox game world (e.g., Minecraft). We found that
a lower level of fidelity in the game world design did not reduce the engagement
level of the participants. Actually, the downscaled map and game space helped focus
the players’ attention on the at-hand task rather than on exploring the virtual world.
For example, a heat map analysis with the players’ navigation behaviors in the origi-
nal game world demonstrated that the most frequently visited or explored parts of
the set were not the construction site or the focus point but boundary spots (e.g.,
underwater ditches or mountains) that were irrelevant to the problem or learning
task. Such an off-task game space exploration behaviors dropped by 50% in the
simplified game world version.
In addition to the implicit storytelling—background scenario presentation—via
the game space, we used a task panel to present a description of the game environ-
ment story associated with a game episode (comprising multiple levels with the
same set/landscape) and game level-specific objectives. We tried to make the task
description concise, dialogic, and chunked because the infield testing indicated that
middle-school players tended to spend minimal time reading texts on screen during
gameplay.
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98 4 Design of Gameplay for Learning
Abstract There are two important design issues related to game-based learning
(GBL) in school settings: (a) the intrinsic integration of content-related tasks in
gameplay and (b) the real-time capture and analysis of in-game performance data.
In this chapter, we describe an integrative design approach that is aimed to inter-
weave game-based task design with in-game assessment of learning. Extending
other GBL projects in which the mechanism of data mining for assessment was
created after game development, in E-Rebuild we have designed the evidence-
centered, data-driven assessment during the course of game design. Design-based
research findings on emergent core design processes and functional conjectures on
the approaches of task generation and evidence accumulation are discussed, with
support of infield observations on the implementation feasibility and outcomes of
various design assumptions.
5.1 Introduction
Games and simulations can be instrumental in the aforementioned task and assess-
ment design processes because they can (a) present a broad range of complex sce-
narios and tasks to model the functional context of the real world, (b) enable
interactions with authentic tasks and contexts, and (c) achieve a comprehensive,
cross-contextual assessment of the complex skill. For example, the conventional
approach to designing math word problems typically “attempts to strip the problem
context of all irrelevancies, retaining only the task information needed to engage the
focal knowledge and skills involved in task processing” (Messick, 1994, p. 18). Yet
task-based skill practice and assessment are subject to the moderation of context
variables. Game-based challenges, presenting controllable and customizable crite-
rion situations to simulate varied authentic task contexts, can afford the assessment
of math development that ranges between situated knowledge and abstract, decon-
textualized understanding (Pratt & Noss, 2002).
Process-oriented data mining and learning analytics methods, such as Bayesian net-
works, social networks or structural analysis, visual or graphical analysis of event
paths, and sequential analysis of time series, can capture the complex and open-ended
102 5 Interweaving Task Design and In-Game Measurement
learning trajectories in a game setting. Prior research has suggested that educational
data mining and learning analytics can and should be used together to exploit game-
based performance data to inform on students’ on-task or off-task behaviors, compe-
tency development related to the targeted subject matter, and hence the effectiveness
and design of learning games. Four recent projects (Dede, 2012; Levy, 2014; Shaffer
et al., 2009; & Shute & Ventura, 2013) have exemplified the potential and applicabil-
ity of game-based assessment via educational data mining. These projects all adopted
a data-intensive, evidence-based approach by collecting, measuring, analyzing, and
reporting dynamic data about learner performance and contexts (e.g., online log data)
to understand and optimize learning and the environments in which it occurs. Multiple
methods of data analyses (e.g., quantitative psychometric modeling, network or
structural analysis, and path analysis) and visualization (e.g., algorithms, models,
network graphs, or spatial and chronical maps) were used. On the other hand, in some
previous projects, data-driven assessment design tends to be a post hoc justification
or evaluation for the game development.
Adopting the design-based research approach (Sandoval & Bell, 2004), we explored,
iteratively tested, and refined the core elements and design features of the game task
and assessment of learning through multiple mixed-method case studies. The suc-
cessive iterations and testing played a role similar to that of systematic variation in
a controlled experiment (Cobb, Confrey, Lehrer, & Schauble, 2003). Specifically,
the design-based investigations focused on extracting design heuristics that would
enable an integrative design of task and in-game learning assessment, by addressing
the following questions:
• What are the core processes that define the integrative design of game tasks and
assessment of learning?
• What are the functional conjectures on the design strategies and features of the
GBL tasks and assessment derived from the iterative experimental findings?
Extensive, longitudinal data sets were collected during the course of our design
experiments. These data sets involved qualitative and quantitative resources, includ-
ing participatory observations of the project team’s design meetings, screen- and
video-recording of participants’ gameplay actions/reactions, game activity logs,
participants’ gameplay think-aloud transcriptions, interview data, and results from
math knowledge tests. One hundred and twenty middle-school students participated
in the E-Rebuild learning program and test-played the prototypes of the GBL assess-
ment system that was iteratively and systematically refined based on the successive
design-based research findings.
We conducted retrospective analyses (Cobb et al., 2003) with the longitudinal,
design experiment data to generate situated accounts of design conjectures (Sandoval
& Bell, 2004) and to specify the functional contexts of those conjectures. Specifically,
we conducted thematic analysis using the design meeting records, coded the
5.4 Core Design Sectors for In-Game Learning and Assessment 103
Our design-based investigation indicated that participants’ gaming actions (i.e., the
core part of gameplay and main behavioral unit to be tracked in gameplay perfor-
mance) underlie the nature of the math content (e.g., qualitative understanding,
numerical calculation, and expressions and equations) and hence the targeted GBL
actions (e.g., identification, procedure execution, and problem-solving). Via itera-
tive expert review and user testing of various architectural design actions (as
described in Chap. 4), we have settled on a set of architectural design-based actions:
(a) collecting and customizing construction items, (b) site surveying and building,
(c) material trading, and (d) space and resource allocation. After composing these
learning-constructive game actions and incorporating relevant backdrop design sce-
narios, we then developed an assortment of game task archetypes.
104 5 Interweaving Task Design and In-Game Measurement
Task archetypes can be classified based on core gameplay actions, such as collect-
ing, building, trading, and allocating. Certain task types, such as building, could
also encompass sub-tasks of planning, composing and decomposing, covering, sur-
rounding, and filling. Each basic E-Rebuild task template integrates a list of key
structural elements. These structural elements include (a) the core/driving action
and its enabling act(s); (b) action-appropriate goal state of the problem and the
criteria conditions that define the satisfactory goal state (e.g., rebuilding a pre-
quake house model with a minimum number of items); (c) start state of the prob-
lem, including unsatisfied criteria condition(s) in comparison with the goal state;
5.4 Core Design Sectors for In-Game Learning and Assessment 105
and (d) obstacles to be resolved or tackled to achieve the satisfactory goal state.
Obstacles will consist of action-specific constraints (e.g., limited space for an allo-
cation action or limited materials for a building action), sub-goal hierarchy, objects
to be maneuvered (e.g., actable objects), and/or those to be explored (e.g., proper-
ties of the structure to be built and construction materials).
Prior research on problem structures (e.g., Kaller, Unterrainer, Rahm, &
Halsband, 2004) and mathematical problem-solving (e.g., Schoenfeld, 2014) has
shown that the difficulty of a task archetype can be predicted by the requisite math
knowledge and skills needed to solve the task, as well as the structural features of
the task, like the number of constraints—where more constraints mean that more
variables need to be considered during problem solution. Another task feature which
can influence its difficulty concerns the ambiguity of goal hierarchy (i.e., the obscu-
rity of goal priorities in the assembly of sub-goal states). Finally, the existence of
suboptimal, alternative solutions in a given task renders it more difficult to solve.
Overall, the prerequisite math knowledge in a given task archetype reflects the
required level of competency in the content domain, while the task’s structural fea-
tures affect math problem-solving performance, including problem interpretation,
problem-solving strategy selection (or planning), execution, and monitoring.
expected to review the location, three-dimensional shape, and size of the pre-quake
structure and replicate it using collected shipping containers. During allocation, the
player then has to allocate the various families into the limited number of container
rooms in the shelter. For each type of task, multiple constraints are applied, such as
the variety and number of types of families and containers to collect, the time limit,
the design criteria, and the space limits per room compared to the space needed by
the different families. Additional constraints may be added to further increase dif-
ficulty, such as minimizing the transportation cost of collecting a container.
In the earliest version of “row house,” all component tasks were presented as a
holistic inquiry without in-game feedback or cueing on the composition of sub-
tasks. During its infield testing, we observed that middle-school students typically
lacked the awareness or skill to identify and plan sub-goals for the inquiry. They
were quick in figuring out how to collect families and containers yet failed to pur-
posefully check and calculate the space needed per family or use the family collec-
tion results to plan the container collection act. Hence they would randomly collect
containers and then either not replicate the row house or build the structure but not
allocate all of the families given the wrong number and/or type of containers col-
lected. To scaffold their sub-goal generation, we decomposed the broader inquiry
5.4 Core Design Sectors for In-Game Learning and Assessment 107
into segments and had the game check the player’s collection performance before
allowing him to proceed to the next step/task (as Fig. 5.1 illustrates). A consequence
of such a linear segmentation, however, was that certain players adopted the generic
strategy of guessing, along with trial-and-error actions to pass the collection sector,
rather than processing and applying the task-related math information. Segmentation
also caused players to inadequately develop an overarching interpretation of the
problem. For instance, they failed to recall the living space needs of the different
families (i.e., information identified in the collection sector) during the allocation
sector. We additionally experimented with task-equivalent game level development,
in which each component task represented a separate level. The component tasks
comprised a partial problem to solve.
Now, in the game, after the player completes a sequence of related task levels, he
then must tackle a complete problem (boss level) which is an all-inclusive instantia-
tion of the sum of component tasks. Correspondingly, we created two levels of game
chunking—level (task-equivalent) as the child or lower-level units and episode
(multitask-equivalent) as the parent or higher-level units. Such a mixture of task
composition and decomposition to particular actions needed, as the field test data
indicated, was well received by student players and associated with an increased
level of task engagement and math problem-solving performance.
Chunked versus holistic task We experimented and conducted a qualitative com-
parative analysis with the users’ participation behaviors in between the holistic task
with which a player had to explore and chunk the componential problem-solving
phases by himself and the chunked task series in which each problem was purpose-
fully chunked into multiple phases (or levels) that players will proceed sequentially
with. When interacting with the sequenced phases (e.g., material collection/trading,
structure building, and space allocation) in a design task, participants followed a
framed problem-solving path to solve and connect each part of the puzzle. The com-
parative analysis of participants’ game-based problem-solving processes and perfor-
mance in the two task structures indicated that an explicitly chunked task structure,
by offering partial representation of a complex problem, fostered task engagement.
Participants with the holistic task structure demonstrated obviously more off-task
behaviors than those with the chunked task structure. For example, participants of
the former were frequently found wandering around the game world, casually play-
ing with a game object (e.g., using the measurement tool to draw line sketches
instead of site surveying), and reporting feeling stuck or lost during gaming.
On the other hand, an explicitly chunked task structure presented less opportuni-
ties for participants to perform failure-driven, reflective learning. For example, with
a holistic task, participants were frequently observed recalculating the size of each
container, the total living space needed by the families, and hence the number of
containers needed, when they failed to allocate all families. Yet with the chunked
task structure, such a failure-driven mathematical practice occurred less frequently
because at the end of the building phase, the game would evaluate the shelter built
and alert the player if containers used were not enough. In other words, the game
had done a critical part of the problem representation and solution for the player.
108 5 Interweaving Task Design and In-Game Measurement
Prior analyses of the video- and screen-recorded gaming behaviors of the partici-
pants suggested that intentionality and mindfulness were two prerequisite facets of
game-based engagement. Intentionality refers to the ability to create and maintain
goal-directed gaming behaviors. Mindfulness refers to the level of reflective think-
ing (e.g., diagnosing the reason of a failed game action) and degree of planning
(e.g., comprehending the purpose of a future game action) during gameplay. The
analyses with the gaming behaviors and game logs indicated a positive association
between the presence of intentionality and mindfulness in participants’ gaming
behaviors and game level completion (Ke et al., 2017). The two task engagement
patterns appeared to mediate the players’ processing and application of in-game
mathematical information. Yet even when primary game actions and tasks were pur-
posefully designed to stimulate mathematical problem-solving, players did not nec-
essarily demonstrate intentionality or mindfulness in their gaming moves. Guessing
and trial-and-error behaviors were two strategies prioritized by novice players for
game-based problem-solving. More critically, their use of trial-and-error and
5.4 Core Design Sectors for In-Game Learning and Assessment 109
Students’ problem-solving performance is not simply the product of what the students
know; it is also a function of their perceptions of that knowledge, derived from their experi-
ences with mathematics. That is, their beliefs about mathematics – consciously held or
not – establish the psychological context within which they do mathematics. (p. 14)
Similarly, in a trading task, the player is supposed to order building items in bulk
to gain a discount (in an increasing percentage depending on the amount ordered).
Yet players frequently found ways to circumvent the percentage calculation and
only order items in part, not bulk. They also did not preplan the number of items to
be traded before a building action; instead they would buy items as needed during
building. To motivate mathematical information processing and calculation, we
enforced a “transaction fee” for each trade made, reduced the default material credit,
and increased the distance (and hence transportation time) between the store and
construction site. We also added a badge system (in addition to the game level pass/
fail) that explicitly reviews and rewards the degree of accuracy and efficiency in a
player’s game-based problem-solving actions. All of these gameplay rules, as the
design-based research findings indicated (Ke et al., 2017), have subsequently moti-
vated and increased the frequency of observed game-based cognitive and content
engagement acts, reduced the number of failed game level attempts, and promoted
game-based task performance.
A retrospective analysis of the observational data and design artifacts from the
E-Rebuild design meetings suggested that game task template generation and task
instantiation are confined and substantiated by the development of competency, evi-
dence, and task models for in-game assessment of learning. The sequential record
of design events indicated a concurrent, interactive association among the afore-
mentioned task and assessment design processes.
In E-Rebuild, we adopted the evidence-centered assessment design approach
(Mislevy, Almond, & Lukas, 2003) to construct game-based assessment.
Specifically, we started by defining the claims to be made about participants’
math competencies (i.e., competency modeling), establishing what actions or ele-
ments of gameplay constitute valid evidence of the claim (i.e., evidence model-
ing), and determining the nature and form of game tasks that will elicit that
evidence (task modeling) (Shute & Ke, 2012; Shute et al., 2017). Although assess-
ment design flows from competency to task modeling, in practice it is more itera-
tive. Diagnosis flows in the opposite direction. That is, the learners’ performance
(recorded by game logs) during a game level/task will provide the evidence or
data (e.g., logged scores of observable variables) that are passed on to the compe-
tency model, which in turn updates the claims (e.g., probabilities) about relevant
competencies. Based on the competency claims made, E-Rebuild, in the long
term, can dynamically present adaptive help or personalized game tasks/levels to
the player.
The competency model, as a framework for defining the targeted skills and
knowledge requirement in the game-based learning system, is a collection (or hierarchy)
5.4 Core Design Sectors for In-Game Learning and Assessment 111
During the course of E-Rebuild design, we designed the game logs to track game-
based performance measures intended to provide evidence/data to propagate and
validate the statistical model (e.g., Bayesian network) for game-based assessment.
Game logs are XML files that are created at the end of gameplay. Since the goal is
to assess a participant’s competency from how the participant plays the game,
Fig. 5.2 An exemplary design document depicting competency model and game-based task tem-
plate design (Shute et al., 2017)
Reason with ratio and proportional reasoning
112
Compare ratios
with whole
Task Name ObsName number Recognize a ratio Recognize a ratio Recognize a ratio
measurement relationship relationship between relationship between Represent a ratio Represent a ratio Represent a ratio Calculate the unit Recognize a percent of
using tables of between 2 quantities 2 quantities in 2 quantities in relationship via relationship via relationship via rate (a/b) associated a quantity as rate per
equivalent ratios in numerical form verbal form symbolic form numerical form verbal form symbolic form with a ratio (a : b) 100
timeToCompletion 0 1 1 1 1 0 1 1 0
Material Credit 0 0 0 0 0 0 0 1 0
scratchpad
editing(math related) 0 0 0 0 1 0 0 1 0
Trading Task percentage lost in
trade avg 1 1 1 0 1 0 0 1 1
cut (for resourcing) 0 0 0 0 0 0 0 0 0
scratchpad
editing(math related) 0 0 0 0 1 0 0 1 0
ruler record 0 0 1 0 0 0 1 0 0
timeToCompletion 1 1 1 1 1 0 1 1 1
Game Task Material Credit 1 1 1 1 1 0 1 1 1
Happiness Credit 0 1 1 1 1 0 1 1 1
Fig. 5.3 Part of an evidence model (Q-matrix) example (Shute et al., 2017). Facets of the focus competency are listed in columns, and the indicators are listed
in rows
Interweaving Task Design and In-Game Measurement
Comprehend a (De)compose Find surface Compute the
ratio Solve problems quadrilaterals Compute the areas of 3D volume of right Compute area
relationship via involving finding Calculate the and polygons area and figures using rectangular and
numerical, the whole, given unit rate (a/b) into (right) perimeter of nets of prisms (V = l w circumference of
verbal, and a part or a associated with triangles and triangle and rectangles and h, V = b h) a circle using
Episode Level symbolic forms percent a ratio (a : b) rectangles rectangle (right) triangles formulas
Island Collect Container 1 0 0 0 0 1 0 0 0
Island Collect Family 1 1 0 1 0 0 0 0 0
Island Build Training 0 0 0 0 0 0 0 0
Island Fill Training 1 0 0 0 1 0 0 0
Island Build 1 1 0 1 1 1 0 0 0
Island Fill 1 1 0 1 0 1 0 0 0
Island Collect Container 2 0 0 0 0 1 0 0 0
Island Collect Family 2 1 0 1 0 0 0 0 0
Island Build 2 1 0 1 1 1 0 0 0
Island Fill 2 1 0 1 0 1 0 0 0
Island Collect Container 3 0 0 0 0 1 0 0 0
Island Collect Family 3 1 0 1 0 0 0 0 0
Island Build 3 1 0 1 1 1 0 0 0
Island Fill 3 1 0 1 0 1 0 0 0
Desert Copy Training 1 0 1 1 1 1 0 0 0
Desert Copy Training 2 0 1 1 1 1 0 0 0
Desert Placement Training 1 0 0 0 0 0 0 0 0
Desert Build 1 1 1 1 1 0 1 0 0
Desert Angle Build 1 1 1 1 1 0 1 0 0
Desert Location Build 1 1 1 1 1 0 1 0 0
5.4 Core Design Sectors for In-Game Learning and Assessment
Desert Fill 1 1 0 1 0 1 0 0 0
School Place 1 1 1 1 0 1 0 0 0
School Place 2 0 0 0 0 0 0 0 1
School Fill1 1 0 1 0 1 0 0 0
School Paint 1 0 1 1 0 0 0 0 1
School Stadium 1 0 1 1 1 0 0 0 0
School Stadium 2 0 1 1 1 0 0 0 0
School Paint 2 0 1 1 1 0 0 0 0
Farm Angle 1 0 1 1 0 0 0 0 0
Farm Perimeter 1 0 1 1 0 1 0 0 0
Farm Area 1 0 1 1 0 1 0 0 0
Farm Volume 1 0 1 1 0 0 0 1 0
16 14 25 11 17 3 1 2
113
information that capture evidence of such competencies are logged in the XML file.
The following is the content of an example XML file for user “abc” for the game
level “SchoolPlacement02”:
<?xml version="1.0" encoding="utf-8"?>
<root>
<Name>abc</Name>
<Level>SchoolPlacement02</Level>
<Time>40.7275429</Time>
<NumBlocks>0</NumBlocks>
<NumTrades>0</NumTrades>
<TotalLost>0</TotalLost>
<MaterialCredits>10000</MaterialCredits>
<LevelComplete>true</LevelComplete>
</root>
The XML file has elements with tags like root, Name, Level, and Time which are
enclosed within “<” and “>.” For example, <MaterialCredits>10,000</
MaterialCredits> is a MaterialCredits element with content 1000. The elements
other than root, Name, and Level are the observables for the game level
SchoolPlacement02.
E-Rebuild prototype has 34 game levels and each level has its own set of observ-
ables. Table 5.1 lists a few game levels along with their observables. The last entry
of Table 5.1 is the union of the observables from all the game levels. As it is evident
from Table 5.1, each game level logs only a subset of the total observables.
We have iteratively tested and refined the task templates, including game actions
and their interfaces, along with the instantiated tasks via iterative design experi-
ments. To examine the affordance of game tasks in fostering math problem-solving
5.4 Core Design Sectors for In-Game Learning and Assessment 115
We used Netica to create the Bayesian network described above and conducted
experiments on the preprocessed categorical data set. The goal was to learn a model
based on the training set about the relationships between observables across all
gameplay and the users’ competencies. Later, the learned model can take as input a
set of observables from the gameplay of an unknown user and predict competencies
of the user.
We fed the training data set into the Bayesian network via the Netica case file
format. We chose the expectation-maximization algorithm to train the model. To
establish initial values for the conditional probability tables in our Bayesian net-
work model, we considered each level played as an individual case. The initial val-
ues for the student’s mathematic ability are taken from their external math test
results. The network is trained using these values along with the log data. The net-
work is then tested against the posttest data.
After the training was completed, we continued with the testing process. We first
created a Netica control file which controls the output we want from Netica. We
then fed the testing data set from Netica to populate nodes in the Bayesian networks
to obtain the predictions for the participant’s mathematical competencies. An asso-
ciation analysis between the in-game assessment results (i.e., Bayesian network
predictions for individual learners) and the external post-gaming math test results
was conducted to validate the Bayesian network model. The correlation analysis
was conducted to examine the consistency between the predicted result of the cur-
rent Bayesian network model (i.e., low, medium, or high in the targeted compe-
tency) and the categorized posttest performance of middle-school gaming
participants. The analysis result indicated a significant association, r = 0.40,
p = 0.02. Error rate was used as another metric to evaluate the trained Bayesian
network model. The error rate measures the overall accuracy of predictions. The
error rate was 0.44 when we validate the model trained on Pa with Pb. This shows
that the model trained on a certain population can be used to make predictions on an
entirely different population.
References 117
By examining and discussing the task design and assessment modeling processes of
E-Rebuild, we were able to explore how the two core game design elements func-
tion together to develop a game-based learning system. Such a system can poten-
tially serve as both a learning and an assessment tool. The five core design sectors
illustrate the design heuristics of the learning-play integration during game task and
level development; data mining-based assessment models for the problem-oriented,
task-centered learning; and the non-interruptive assessment mechanism in a playful
learning environment. They also support the innate association among content/
domain modeling, task template design and instantiation, and assessment model
development.
Multiple design issues remain unaddressed and warrant more design-based
investigation. The main issues are:
1. The existing game tasks are developed by the project team and cannot afford the
activation and assessment of varied sets of math competencies; salient parame-
ters of learning-centered game tasks need to be extracted to inform the genera-
tive method to enable cost-effective, scalable, and participatory game task
development by teachers and other direct users.
2. The mechanism that enables the real-time collection and analysis of the logged
gameplay data needs further development, which will involve the design of an
application that dynamically extracts the data from the game logs into the
Bayesian network or other applicable statistical models.
3. Incoherency still exists in designing game as a learning tool versus as an assess-
ment tool, in that the sequencing of tasks for learning focuses on scaffolding via
a content and difficulty progression and iterative practices for deep learning,
whereas the arrangement of tasks for assessment prioritizes selecting tasks that
discriminate most and presenting them to collect and accumulate evidence.
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Chapter 6
Designing Dynamic Support
for Game-Based Learning
6.1 Introduction
The role of support for learning in game-based learning contexts cannot be overem-
phasized (Wouters & Van Oostendorp, 2013). A closely related and frequently
examined construct of support for learning is scaffolding. Though the definition and
scope of scaffolding is still inconclusive in the literature, scaffolding originally
referred to situations “in which the learner gets assistance or support to perform a
task beyond his or her own reach if pursued independently when unassisted” (Pea,
2004, p. 430; Wood, Bruner, & Ross, 1976). An adaptive level of support and the
fading of the support are implied as intrinsic components of the scaffolding process.
In this chapter, we describe our design and research of support for game-based
learning in a broader sense that includes both scaffolding with fading (or support as
needed) and general learner support without fading. We will use the terms of sup-
port and scaffolding interchangeably to include all support features in game-based
learning, whether adaptive or general, internal or external.
Support for learning in gaming often involves two alternative avenues: internal
scaffolding as the innate design feature of the game (or tool-/material-mediated
Support features found in digital games are not necessarily designed for content
learning purposes but focus on teaching novice players the flow of a game or the
game mechanics (i.e., basic actions, rules, and controls) while providing an optimal
level of challenge to support game engagement or flow (Chen, 2007). A common
design is a non-interactive in-game tutorial that provides a static introduction of
fundamentals, though they are frequently ignored by players who generally have
short attention spans and are not looking to digest masses of information. To aid or
motivate the tutorial processing, the designer can reward the action of attending to
the tutorial with achievement points. An engaging and active substitute of the in-
game tutorial is to design an assortment of training levels in which the player starts
in a “noob cave” (or fail-proof) game level and then experiences or learns key game
controls or actions one by one via and during gameplay. Rather than providing
explicit instructions, certain games (e.g., Plants vs Zombies) try to use universal,
basic rules of gameplay or a fairly standardized user interface, assuming the player
has some familiarity with them and do not have to relearn everything. They also
encourage gameplay as active self-experimentation.
To create an optimal challenge, a frequent design strategy is to progressively
increase challenge or the complexity level by increasing the variables to be man-
aged in a problem scenario (Bos, 2001). In the game SimCity, for example, the
designer associates access to new game mechanics with the progression curve and
6.2 Prior Design and Research on Support in Game-Based Learning 121
gradually increases the number of changeable task parameters or rules through levels.
Another exemplary support feature is an in-game “technology tree” (e.g., in the
game of Civilization) that limits the players’ access to advanced items or tools until
they are able to master the usage of the basic mechanics.
Apart from internal game support, game community mechanisms, such as “let’s
play” gaming videos on YouTube and community support via forums, conferences,
and blogs, have provided both learning and socioemotional support by peers and
developers. Prior research (e.g., Ho & Huang, 2009; Steinkuehler, 2006) on online
game communities has reported that online communities for gamers have reinforced
not only participatory culture but also transactional and social learning processes.
Because the game designers’ focus is on preventing frustration and reinforcing
enjoyment more than the effectiveness of learning embedded domain-specific
knowledge, the scaffolding or support approaches in digital games may have the
potential to act as learning barriers (Sun, Wang, & Chan, 2011). For example, instant
feedback and demonstration scaffolding that aim to reduce frustration levels can
reduce the potential for experimentation and failure-driven learning, create overreli-
ance on system prompts without internalizing knowledge acquired from interac-
tions with the game system, and hence undermine learning if overused. The
mechanism that supports a sense of playfulness could also be in conflict with the
development of purposiveness and the effort contributed to “problematizing” the
game challenges with respect to academic disciplines or subjects (Reiser, 2004).
conceptual knowledge acquisition better than demonstration, and the two scaf-
folding types facilitated different dimensions (sensitivity and flexibility) of
design creativity. Johnson and Mayer (2010) reported that people who played the
circuit game learned faster and were better able to transfer to new problems if
they received in-game guidance in the form of non-interruptive self-explanation
(i.e., selecting a reason for each action) or feedback (i.e., being shown the reason
for the correct action). They concluded that the educational impact of a game can
be substantially improved by incorporating support features aimed at guiding the
learner’s cognitive processing during playing. Their conclusion was supported
and extended by a later study by O’Neil et al. (2014) who found that self-expla-
nation prompts aimed at helping game-based learners make connections between
game variables and disciplinary concepts (or content problematizing) are espe-
cially effective.
Other studies have similarly examined external supports for game-based learn-
ing. For example, Barzilai and Blau (2014) found that conceptual external scaf-
folds provided before gameplay led to better problem-solving (in comparison
with the play-only condition or external scaffolds provided after gameplay) but
lowered perceived learning. Presenting external scaffolds may have conceptual-
ized learners’ understandings of the game by connecting them to disciplinary
knowledge, but its effectiveness is moderated by the timing of the scaffolding.
Tsai et al. (2013) examined both teacher-initiated content presentation before
gameplay and student-controlled in-game question prompts as game-based learn-
ing scaffolds. They reported that scaffolding before and during gameplay pro-
moted knowledge test performance better than scaffolding only during gameplay
and non-scaffolding conditions. Promisingly, the embedding of background con-
tent objects or question prompts did not influence students’ perceptions of their
gaming experiences. Chen and Law (2016) examined and compared two types of
external supports for game-based learning: nonadaptive question prompts pro-
vided after gameplay (called hard scaffolds) and peer discussions during collab-
orative gameplay (called soft or dynamic scaffolds). They found a significant
positive effect of both external supports on learning performance but a negative
impact on motivation (competence, autonomy, and interest). They also found that
after-gameplay question prompts can reinforce the effectiveness of collaboration
for game-based learning.
In summary, the previous study findings suggest that the content of the scaffolds,
as well as the timing of their provision, should be carefully designed according to
the game features to achieve specific instructional purposes. Supporting the argu-
ments of Wood et al. (1976) and Pea (2004), in-game learning scaffolds that high-
light channeling, focusing, and content problematizing while being non-interruptive
are found effective. External scaffolds, such as collaboration and question prompts
aimed to explicate knowledge development, can be effective, but their effectiveness
will be moderated by the timing of the scaffolds.
124 6 Designing Dynamic Support for Game-Based Learning
played (e.g., Minecraft), who then intuitively transferred the related gaming actions
or strategies (e.g., exploring the game world freely and building items at one’s own
will and standard) to the current game. As observed, they were often wandering
through the 3D landscape, clicking around, and picking up collectible objects ran-
domly. They then assembled the collected items casually, without an understanding
of the building goal/problem and the related design criteria. They became puzzled
upon receiving the level-failed message and asked, “What are we supposed to do?”
It was only after multiple failed trials would they realize that their old gaming habits
did not work and hence show more attentiveness in reading the task narrative and
other in-game cues. Other learning habits or preferences, such as the need for
explicit, step-by-step procedural guidance along with the lack of appreciation of
independent puzzle solving (or a low need for cognition), made them easily frus-
trated from game bottlenecks and frequently asking for instant help from peers or a
facilitator, “What should I do now?” Instead of looking to maximize “hard fun,”
these players wanted to pass the level and end the problem-solving experience as
soon as possible.
We also observed that players tended to lack persistent effort in task structuring
(i.e., mapping sub-goals and planning steps beforehand). For example, we expected
that a player would proceed with a logical process of site surveying, planning the
structure to be built (in terms of the size, shape, and position), collecting/trading
items needed, building as designed, and allocating inhabitants to the compartments
of the structure. Yet most players were involved in intuitive, trial-and-error game
actions that lacked system thinking: building instantly with only items at hand while
searching more items as needed, building a random structure, finding it impossible
to allocate all inhabitants, rearranging/rebuilding the structure, reallocation (poten-
tially with repeated mistakes), and so on. This unsystematic problem-solving pro-
cess, to some extent, generated failure-driven, reflective understanding about the
presence of a mathematical relationship among task variables. It was, however, non-
mathematical and thus made it difficult for the players to complete sufficient levels
within a class session. To assist these intuitive-thinking players, we provided a short
list of sub-tasks (or marking the task structure) on the task panel. This design feature
did significantly improve the players’ in-game performance (e.g., the number of
levels completed within a session) but reduced the opportunity for the participants
to practice representation for multistep problem-solving (Ke et al., 2017). This find-
ing is consistent with prior research which found the big challenge for designing
game-based learning support is to find a balance between supportive tool availabil-
ity and encouraging learners to engage in discovery learning and accept some level
of frustration from game bottlenecks (Sun et al., 2011; Yelland & Masters, 2007).
E-Rebuild learners also experienced a learning curve in coordinating information
distributed across objects and actions in the 3D virtual world. Situating a mathemat-
ical problem in a 3D world, representing related problem variables as interactive
objects or action feedbacks that are distributed across game space and time, and
making one actively search and connect (rather than being provided with) the
embedded information were generally novel practices to middle-school students. In
the initial E-Rebuild gaming sessions, we commonly observed that participants
126 6 Designing Dynamic Support for Game-Based Learning
lacked purposiveness in storing and using information obtained during the previous
game object or action to guide their next move. Even when sub-tasks were marked
explicitly, participants tended to treat them as separate assignments rather than part
of a holistic problem. Based on think-aloud protocols and interviews, participants
generally lacked a solid understanding of the systematic nature of mathematics—
the need to work on a higher logical plane in problem-solving situations—and
understanding which and why mathematical relationships and ideas are useful in a
particular context for problem-solving.
Driven by both the literature on game-based learning support and the observed
learning challenges in E-Rebuild, we experimented with multiple learning support
design strategies: (a) channeling learners’ attention toward the final target task by
displaying sub-tasks in structure and constraining the space exploration to maintain
directedness of the learner’s activity toward task achievement; (b) presenting/
sequencing game tasks (or levels) with gradually increased degrees of freedom, by
reducing the numbers of variables in the task structure involved in the initial prob-
lem scenarios; (c) modeling or scaffolding the representation of mathematical rela-
tionships in a task with interactive step-by-step prompts, an in-game scratch pad,
multimodal cues, and feedback; and (d) externally supporting content problematiz-
ing by encouraging learning-constructive game talk among peers and external help
as needed from a facilitator or teacher. The pros and cons of these learning support
design strategies, with the illustration of our design experiment findings, are
described in the following section.
time, in comparison with the initial design that presented a multistep task as it is.
Yet we also observed that the explicit and linear sub-goal structuring reduced the
opportunity for the participants to proactively reflect on and refine their under-
standing of mathematical relationships underlying the task structuring. For exam-
ple, in the episode depicted in Fig. 6.1, the building problem (using multiple
containers to build a shelter resembling the pre-quake home and allocating all sur-
viving families to containers) includes two puzzles: (1) the number of shipping
containers needed and (2) the way the structure should be composed. When inter-
acting with the initial version, participants were frequently found transferring
between the two steps of “rebuilding” and “sheltering all families” to self-check
and refine the answer to the first puzzle. Yet under the linear and chunked task
structure, both puzzles had to be solved at the building step, and the participants
lost meaningful action feedback (e.g., whether all families get sheltered). Hence
more participants started trial-and-error gameplay: building with all containers, let-
ting the computer or game check the built structure, and reducing one container at
each new trial until they passed this step.
In a later prototype, we presented all sub-goals of the composite game task as a
to-do list (Fig. 6.1b), with which the player can check off each completed sub-task
at a nonlinear sequence. All sub-goals or componential tasks are parallel and not
prerequisite to each other. The flexible sub-goal list helped to channel the players’
attention while allowing them to navigate and convert between sub-goals (or tasks).
128 6 Designing Dynamic Support for Game-Based Learning
game file to run on the local school infrastructure, we reduced the magnitude of the
school set and background structures/objects. To better focus the players’ attention
on the salient problem variables (or the embodied game objects), we purposefully
made the information point of interest—the object that is critical for the problem
identification—as the starting point of gameplay at each level. For instance, in a
school stadium building level (Fig. 6.4), participants had to analyze the structure of
the stadium’s bench seating and find a way to build it in an efficient way. The prob-
lem requires the player to decompose and compose geometric shapes (e.g., a trap-
ezoidal prism as the base and a rectangular prism as the seat) and join and copy/
paste small cuboids of standard or varied dimensions (e.g., bricks) to construct the
base and seat of the stadium bench. This task, as observed, was novel to our middle-
school participants who struggled in analyzing the composition of the structure,
usually spending more than 30 minutes in a single attempt or trial, and frequently
requesting hands-on help with the building process. Specifically, they did not fully
inspect the bench to notice its hollow rear. To correct this misapprehension, we set
an isometric view of the bench’s rear (instead of the elevation view of its front side,
as in the earlier version) as the starting point of the level. We also colored the base
and seat section of the bench differently to highlight its geometric composition. All
of these design revisions with the game space have clearly reduced the off-task time
and actions by the participants.
Fig. 6.5 (a, b) Scaffolds of mathematical relationship representation in iconic and symbolic
formats
Multimodal Cues and Feedback To recruit and maintain the players’ attention on
the salient objects and features in the task structure and facilitate the reflection and
purposive refining of problem-solving actions, we designed in-game scaffolds also
as tooltips, action-specific feedback, in-game tools, and end-of-level badges. These
in-game scaffolds are multimodal, in line with the game mechanics and game world,
and presented in response to a game act or at the end of a game level.
In the original prototype of E-Rebuild, we tried putting all salient problem infor-
mation, including core variables and their features, into the task narrative being
portrayed on the Episode panel when one entered a game level and ever-present as
a background information object. However, we found that on average, participants
spent less than 1 minute reading the task narrative, with some simply skipping it. We
then tried presenting salient information as a tooltip associated with each game
object or element. The information appears when an anchor was positioned over the
related object, as shown in Fig. 6.7. As observed, interacting with diverse informa-
tion objects in the game world had involved participants in an in situ and active
investigation of the related problem variables and helped them to comprehend the
problem through hands-on discoveries.
During the design experiments, we found that action-specific cues, in compari-
son with ever-present cues, are better received and processed. For example, in the
trading action, we used to present items’ prices via a background bulletin board that
replicates the format of a math ratio table (Fig. 6.8a). We observed that middle-
school participants frequently ignored the board in the store house. They would
134 6 Designing Dynamic Support for Game-Based Learning
Fig. 6.8 (a, b) Price bulletin board for the training action and the item-allocating panel
reasoning during gameplay, we have instead designed and presented a badge system
on the post-level summary (Fig. 6.9). Each badge is designed and presented to
encourage a player to improve the efficiency and accuracy in their game-based
problem-solving strategies and solutions and hence motivate a purposive usage of
mathematical reasoning and knowledge in the future game levels.
2D/3D Visuals for Alternative Processing and Comprehension An example dem-
onstrating the benefit of multimodal in-game scaffolds for problem representation
136 6 Designing Dynamic Support for Game-Based Learning
was the pairing between a 2D visual sketch and a 3D model of the target architec-
tural structure in E-Rebuild (Fig. 6.10). The former was presented as a slideshow,
while the latter was presented as a historical view of the structure and construction
site with which the player could actively inspect and survey. When interviewed,
participants generally reported that they referred to both forms of the visual-spatial
representation during gameplay, which was confirmed by the infield observation of
their gaming behaviors. During the building action, participants frequently shifted
between reviewing the static, visual depiction (with numerical marking) of the tar-
get structure and exploring/measuring the structure model situated in the simulated
construction site. This pattern confirmed our speculation that such a multimodal
representation scaffold enabled learners to comprehend static visuals while interact-
ing with a maneuverable object or model, thus sufficing both visual and kinesthetic
ways of information processing.
6.5 Conclusive Design Insights on Game-Based Learning Support 137
Our design and research findings in E-Rebuild have highlighted and confirmed a
salient claim in the literature on computer-assisted learning support—only when a
support is context-aware and intrinsically integrated in the technical environment
138 6 Designing Dynamic Support for Game-Based Learning
will the support be effective. In game-based learning, a support should not only be
context- or environment-coherent but also action specific. Game-based learners
have a short attention span for textual information processing in a dynamic game
world and are occupied with in-game problem-solving. Consequently, they tend to
interact with learning supports when they are game action- and object-associated,
perceived as a legitimate investment (e.g., a worthy solution to block repetitive fail-
ures), and presented in a multimodal and non-interruptive way (i.e., not constituting
extra information-processing load).
Confirming the literature on game-based learning support (Wouters & Van
Oostendorp, 2013; Mayer & Johnson, 2010), the current project findings suggest that
learning supports that scaffold mathematical relationships (or task structuring) are
beneficial to learners’ in-game task performance and learning outcomes. Specifically,
chunking and sequencing sub-goals as well as gradually increasing componential
variables in the game tasks help to channel the players’ attention and effort toward
the overarching task goal and a systematic problem-solving process. However, it
remains a design challenge to create an in-game task-structuring tool that enables
mathematical diagraming or freehand scribing or a tool that bridges action- and visu-
alization-based qualitative insights to mathematical expressions of the variables with
their analytical relationships in an architectural building problem.
In the E-Rebuild project, we have found that internal and external scaffolding
can complement each other to create a coherent learning support system. Proactive
and individualized external support particularly assists underachieving students. Yet
individualized learning support via a trained facilitator is demanding in the school
settings. A potential solution and future research topic of the E-Rebuild project is to
provide in-game adaptive learning support that is driven by the real-time assessment
of the cognitive and affective states of the learners during gameplay. For example,
the game data-driven assessment of a learner’s math competency and affective states
can drive an adaptive selection and sequencing of game levels that supports an opti-
mal learning path and level of challenge. Within each game level, the real-time
tracking of the learner’s in-game task performance and engagement state will then
trigger multimodal support features that are adaptive in the content (e.g., associated
with the action at hand or the object being interacted with), timing (e.g., when a
threshold value of failed trials or the bottleneck state is reached), and format (e.g.,
modeling or prompting for a partial solution). These adaptive learning support strat-
egies can augment the current in-game scaffolding features and balance learner
autonomy in selecting the preferred support mechanism.
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Chapter 7
An Evolving Design Framework
for Game-Based Learning Platforms
7.1 Introduction
To formulate the design problem, we have tried to explicate, synthesize, and trans-
form the design goals into functional specifications of the design product. Because
game design is the experience design, the problem formulation investigation is
hence driven by a basic question: What learning-gaming experience will we design?
Specifically, a design team has to address the following sequence of questions to
specify the mechanics nature of the game-based learning experience:
• What composes a salient problem-solving or epistemic practice in the targeted
disciplines (e.g., mathematics and architecture)?
• What desirable aesthetic experiences—emotional and cognitive responses
evoked in the player—are associated with such a practice?
• What game objectives, actions, rules or constraints, and environmental storytell-
ing will promote the relevant disciplinary practices and aesthetic experiences?
• Is designing such an experience applicable considering the technical and prag-
matic constraints (e.g., time, budget, resources at hand, and the future implemen-
tation setting)?
7.2 Structuring of the Game Design Spaces 143
• Designing and structuring game tasks, including contextual scenarios (the game
world or setting), to exemplify actions in a legitimate (or meaningful) context, to
scaffold learning progression, and to capture/accumulate performance evidence
defined by the competency/evidence models
• Designing the game logging structure along with the development of the statisti-
cal model for stealth assessment (in this case, Bayesian network)
• Designing game-based learning support to enhance theoretical thinking and
subject-problematizing opportunities
In the later stage of the design space structuring, the sub-solutions for the above
subproblems are then aligned and adjusted coherently to create a synthetic design
solution for the whole game design problem. For example, in the later design phase
of E-Rebuild, game task development and sequencing, game logging structure
design, assessment model refinement and validation, and learning support design
have merged with each other so that the iterative design and refinement are pro-
ceeded with them all rather than a single facet.
Using a common symbol system for design concepts among the interdisciplinary
design team is imperative for a longitudinal, complicated design problem-solving
process. During the E-Rebuild project, we found that a substantial amount of time
during the earlier design meetings was spent in decoding, comparing, and coordi-
nating differing symbol or representation systems of the design ideas, more than
that for the design idea generation. Due to the lack of a common symbol or repre-
sentation system of the design knowledge among the interdisciplinary teammates,
the collaborative review and refining of the design spaces become even murkier. The
use of a common “pattern” language, as we discovered, helps to communicate, fil-
ter, and focus information and augment collective memory and processing. The
construction of such a design language system should actually occur as the com-
mencement of the design problem structuring process.
Several core design concepts have emerged as the most dynamic, composite, or
impelling constructs in the design spaces of game design. They embody the unique
features and challenges that characterize game-based learning platforms and deserve
further discussions and a deliberate examination.
7.3 Core Design Concepts for Game-Based Learning Platforms 145
Prior research of game-based learning has examined and discussed the importance of
integrating knowledge as an internal or intrinsic part of gameplay, such as the design
exploration of endogenous fantasy (Habgood, Ainsworth, & Benford, 2005; Malone,
1981) and a recent synthesis of major approaches of integrating purposeful learning in
gameplay (Ke, 2016). Actually, the nature of the knowledge is as important as the way it
is integrated in or structured/enabled by gameplay. But the former receives much less
design or research attention. Few game studies examine the nature of game-based knowl-
edge to justify why its development warrants gameplay. That is, an implicit assumption
of “embedding” or “integrating” knowledge in gameplay is that the knowledge is infor-
mation or static data to be represented or conveyed by multisensory game worlds.
In this project, we explore the design of game-based learning as more an experience
design, with the aim to convey knowledge in interactions rather than static data. The
assumption is that problem-based gameplay enables not only conceptual and proce-
dural math knowledge but also structural understanding—understanding of the princi-
ples and conceptual relations among mathematical variables and procedures in a
contextual math problem. We also hypothesized that learners will discern new problem-
solving methods from the experience, after being provided expressive ways to confront
with and test the previously developed methods (e.g., trial and error) and realizing that
they are restricted. These theoretical and design conjectures about learning in gameplay
have surely influenced our design exploration. It is important, but beyond the scope of
this book, to examine how the nature of knowledge (e.g., general schema versus
domain-specific knowledge; sign-mediated theoretical thinking versus empirical think-
ing) will mediate the design approach of game-based learning platforms.
Although games have been frequently cited as a motivation tool for learning, design
research that examines the construct and design of game-based learning motivation
is still lacking (Star, Chen, & Dede, 2015). It is important for the game designers to
explicate why and how different learners will find a game-based, intentional learn-
ing experience interesting (due to intrinsic motivation) or important (due to well-
internalized extrinsic motivation). For example, the game-based learning designers
need to resolve the conflict between the gameplay that requests considerable sense-
making or cognitive interactivity and learners who may lack need for cognition—an
inclination toward effortful cognitive activities.
Educational game design is to create meaningful, interactive, and challenging
worlds involving the user as the conductor of his own intellectual development. In
relation to this stance are three design concepts imperative for describing and design-
ing game-based learning motivation: autonomy with environmental regulation,
meaning in interactivity, and optimal challenge.
146 7 An Evolving Design Framework for Game-Based Learning Platforms
challenge until the actual responses of diverse players toward the tasks are iteratively
observed. In the E-Rebuild project, we have iteratively retuned the usability of the
interaction controls and training levels and emphasized a sequential embedding of
novel challenges and mechanics in game levels that presents a positive slope of the
learning curve.
On the other hand, an assumption of game-based knowledge development is
to reinforce a scientific attitude, such as the persistence toward frustration from
bottleneck as well as independent problem-solving. Design efforts to increasing
the players’ game engagement level by chunking and reducing the complexity of
a game task, or the arrangements of external help from peers or experts, can
reduce the chance for players to practice the scientific attitudes. It remains hazy
as to when frustration is positive for scientific attitude development and through
what observable behavior tracking we can gauge such a state adaptively for dif-
ferent learners.
learning trajectory may not be fully overlapped with an assessment trajectory. The
rule that decides the selection of a sequential learning task after a failed trial can
differ from that of selecting a task for better evidence collection and diagnosis.
A few other analytic generalizations (Yin, 2003) have emerged from our phenome-
nological inquiry of the E-Rebuild design and can jointly contribute to the future
development of a design theory for game-based learning platforms. These emergent
generalizations, as outlined below, define functional and unique properties of the
mechanic, interface, and player support in an educational game:
• Game actions should act as the foundation entity for the integration of learning
and play in game mechanics development. Defining the basic actions that
embody the essential content-rich practice helps to explicate the nature of learn-
ing and gameplay. Derived from the action specification will be the description
of its structure (e.g., its objective and execution rule), potential obstacle (e.g.,
challenge or constraint), and meaningful context (e.g., the backdrop setting or an
environmental story). Consequently, core gameplay for learning is defined.
• A bicentric mode (e.g., fly-through mode) of play improves game engagement as
well as the game’s functional and cognitive interactivity. It features a naturalistic
coordination between egocentric and exocentric perspective in the interactions
(Dede, 2009). Compared with either elevation or orthographic view, a bicentric
perspective facilitates multimodal representations, both grounded and abstract,
for the user’s construction of visual-spatial schemata in encoding game objects
and worlds, thus assisting them in investigating the game-based, contextualized
math problem.
• An intermediary interface is the extension of an intuitive control to promote
action-related, content-rich theoretical thinking. It is characterized by an active
prompting that necessitates an overt presentation of purposive, strategic, and
domain-specific cognitive engagements during the user input. An intermediary
interface should enhance cognitive interactivity while maintaining adequate
usability (or functional interactivity).
• A mixture of granularity levels of the simulated interactions (e.g., building with
coarse-grained versus fine-grained units) enables the emphasis of different
domain-specific competencies. The finer granularity level an interaction has, the
higher procedural complexity it presents, and the more engagement in strategic
planning (e.g., in selecting the most efficient procedure) it will motivate.
• Dynamic learning support should be interactive, and intrinsically integrated into
the game mechanics, the interaction interface, and/or the game scenario. It
should clearly convey its significance on the immediate game action and the
later play experience to the game players. The agency of learning supports can
7.5 Future Design and Research of the Game-Based Learning Platform 149
As the prior game design research and this project demonstrate, the design of game-
based learning platforms requires a longitudinal, iterative design, testing, and refine-
ment process. At the same time, using a game-based learning platform in school
typically requires that the platform should be scalable to enable a continuous devel-
opment or localized customization of game tasks based on a dynamic competency
model and the varying needs of diverse school or class settings. The challenges of
150 7 An Evolving Design Framework for Game-Based Learning Platforms
using games for learning, therefore, are to find generative methods that allow game
tasks to be created cost-effectively and enable users’ (e.g., teachers’) customization
of game levels. Even through automatic game design or level development has been
a prominent theme in game design research (e.g., Butler, Andersen, Smith, Gulwani,
& Popović, 2015; Nelson & Mateas, 2007; Togelius & Schmidhuber, 2008), the
exploration of automatic design solution generalization in educational game setting
is particularly limited.
Analyzing the basic design features and patterns of successful design solutions
(e.g., engaging and effective game tasks or levels) is the starting point for auto-
matic educational game design or level development (Butler et al., 2015). The
evidence-centered task development in the E-Rebuild project has integrated the
idea of using a set of semi-structured task templates that are defined by a set of key
task parameters. For the future, we will experiment with a parameter-based level
development approach (Sorenson & Pasquier, 2010) through which teachers can
customize the values of a set of game parameters and task variables to define the
basic features of a game level (or task) and generate game levels dynamically.
Another potential extension of the current integrative design of learning and data-
driven assessment is to use real-time diagnostic assessment to drive adaptive and
unobtrusive in-game learning support. Engaged gameplay may not guarantee suc-
cessful math learning for all players, especially for those who lack the habits and
skills associated with critical and reflective thinking. Adaptive scaffolds for action-
based, metacognitive learning should be designed via unobtrusive in-game learning
support, such as game task selection, regulation and reflection of content-specific
gameplay, intrinsic learning prompts, and the balance between regulation and
autonomy (Chang, Wu, Weng, & Sung, 2012; Wouters & Van Oostendorp, 2013).
By leveraging the stealth assessment mechanism, one can develop and experiment
with adaptive in-game learning support that consists of (1) a customizable trajectory
of gameplay, such as an optimum selection of game tasks, enabled by the user control
of the parameter-based level development and (2) an adaptive and optimum level,
form, and timing of scaffolding that integrate user initiation (autonomy) and computer
regulation. Learners’ interaction with in-game learning support features can also be
captured as the input evidence to substantiate the developed Bayesian networks.
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Index
Mindfulness, 108 R
Multimodal cues and feedback, 133 Reflective inquiry, 3
Multimodal in-game scaffolds, 135 Retrospective analysis, 110
Multimodal math story problem, 104 Row house, 106
Multisensory rendering environment, 1 Rural farm, 95
N S
National Science Foundation (NSF), 44 Scaffold players, 131
Nongame educational settings, 6 Scaffolding, 123, 131, 138
School set design, 129
School stadium building level, 130
O School stadium level, 130
Open-ended game world, 124 Self-determination motivation theory, 7
Stealth assessment, 46
Stealth assessment mechanism, 150
P
Parameter-based level development
approach, 150 T
Phenomenological examination, 10 Task archetypes, 104
Phenomenological perspective, 15 Task-based skill practice, 101
Physics Playground, 44 Task construction, 101
Pictorial presentations, 104 Task model, 111
Plan and elevation views, 82 Trading and building actions, 27
Post-level game performance Transaction fee, 110
badges, 136 Treasure hunting, 87
Price bulletin board, 135
Problematizing mathematics, 3
Problem-solving efficiency, 90 U
Problem-solving performance, 108 Urban school, 96
Problem-solving skills, 114–115
Process-oriented data, 101
V
Variables chunking and escalation, 128
Q Verbal/syntactic task description, 97
Q-matrix, 111, 113 Video- and screen-recorded gaming
Qualitative data, 16 behaviors, 108