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BeadLoom Game: adding competitive, user generated, and social features to increase motivation

Published: 29 June 2011 Publication History

Abstract

BeadLoom Game (BLG) is an educational puzzle game designed to teach students basic Cartesian coordinates, iteration, and layering. Although this game has been proven to be successful at teaching students these concepts, many participants reported wanting more competitive and free-play creative elements in the game. In response, we augmented the BeadLoom Game with a competitive high score table, a creative custom puzzle mode, and a social network framework. Here we report results of an experiment where middle school students are given versions of the BLG with different combinations of these new features. Based on the in-game metrics and player surveys we show that while both the competitive and the creative game modes increase a majority of the player's motivation it is not until we add both features that we maximize this effect. Through a combination of creative and competitive game modes we are able to have the highest motivation for the largest number of different players.

References

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Barnes, T., E. Powell, A. Chaffin, H. Lipford. Game2Learn: Improving the engagement and motivation of CS1 students. ACM GDCSE 2008.
[2]
Boyce, A, and T. Barnes. BeadLoom Game: Using Game Elements to Increase Motivation and Learning. ACM FDG 2010. Monterey, CA, USA, June 19--21, 2010.
[3]
Boyce, A, A. Campbell, S. Pickford, D. Culler, T. Barnes (2011). Experimental Evaluation of BeadLoom Game: How Adding Game Elements to an Educational Tool Improves Motivation and Learning. Submitted to ITiCSE 2011.
[4]
Dale, N. B. Most difficult topics in CS1: results of an online survey of educators. SIGCSE Bull. 38, 2 (2006), 49--53
[5]
Doran, K., A. Boyce, S. Finkelstein, T. Barnes. (2010). Short Paper: Reaching out with Game Design. ACM FDG 2010. Monterey, CA, USA, June 19--21, 2010.
[6]
Eagle, M., T. Barnes. Experimental evaluation of an educational game for improved learning in introductory computing. In SIGCSE '09, PP. 321--325, 2009.
[7]
Eglash, R., Bennett, A., O'Donnell, C., Jennings, S., and Cintorino, M. (2006). "Culturally Situated Design Tools: Ethnocomputing from Field Site to Classroom." American Anthropologist 108(2): 347--362.
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Garris, Ahlers, & Driskell. Games, motivation, and learning: a research and practice model. Simulation and Gaming, Vol. 33, No. 4, 2002, 441--467.
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Prensky M. Computer Games and Learning: Digital Game-Based Learning. In: Raessens J, Goldstein J, editors. Handbook of COmputer Games Studies. Cambridge MA: The MIT Press; 2005.

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  • (2024)Is VR Always a Better Choice? Investigating the Effects of Game Modes and Role-Playing on Fire Escape Simulation Training2024 10th International Conference on Virtual Reality (ICVR)10.1109/ICVR62393.2024.10868014(338-346)Online publication date: 24-Jul-2024
  • (2023)Beyond Performance AnalyticsPerspectives on Learning Analytics for Maximizing Student Outcomes10.4018/978-1-6684-9527-8.ch009(168-187)Online publication date: 24-Oct-2023
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  1. BeadLoom Game: adding competitive, user generated, and social features to increase motivation

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    cover image ACM Other conferences
    FDG '11: Proceedings of the 6th International Conference on Foundations of Digital Games
    June 2011
    356 pages
    ISBN:9781450308045
    DOI:10.1145/2159365
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    • SASDG: Society for the Advancement of the Science of Digital Games

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 29 June 2011

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    Author Tags

    1. education
    2. evaluation
    3. game development
    4. motivation

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    • Research-article

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    FDG'11
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    • SASDG
    FDG'11: Foundations of Digital Games
    June 29 - July 1, 2011
    Bordeaux, France

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    FDG '11 Paper Acceptance Rate 31 of 107 submissions, 29%;
    Overall Acceptance Rate 152 of 415 submissions, 37%

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    View all
    • (2024)Is VR Always a Better Choice? Investigating the Effects of Game Modes and Role-Playing on Fire Escape Simulation Training2024 10th International Conference on Virtual Reality (ICVR)10.1109/ICVR62393.2024.10868014(338-346)Online publication date: 24-Jul-2024
    • (2023)Beyond Performance AnalyticsPerspectives on Learning Analytics for Maximizing Student Outcomes10.4018/978-1-6684-9527-8.ch009(168-187)Online publication date: 24-Oct-2023
    • (2022)Grade 5 Students’ Elective Replay After Experiencing Failures in Learning Fractions in an Educational Game: When Does Replay After Failures Benefit Learning?LAK22: 12th International Learning Analytics and Knowledge Conference10.1145/3506860.3506873(98-106)Online publication date: 21-Mar-2022
    • (2022)Menstrual Monster: A Tangible Interactive Co-educational Game Designed for TeenagersCHI Conference on Human Factors in Computing Systems Extended Abstracts10.1145/3491101.3519723(1-7)Online publication date: 27-Apr-2022
    • (2020)Engaging 4th and 5th Grade Students with Cultural Pedagogy in Introductory Programming2020 Research on Equity and Sustained Participation in Engineering, Computing, and Technology (RESPECT)10.1109/RESPECT49803.2020.9272435(1-2)Online publication date: 10-Mar-2020
    • (2017)Collaborative and Competitive Video Games for Teaching Computing in Higher EducationJournal of Science Education and Technology10.1007/s10956-017-9690-426:4(438-457)Online publication date: 15-Mar-2017
    • (2012)Maximizing learning and guiding behavior in free play user generated content environmentsProceedings of the 17th ACM annual conference on Innovation and technology in computer science education10.1145/2325296.2325303(10-15)Online publication date: 3-Jul-2012
    • (2011)Social user generated content's effect on creativity in educational gamesProceedings of the 8th ACM conference on Creativity and cognition10.1145/2069618.2069675(317-318)Online publication date: 3-Nov-2011

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