The ENGAGE project at CMU investigated the problem of the difficulty of teaching younger students some complex or intangible ideas involved in scientific inquiry and critical thinking. Educational games provide an opportunity for young learners to "learn by doing" in entertaining ways. These games guided player to discover a scientific concepts for themselves, and then reflect on the process of discovery to gain understanding of the collaborative process of scientific inquiry.
There were few models for developing games that could provide this level of learning while also being entertaining enough to activate a player intrinisic motivation. For this reason, a significant part of the ENGAGE project was to assemble a cross-functional team of learning scientists and entertainment technology experts and find ways to bridge the gap between these two fields.
There was also a social-emotional learning element to the project due to the emphasis of the collaborative nature of scientific inquiry. The team needed to considered how to provide an in-game framework that encouraged cooperation in fair and intentional ways, while remaining age-appropriate.
The ENGAGE project at CMU investigated the problem of the difficulty of teaching younger students some complex or intangible ideas involved in scientific inquiry and critical thinking. Educational games provide an opportunity for young learners to "learn by doing" in entertaining ways. These games guided player to discover a scientific concepts for themselves, and then reflect on the process of discovery to gain understanding of the collaborative process of scientific inquiry.
There were few models for developing games that could provide this level of learning while also being entertaining enough to activate a player intrinisic motivation. For this reason, a significant part of the ENGAGE project was to assemble a cross-functional team of learning scientists and entertainment technology experts and find ways to bridge the gap between these two fields.
There was also a social-emotional learning element to the project due to the emphasis of the collaborative nature of scientific inquiry. The team needed to considered how to provide an in-game framework that encouraged cooperation in fair and intentional ways, while remaining age-appropriate.
Educational games provide an opportunity to engage learners, reinforce scientific concepts, and promote discovery-based learning. As part of the interdisciplanary ENAGE team, I designed and developed games that use instructional strategies, interactive problem-solving, and scaffolded learning mechanics to teach scientific principles and critical thinking skills.
In addition to contributing to the design of individual games, one of my most import constributions was bridging the gap between disciplines in the team. The ENGAGE project was a collaboration between two Carnegie Mellon University departments: The Human-Computer Interaction Institute (HCII) contributed experts in the learning sciences (including cognitive psychologists, intelligent systems researchers, and instructional designers), and the Entertainment Technology Center (ETC) contributed experts in computer game development (including computer scientists, UX researchers, artists, and coders).
I served as an intermediary to "translate" each groups priorities, constaints, and mindsets. I enhance collaboration by:
I designed levels for each game using existing literature on the progession of theories (or “rules”) young learners go through when discovering each scientific principle. The table above illustrates the progressive rules about how to predict which side of a balance beam will go down. Mission 1 begins with only levels that follow the first rule (“The side with the most tokens will go down”) but ends with a level that “breaks” that rule and confuses the player. Young learners then turn to the second attempt at a rule (“The side with the tokens furthest from the center will go down”) until the last level breaks that rule. That cycle continues until the full principle is discovered.
The game is designed to follow that natural pattern of progressive discovery, but to condense what might take hours of unstructured play with a balance toy into an efficient game that not only teaches principles of balance, but the use of a structred process of scientific inquiry to answer questions.
For Teeter-Totter Go, I created a flowchart to guide the entertainment technology team in building a new log book mechanic to lead players through the collaborative inquiry process. Players enter the log book when they need a new hypothesis in the game. The log book helps them review past observations and use that evidence to construct an argument for a new hypothesis. When the two players agree on a new hypothesis, they return to the main game area and see if this new hypothesis helps them make progress.
Educational games provide an opportunity to engage learners, reinforce scientific concepts, and promote discovery-based learning. As part of the interdisciplanary ENAGE team, I designed and developed games that use instructional strategies, interactive problem-solving, and scaffolded learning mechanics to teach scientific principles and critical thinking skills.
In addition to contributing to the design of individual games, one of my most import constributions was bridging the gap between disciplines in the team. The ENGAGE project was a collaboration between two Carnegie Mellon University departments: The Human-Computer Interaction Institute (HCII) contributed experts in the learning sciences (including cognitive psychologists, intelligent systems researchers, and instructional designers), and the Entertainment Technology Center (ETC) contributed experts in computer game development (including computer scientists, UX researchers, artists, and coders).
I served as an intermediary to "translate" each groups priorities, constaints, and mindsets. I enhance collaboration by:
I designed levels for each game using existing literature on the progession of theories (or “rules”) young learners go through when discovering each scientific principle. The table above illustrates the progressive rules about how to predict which side of a balance beam will go down. Mission 1 begins with only levels that follow the first rule (“The side with the most tokens will go down”) but ends with a level that “breaks” that rule and confuses the player. Young learners then turn to the second attempt at a rule (“The side with the tokens furthest from the center will go down”) until the last level breaks that rule. That cycle continues until the full principle is discovered.
The game is designed to follow that natural pattern of progressive discovery, but to condense what might take hours of unstructured play with a balance toy into an efficient game that not only teaches principles of balance, but the use of a structred process of scientific inquiry to answer questions.
For Teeter-Totter Go, I created a flowchart to guide the entertainment technology team in building a new log book mechanic to lead players through the collaborative inquiry process. Players enter the log book when they need a new hypothesis in the game. The log book helps them review past observations and use that evidence to construct an argument for a new hypothesis. When the two players agree on a new hypothesis, they return to the main game area and see if this new hypothesis helps them make progress.
Rumble Blocks is a physics-based game where learners experiment building with shapes while helping an alien build a launch platform for a spaceship.
I designed progressively challenging levels that facilitated the learner’s own “discovery” of engineering principles like stability and weight distribution.
Afterwards, younger learners could not always articulate these principles, but could use them effectively.
Beanstalk is a physics-based game that helps young learners discover the laws of balance through interactive problem-solving in collaboration with nonplayer character (NPC) talking birds. The player must correctly predict which way the plank on top of the beanstalk will tip as flowers, bugs, and other “tokens” appear on the plank.
In addition to level design, I designed the NPCs interactions with the learner to provide scaffolded assistance to struggling players—on top of entertaining the player with banter. I then collaborated with members of the entertainment technology team to ensure gameplay reinforced the learning principles as well as the collaborative mechanics.
Teeter-Totter Go is a physics-based game that helps young learners discover the laws of balance, but also requires collaboration between two live players (not NPCs).
I designed a collaborative inquiry mechanic for the game (see below). When the players' current method of creating balance and tilting stop working, the game shifts to notebook interface where players record their obsevations, compare those observation to the current hypothesis, and form a new hypothesis.