Learning science socially through game creation: - Futurelab
Learning science socially through game creation: - Futurelab
Learning science socially through game creation: - Futurelab
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<strong>Learning</strong> <strong>science</strong> <strong>socially</strong><br />
<strong>through</strong> <strong>game</strong> <strong>creation</strong>:<br />
a case study of the Newtoon prototype<br />
KEY TO THEMES<br />
OVERLEAF
Key to themes<br />
We have developed a set of themes to help you<br />
identify which of our publications and projects<br />
may be of interest to you. Here is the key to all<br />
of our current themes - those relevant to this<br />
publication can be found on the cover:<br />
Digital Inclusion – How the design and<br />
use of digital technologies can promote<br />
educational equality<br />
Teachers and Innovations – Innovative<br />
practices and resources that enhance<br />
learning and teaching<br />
<strong>Learning</strong> Spaces – Creating<br />
transformed physical and virtual<br />
environments<br />
Mobile <strong>Learning</strong> – <strong>Learning</strong> on the<br />
move, with or without handheld<br />
technology<br />
Learner Voice – Listening and acting<br />
upon the voices of learners<br />
Games and <strong>Learning</strong> – Using <strong>game</strong>s<br />
for learning, with or without gaming<br />
technology<br />
For more information on our themes please<br />
go to www.futurelab.org.uk/themes<br />
Background<br />
Newtoon was developed as part of <strong>Futurelab</strong>’s Call<br />
for Ideas (CFI) programme, open for anyone to submit<br />
an idea for innovative ways of teaching or learning<br />
with technology. Successful ideas receive funding and<br />
support in the form of creative input, learning research,<br />
user-centred design, and technological expertise to<br />
develop them into working prototypes, which are then<br />
trialled and evaluated with learners.<br />
Development and research on the Newtoon project<br />
was carried out in partnership with St Mary Redcliffe<br />
Secondary School, Churchill Community School, and<br />
Soda Creative, who submitted the original idea.<br />
Project partners<br />
Soda Creative<br />
Contributors<br />
Ed Burton, Hans Daanen, Graham Hopkins, Clara Lemon<br />
Acknowledgments<br />
We would like to thank the teachers involved and<br />
all pupils who took apart in the trials for their time,<br />
commitment and hard work on the project.<br />
Thanks to Briony Greenhill, an independent researcher<br />
who conducted the field trials and data analysis, and<br />
led the writing of this report.<br />
Thanks must also go to those who gave their time and<br />
energy to participate in workshops: Richard Noss,<br />
Howard Noble, Ken Kahn, Adam Nieman, Elizabeth<br />
Jeavens, Gaynor Sharpe, Mairin Murray, Leigh<br />
Jackson, Mick James, St Mary Redcliffe School (Darren<br />
Wilson, Duncan McAlmont, Angus Gregson), Churchill<br />
Community school (Chris Cooknell), Ian Rodgers,<br />
Daniel Sandford-Smith, Richard Brawn, Angus<br />
Gregson, Frank Martinelli.<br />
We also acknowledge the support of the DCSF in<br />
funding <strong>Futurelab</strong>’s CFI programme, which made this<br />
project possible.
Contents<br />
Introduction 03<br />
1. Executive summary 04<br />
2. Design process 07<br />
3. The Newtoon experience 09<br />
4. Newtoon technology and development 13<br />
5. Research methods and trials 16<br />
6. Findings and analysis 19<br />
7. Recommendations and future possibilities 47<br />
8. Conclusion 56<br />
References 60<br />
Briony Greenhill, Independent Researcher with<br />
Jessica Pykett and Tim Rudd, <strong>Futurelab</strong> 2008<br />
01
INTRODUCTION<br />
02
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
INTRODUCTION<br />
Introduction<br />
Newtoon is a mobile phone and web activity which aims to embed physics<br />
learning in mobile <strong>game</strong> <strong>creation</strong> and play. It enables young people to<br />
create micro<strong>game</strong>s via a web interface on a PC in a 2D world consisting<br />
of balls and springs. The <strong>game</strong>s can be trialled and edited on the PC,<br />
and various physics principles regulating the movement of objects can<br />
be manipulated via the interface. Each <strong>game</strong> lasts only a few seconds,<br />
during which students need to figure out how to play the <strong>game</strong>. A number<br />
of these micro<strong>game</strong>s can be aggregated into ‘<strong>game</strong>stacks’, shared with<br />
other players and played on a mobile phone. The Newtoon experience<br />
allows students to author, play, edit and share fast-paced micro<strong>game</strong>s<br />
with <strong>game</strong> rules based on a set of Newtonian and other physics principles.<br />
The idea was submitted to <strong>Futurelab</strong>’s Call for Ideas programme by digital<br />
arts company Soda Creative.<br />
This prototype is an attempt to inspire children to become more <strong>science</strong><br />
literate and to bridge the gap between learning abstract <strong>science</strong> ‘concepts’<br />
and actually ‘doing’ <strong>science</strong> <strong>through</strong> simulation. More broadly, it is hoped<br />
that by actively constructing <strong>science</strong>-based mobile <strong>game</strong>s, students will<br />
be motivated to make use of web applications and mobile phones for<br />
the purpose of learning. The evolution of a gaming community has the<br />
potential to invoke an interactive and collaborative classroom culture with<br />
doing, debating and deliberating <strong>science</strong> at its heart. This could involve<br />
exploring the possibilities of a 21st century <strong>science</strong> curriculum, in which<br />
there is greater emphasis on understanding how <strong>science</strong> and scientists<br />
work in practice, how pupils can relate <strong>science</strong> to the world around them,<br />
and how they can use and apply <strong>science</strong> to the world around them.<br />
03
1. EXECUTIVE SUMMARY<br />
1. Executive summary<br />
Developing the Newtoon experience started with idea development,<br />
literature reviews and teacher consultation, followed by regular concept<br />
trials and development with teachers and students. Soda Creative<br />
developed the Newtoon software informed by regular user-testing<br />
sessions in a secondary school, and <strong>Futurelab</strong> worked with teachers to<br />
design a suitable suite of lessons for the research trials.<br />
Key findings from the trials identified that:<br />
_ Newtoon is an excellent tool for consolidating learning: learners with<br />
a little prior knowledge in particular showed clear improvements in<br />
understanding of key concepts after the trial.<br />
_ Newtoon had a striking effect on learner engagement: students of all<br />
abilities and genders embraced the experience with enthusiasm. We<br />
identified five key drivers behind engagement: authorship; ownership;<br />
playful/experimental learning; the social value of the <strong>game</strong>s; and being<br />
involved in authentic, real research and development activities.<br />
_ Newtoon not only helped learners understand scientific concepts<br />
but also helped them experience the scientific design processes and<br />
develop their digital literacy.<br />
04
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
1. EXECUTIVE SUMMARY<br />
NEWTOON NOT ONLY HELPED LEARNERS<br />
UNDERSTAND SCIENTIFIC CONCEPTS<br />
BUT ALSO HELPED THEM EXPERIENCE<br />
THE SCIENTIFIC DESIGN PROCESSES AND<br />
DEVELOP THEIR DIGITAL LITERACY<br />
_ Newtoon presents a challenge to more ‘traditional’, didactic<br />
pedagogies. The most effective use requires a more dialogic pedagogy<br />
with the teacher facilitating discussion and actively encouraging peerto-peer<br />
transfer of learning.<br />
_ Students who used Newtoon at home tended to involve parents and<br />
siblings in the process of their learning.<br />
_ Some technical limitations prevented many students using the mobile<br />
phones and accessing the website from home, although those that did<br />
extended their learning <strong>through</strong> interaction with parents and siblings.<br />
Another limitation was that for the trial Newtoon could work only on<br />
certain mobile phones and therefore pupils could not harness the<br />
full potential of broader collaborative learning offered by transfer of<br />
content across different handsets.<br />
_ Newtoon’s create-play-edit-share formula shows clear potential<br />
to be developed to encompass a wider range of scientific concepts<br />
and for it to be integrated into various stages of the curriculum as<br />
both an extension and consolidation learning activity. There is also<br />
clear potential to broaden the gaming/learning community beyond<br />
the bounds of a class, a school, or even a country to harness greater<br />
learning potential.<br />
05
2. DESIGN PROCESS<br />
06
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
2. DESIGN PROCESS<br />
THE NEWTOON SOFTWARE AND LEARNING<br />
ENVIRONMENT WERE DEVELOPED IN CLOSE<br />
CONSULTATION WITH TEACHERS AND STUDENTS,<br />
AND DREW ON THE EXPERTISE OF PHYSICS AND<br />
LEARNING TECHNOLOGY SPECIALISTS<br />
2. Design process<br />
The Newtoon software and learning environment were developed in close<br />
consultation with teachers and students, and drew on the expertise of physics<br />
and learning technology specialists. They informed the design of the userinterface,<br />
the use of appropriate <strong>science</strong> vocabulary and advised on the<br />
practicalities and considerations required for using mobile phones in school.<br />
In addition, they played a key role in determining the curriculum focus of<br />
Newtoon, advising on broader cross-curricular purposes and informing wider<br />
discussions and developments on the basis of how students learn <strong>science</strong>,<br />
how classroom practices might change and how learning <strong>science</strong> could be<br />
made more relevant to the lives of students outside the <strong>science</strong> classroom.<br />
Newtoon was designed for use initially with Year 7 students, but could be<br />
used effectively with both younger and older students. We focused on this<br />
age group in the first instance in order to address recent changes in the<br />
Key Stage 3 <strong>science</strong> curriculum – with an emphasis on how <strong>science</strong> works<br />
and how it is practiced. We were also interested in providing engaging<br />
and memorable experiences for students in a context which might not<br />
necessarily be taught by physics specialists. In this sense, Newtoon aimed to<br />
support teachers by creating an environment that excites students’ interest<br />
in physics and <strong>science</strong> more generally – <strong>through</strong> making connections with<br />
physics inside and outside the classroom, discovering important links<br />
between physics lessons and possible careers in the <strong>game</strong>s industry, and<br />
developing better understanding of important physics concepts.<br />
07
2. DESIGN PROCESS<br />
In our concept-testing and user-testing sessions with Year 7 students, we<br />
found that they were very enthusiastic about gaming, and mobile gaming<br />
in particular. They enjoyed the competitive element of gaming and liked to<br />
compete against themselves and others in order to improve. Some had used<br />
software available to make their own <strong>game</strong>s and were excited to be given the<br />
opportunity to use <strong>game</strong>s in school to learn more about <strong>science</strong>. We found<br />
that students tended to enjoy the social aspects of gaming, gathering round<br />
the phones to show others what they were doing, explain how to play <strong>game</strong>s<br />
and compare scores. The micro<strong>game</strong> format also appealed to them, making<br />
the development of content ‘easy to learn’ (alone), and the collaborative<br />
aspect helped them to understand ‘hard to master’ concepts. Students did<br />
not want to read the instructions of <strong>game</strong>s but intuitively worked out the<br />
rules for themselves. Working out the rules also involved explaining them<br />
to others as the phones were handed around the class.<br />
08
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
3. THE NEWTOON EXPERIENCE<br />
A NEWTOON MICROGAME CAN BE MADE<br />
IN A FEW MINUTES AND PLAYED IN A<br />
FEW SECONDS<br />
3. The Newtoon<br />
experience<br />
The Newtoon ecology<br />
A Newtoon micro<strong>game</strong> can be made in a few minutes and played in a few<br />
seconds. Game designers (the students) create a micro<strong>game</strong> using 2D<br />
balls and springs. Students can define any ball as being controlled by the<br />
arrow keys and can also apply a simple but powerful ‘<strong>game</strong> grammar’ in<br />
which any ball can also be either a goal, a hazard, or a token. The <strong>game</strong><br />
grammar results in a <strong>game</strong> being won if a token collides with a goal and<br />
being lost if a token collides with a hazard. Students can alter size, tension,<br />
level of friction and gravity and make the electric charge of each ball<br />
positive or negative, to make the <strong>game</strong> more interesting.<br />
Students create, play, edit and share micro<strong>game</strong>s in a web application on<br />
a PC. Micro<strong>game</strong>s can also be aggregated into ‘<strong>game</strong>stacks’, groups of<br />
micro<strong>game</strong>s that can be played in rapid succession online or downloaded<br />
and played on mobile phones. Teachers can also bring up Newtoon on<br />
an interactive whiteboard (IWB) to demonstrate <strong>game</strong>s and the physics<br />
concepts in action.<br />
09
3. THE NEWTOON EXPERIENCE<br />
The Newtoon ‘ecology’ involves a number of important learning<br />
opportunities. Learners can experiment <strong>through</strong> trial and error and<br />
observe the effects. By authoring their own <strong>game</strong>s, young people are able<br />
to visualise laws of physics and manipulate their parameters with the aim<br />
of creating exciting and challenging <strong>game</strong> goals for their friends.<br />
In an online collection of experimental <strong>game</strong>s, children are encouraged to<br />
become a community of physics learners, and by sharing and playing their<br />
<strong>game</strong>s on mobile phones the Newtoon experience becomes a prompt for<br />
stimulating <strong>science</strong> talk and reflection in class and beyond. It is referred<br />
to as an ‘ecology’ because of the way in which it combines different<br />
kinds of activities, software, hardware and connectivity – promoting the<br />
technological literacies demanded of a technologically-rich world in which<br />
computers are not simply resources or tools to be used, but provide the<br />
context for learning 1 .<br />
10<br />
1. Facer et al 2003, p232
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
3. THE NEWTOON EXPERIENCE<br />
The Newtoon trial lessons<br />
The main Newtoon trial took place with one Year 7 class over a three-week<br />
period. The teachers introduced the various concepts, and after a brief<br />
introduction to Newtoon’s features, the students’ existing knowledge of the<br />
concepts were gauged by the researcher. Students logged on and began to<br />
play. Newtoon’s designer gave a more detailed guide to <strong>game</strong> <strong>creation</strong>.<br />
From then on, students were immersed in Newtoon, exploring what they<br />
could do with the application, getting used to the controls and<br />
experimenting with making some <strong>game</strong>s. Through trial and error, they<br />
were beginning to change the physical parameters of objects and the<br />
environment, including gravity, friction, charge, time, the size and location<br />
of objects to affect the <strong>game</strong>-play.<br />
The teacher would give plenaries and demonstrate students’ <strong>game</strong>s,<br />
sometimes using the IWB. Students were asked to edit and improve other<br />
students’ <strong>game</strong>s, making use of the <strong>science</strong> elements, and were also given<br />
mobile phones to take home to play the <strong>game</strong>s. Students were asked to<br />
think about what they might be learning whilst playing and creating these<br />
<strong>game</strong>s and were also given homework to create three <strong>game</strong>s making use<br />
of gravity, friction and charges respectively.<br />
Over the period of the trial a total of 187 <strong>game</strong>s were created.<br />
A subsequent trial took place in a second school (Churchill Community<br />
School in North Somerset) with the purpose of validating findings and<br />
informing future development strategies.<br />
11
4. NEWTOON TECHNOLOGY AND DEVELOPMENT<br />
12
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
4. NEWTOON TECHNOLOGY AND DEVELOPMENT<br />
THE NEWTOON APPLICATION IS ACCESSED<br />
VIA A WEBSITE THAT ALLOWS PEOPLE TO<br />
OPEN THE NEWTOON APPLICATION IN<br />
THEIR BROWSER<br />
Nokia 6680<br />
4. Newtoon technology<br />
and development<br />
Newtoon components<br />
The Newtoon application is accessed via a website that allows people to<br />
open the Newtoon application in their browser. Newtoon itself consists of<br />
three related parts. Two of the applications run on a PC (the editor and the<br />
stacker) and the third application runs on a mobile phone.<br />
One of the main aims of the Newtoon project was to create a micro<strong>game</strong><br />
environment that allows <strong>game</strong>-play on mobile phones. Developing <strong>game</strong><br />
software for mobile phones at the moment is not for the faint-hearted.<br />
Mobile phones differ vastly in their capabilities in terms of screen size,<br />
buttons and processing power. There are various possible choices for<br />
development environments for mobile phones, ranging from native code to<br />
Flash Lite. For this project we had two significant choices to make around<br />
both the development environment and the type of phones the application<br />
would be developed for.<br />
13
4. NEWTOON TECHNOLOGY AND DEVELOPMENT<br />
Given that we aimed to make the application as portable as possible,<br />
we chose Java as the main development environment (Java Mobile<br />
Edition CLDC-1.1 and MIDP-2.0 for the phone and J2SE for the desktop<br />
applications). This had the added benefit that the core of the code used<br />
on the phone could also be used on the PC. This is especially important<br />
in a physics simulation <strong>game</strong>, where small differences in the starting<br />
conditions can lead to vast differences in the simulation after a while.<br />
For the prototype we chose to develop for a single type of high-spec phone<br />
(SonyEricsson K610i) which has good Java performance. Developing<br />
for multiple types of mobile phones is still problematic - even using<br />
Java doesn’t guarantee software will run on all phones with the right<br />
specification. So we opted for this single model of phone for our trials.<br />
This meant there were limits on how easily the <strong>game</strong>s could be shared, but<br />
enabled the <strong>game</strong>s to be much richer. Newtoon does work quite well on<br />
a number of different phones beyond our selected phone, although some<br />
turn it into a completely unusable <strong>game</strong>.<br />
14
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
4. NEWTOON TECHNOLOGY AND DEVELOPMENT<br />
A MAJOR ADVANTAGE OF THIS METHOD IS<br />
THAT THERE IS A FUNCTIONING PROTOTYPE<br />
AFTER EACH ITERATION AND THAT<br />
FUNCTIONALITY IS PRIORITISED ACCORDING<br />
TO END-USER VALUE<br />
Agile development<br />
For this project we used aspects of the ‘agile’ development approach 2 .<br />
Development occurred over five iterations, each of which was preceded by<br />
a process of proposing and prioritising ‘user stories’. User stories describe<br />
fragments of functionality in terms of a user’s objectives and serve as a<br />
way of describing and refining the desired functionality without imposing<br />
premature design or technology on the outcome. After each iteration<br />
the progress is reviewed and the stories are revised and reprioritised as<br />
appropriate. A major advantage of this method is that there is a functioning<br />
prototype after each iteration and that functionality is prioritised according<br />
to end-user value. It also reduces the need for detailed specification<br />
documentation. A disadvantage is that the user interface design isn’t<br />
addressed in a holistic way. Features are added in each iteration, and the<br />
overall functionality of the system isn’t known until near the end, so ensuring<br />
that there is a coherent interface can be problematic and it could result in<br />
significant redesign work being necessary to incorporate the features well.<br />
To counter this risk some paper-based interface design and user testing was<br />
done at the beginning of the project as part of the first iteration.<br />
2. See en.wikipedia.org/wiki/Agile_software_development<br />
15
5. RESEARCH METHODS AND TRIALS<br />
5. Research methods<br />
and trials<br />
The main Newtoon research trial was undertaken with a Year 7 class in a<br />
secondary school in Bristol, working closely with one of the teachers who<br />
had been involved in Newtoon’s development and who had contributed<br />
to the design of a suite of Newtoon lessons. The teacher attended a<br />
preparatory workshop in order to prepare for the lessons and experiment<br />
with making some <strong>game</strong>s.<br />
The evaluation explored several key questions, including:<br />
_ Does Newtoon help students to learn, and if so, what and how<br />
_ What impact does Newtoon have on engagement and behaviour, and<br />
teachers’ and students’ approaches and attitudes to physics<br />
_ To what extent does Newtoon support social learning, and to what end<br />
_ What is the impact of introducing mobile phones into a learning environment<br />
_ Can Newtoon support learning beyond the classroom<br />
16
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
5. RESEARCH METHODS AND TRIALS<br />
Data collection was largely qualitative and was collected <strong>through</strong>:<br />
_ pre-trial interviews with the class teacher and students from the<br />
trial class<br />
_ observations of Newtoon lessons, over a three-week period<br />
_ post-trial interviews with the teacher and students<br />
_ analysis of students’ documentation of their experience in bespoke<br />
<strong>game</strong> diaries<br />
_ ongoing observation of activity on the Newtoon website.<br />
A qualitative analysis of the data enabled us to identify key concepts<br />
arising and recurring and map out other key issues and findings.<br />
17
6. FINDINGS AND ANALYSIS<br />
18
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
6. FINDINGS AND ANALYSIS<br />
“I THINK THEY’VE LEARNT QUITE A<br />
SIGNIFICANT AMOUNT. I DON’T KNOW IF THEY<br />
REALISE HOW MUCH THEY’VE LEARNT”<br />
Teacher<br />
6. Findings and analysis<br />
1. <strong>Learning</strong> outcomes differed by ability level<br />
Although it is hard to generalise from a one-off trial, it appeared that<br />
learning gains were influenced by both ability level and the extent of<br />
existing knowledge. Students with good prior knowledge of gravity, friction<br />
and electric charges appeared to learn the least, but did seem to learn<br />
much about creating <strong>game</strong>s, particularly enjoying the experience and<br />
creating <strong>game</strong>s prolifically. Students with some prior knowledge seemed<br />
to learn the most, while those with poor understandings to begin with still<br />
had relatively poor understandings at the end of the trial.<br />
In pre- and post-trial interviews students were asked a range of questions<br />
designed to assess their understanding of the key physics concepts<br />
represented in Newtoon. The difference in their ability to answer questions<br />
provided some indication of the learning that had occurred.<br />
High ability students gave accurate and confident answers to questions in the<br />
pre-trial interviews, with some uncertainty about velocity. As a result, there<br />
was a limit to how much they could learn from Newtoon in its current form.<br />
19
6. FINDINGS AND ANALYSIS<br />
However, Newtoon did appear to give these students an opportunity to<br />
internalise a deeper understanding of how physics principles behave<br />
<strong>through</strong> simulation of their dynamic interactions.<br />
“It’s easier to understand when you see it in action on the computer.”<br />
High ability boy B<br />
Their prior understanding of the concepts allowed them to focus more on<br />
understanding processes around <strong>game</strong>s <strong>creation</strong>, and these students were<br />
also able to transmit their knowledge to others <strong>through</strong> the <strong>game</strong>s they<br />
designed, which reinforced and made creative use of the <strong>science</strong> concepts<br />
of which they had a good working knowledge.<br />
“I can’t say that I have learnt much but I can look at forces in a different<br />
way and explain them to others in a new light.”<br />
High ability boy C<br />
Middle ability students showed a clear and marked improvement in<br />
their ability to answer questions around the concepts after the trials.<br />
For these students, a partial understanding of the concepts was tested<br />
and processed during the Newtoon experience. Before the trial students<br />
answered questions with uncertainty and deliberation, however in the posttrial<br />
interviews, questions were answered immediately, often in unison and<br />
with accuracy and confidence.<br />
20
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
6. FINDINGS AND ANALYSIS<br />
“IT’S EASIER TO UNDERSTAND WHEN YOU SEE<br />
IT IN ACTION ON THE COMPUTER”<br />
High ability boy B<br />
Lower ability students had patchy understandings to begin with, but there<br />
was evidence to suggest that Newtoon had helped them to some degree.<br />
Some students answered questions with greater confidence and accuracy<br />
after the trials, but misunderstandings persisted.<br />
The reasons behind these different learning outcomes, and their<br />
implications for pedagogy, are considered in more detail in the discussion<br />
and recommendations sections.<br />
2. Newtoon provides a good opportunity to learn<br />
process skills<br />
As well as learning around concepts such as the laws of gravity, students<br />
using Newtoon engaged in the following processes:<br />
The scientific process, in which the ‘scientist’ observes a situation,<br />
develops hypotheses, identifies variables, manipulates variables, observes<br />
outcomes, makes inferences and changes, re-tests and develops<br />
understanding.<br />
The design process, in which the designer has an objective, develops a<br />
good understanding of the user or ‘audience’, designs a prototype, tests<br />
it with users, refines the design on the basis of insights from the usertesting,<br />
re-tests and, when satisfied that the design meets the objectives<br />
with the given user, completes the design.<br />
21
6. FINDINGS AND ANALYSIS<br />
Digital literacy, in which the ICT-user is able to understand and efficiently<br />
extract optimal utility from a new or familiar piece of technology in order to<br />
meet their particular needs.<br />
Students intuitively used these processes to various degrees, yet appeared<br />
to be largely unaware that they were engaging in established and widely<br />
applicable processes used by more competent students and professionals.<br />
The different extents to which students use these processes - and the<br />
different quality of outcomes they achieve as a result - provide teachers<br />
with an excellent ‘hook’ with which to teach these processes and concepts,<br />
and therefore to potentially ‘customise’ the learning approach. This will be<br />
discussed further in the recommendations section.<br />
22
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
6. FINDINGS AND ANALYSIS<br />
“IT’S OBVIOUSLY CAUGHT A LARGE<br />
NUMBER OF THEIR IMAGINATIONS… I THINK<br />
IT WAS VERY SUCCESSFUL AT ENGAGEMENT<br />
AND MOTIVATION”<br />
Teacher<br />
3. Newtoon had a powerful effect on learner engagement<br />
“It’s obviously caught a large number of their imaginations… I think it was<br />
very successful at engagement and motivation.”<br />
Teacher<br />
Newtoon had an extremely engaging effect on the learners. Their<br />
enthusiasm for it was evident from:<br />
_ an observed improvement in classroom behaviour over the three<br />
lessons, with students becoming engrossed in Newtoon<br />
_ the quantity of <strong>game</strong>s created – 187 <strong>game</strong>s in three weeks from a<br />
class of 24<br />
_ responses from students and the teacher after the trial: 18 out of 19<br />
students interviewed reported that they “really enjoyed” using Newtoon<br />
and would “definitely” do it again.<br />
“I’m enjoying it… The ability to be able to make your own stuff and get<br />
people to play what you’ve created.”<br />
High ability boy A<br />
“I thought it was great that you can make your own <strong>game</strong>s and<br />
experiment, and play around with things to see what they do.”<br />
Middle ability girl A<br />
23
6. FINDINGS AND ANALYSIS<br />
“You get quite involved in it. The time goes really quickly and by the end<br />
you wish you’d done more.”<br />
Middle ability girl B<br />
“If you get to do the project just go up there and do it, don’t you<br />
worry about anything, because I made seven <strong>game</strong>s and I wish I’d<br />
done more.”<br />
High ability girl A<br />
Enthusiasm did not seem to differ significantly by gender or attainment<br />
history. However a core group of extremely keen high ability boys, who<br />
made large volumes of <strong>game</strong>s outside class, did emerge.<br />
There was some evidence that Newtoon boosted students’ attitudes<br />
towards physics.<br />
“Some parts of <strong>science</strong> can be fun. I always hated <strong>science</strong> in primary<br />
school but obviously secondary school <strong>science</strong> is a bit funner… if that’s<br />
a word.”<br />
Low ability boy A<br />
“It changed my view because it’s more exciting to be doing something<br />
with computer graphics instead of just looking at things.”<br />
Low-middle ability girl B<br />
24
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
6. FINDINGS AND ANALYSIS<br />
“IT CHANGED MY VIEW BECAUSE IT’S MORE<br />
EXCITING TO BE DOING SOMETHING WITH<br />
COMPUTER GRAPHICS INSTEAD OF JUST<br />
LOOKING AT THINGS”<br />
Low-middle ability girl B<br />
“I always hated <strong>science</strong> and still do, but some <strong>science</strong> can be fun if you’re<br />
doing it in a group.”<br />
High ability boy with behavioural difficulties<br />
Five key factors seem to lie at the source of this engagement: authorship,<br />
ownership, playful/experimental learning, the social value of the <strong>game</strong>s<br />
and being involved in authentic, real research and development activities.<br />
These drivers are explored further in the discussion section.<br />
Before the trial students expressed a clear order of preference for different<br />
types of <strong>science</strong> learning activities. Active modes of learning such as<br />
experiments and ‘making stuff’ were favourites for all students. Most<br />
students reported enjoying and learning from discursive learning in groups<br />
and whole-class discussions facilitated by the teacher.<br />
“If you’re thinking, ‘Oh I don’t get that point’ and then if you discuss it and<br />
someone brings it up and says about it, then you understand it better.”<br />
Middle ability girl D<br />
By contrast, passive modes of learning - such as listening to the teacher<br />
for long periods or copying from the board or textbook - were disliked by<br />
all the students.<br />
Newtoon offers an active, experimental, creative and discursive mode of<br />
learning, and as a result was highly popular with students.<br />
25
6. FINDINGS AND ANALYSIS<br />
THE NEWTOON EXPERIENCE<br />
TRANSFERRED THE LOCUS OF CONTROL<br />
FROM TEACHER TO STUDENTS TO A<br />
LARGE DEGREE<br />
4. Newtoon challenges more ‘traditional’ pedagogies<br />
The Newtoon experience transferred the locus of control from teacher to<br />
students to a large degree. This resulted in a plurality of activity which the<br />
teacher in the trials found unfamiliar and challenging:<br />
“Usually you have a set route. You start off at a point and hopefully by the<br />
end of a lesson the class will get to a certain point. With Newtoon, you<br />
start at a central point and it explodes outwards. It’s completely alien to<br />
my didactic way of teaching... It’s chaos. It’s unnerving as a teacher.”<br />
The teacher felt unable to employ his usual pedagogical approach because<br />
of the plurality of activity:<br />
“They’ll all be going in different ways and different directions… You just<br />
can’t do it.”<br />
However, the trials indicate that interventions from the teacher are not only<br />
possible, but essential for all students to learn <strong>science</strong> from Newtoon. We<br />
consider ways in which teachers might change, diversify or develop their<br />
pedagogy to get the most of this kind of active learning experience in the<br />
recommendations section.<br />
26
6. FINDINGS AND ANALYSIS<br />
5. Peer-learning emerged but more could be fostered<br />
Students appeared to learn from one another <strong>through</strong> exploring and<br />
editing one another’s <strong>game</strong>s, and <strong>through</strong> talking with peers. However,<br />
peer learning was limited in the trials by behaviour management<br />
approaches and relatively limited whole-class or small group interactions<br />
and discussions.<br />
<strong>Learning</strong> <strong>through</strong> editing one another’s <strong>game</strong>s<br />
It is possible to enter the ‘set-up’ of another student’s Newtoon <strong>game</strong> and<br />
see what the author has done with gravity, friction and so on. It can be<br />
difficult for a player to see which items are goals, hazards and tokens, so<br />
students frequently go into the set-up to find out how to play the <strong>game</strong>.<br />
While there, they also see how the <strong>game</strong>’s author has used <strong>science</strong><br />
concepts. Students report learning about <strong>science</strong> and <strong>game</strong> design in<br />
this way.<br />
“I quite like looking on people’s <strong>game</strong>s and seeing how much gravity<br />
they’ve got and how much friction, then you can put that in your own<br />
<strong>game</strong>s to see if it works better or worse.”<br />
Middle ability girl A<br />
27
6. FINDINGS AND ANALYSIS<br />
“Yeah, because you learnt that if you apply more friction the balls will<br />
go slower.”<br />
Middle ability girl D<br />
“Jackie’s <strong>game</strong> made me realise that you could actually attach [balls] to<br />
the screen, [and then] I used it on most of my <strong>game</strong>s.”<br />
High ability boy C<br />
Interestingly, students reported that they learnt from each other outside<br />
class more than inside, because outside they had more freedom to<br />
communicate.<br />
“When people asked [for help] I told them how to do it but we didn’t<br />
actually have much time when we were together to actually do it because<br />
it’s mostly just lessons.”<br />
[Researcher: “Could you not help each other in lessons”]<br />
“Not really, because you’re not really allowed to talk in lessons. And<br />
also, the people who might want help are on the other side of the room.<br />
[Student x] made a <strong>game</strong> I thought was impossible, so I asked him in one<br />
of our other lessons, and he said it was possible, you just had to use a<br />
certain tactical move.”<br />
High ability boy B<br />
28
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
6. FINDINGS AND ANALYSIS<br />
PAIRS AGGREGATED NATURALLY INTO<br />
GAMING CLUSTERS WHO PLAYED ONE<br />
ANOTHER’S GAMES MORE THAN THEY<br />
PLAYED OTHER PEOPLE’S<br />
Peer learning appeared to be greater within ability groups than between<br />
ability groups. Phones were shared between pairs of students who<br />
partnered for the course of the trial. Students chose partners of a similar<br />
ability level. Pairs aggregated naturally into gaming clusters who played<br />
one another’s <strong>game</strong>s more than they played other people’s. The clusters<br />
reflected ability level and social dynamics and a high, middle and low<br />
ability cluster emerged. Because the greatest learning transfer happened<br />
<strong>through</strong> playing and editing one another’s <strong>game</strong>s, the emergence of tiered<br />
gaming clusters suggests that learning transfer between ability groups<br />
is not as great as it is within ability groups. This emphasises the critical<br />
role of whole-class demonstration and discussion of <strong>game</strong>s to facilitate<br />
learning transfer between ability groups and also the need for teachers<br />
to think about the best ways to encourage transfer of the skills and<br />
knowledge that different groups develop.<br />
6. Newtoon accurately represents <strong>science</strong>,<br />
but could cover more<br />
The teacher felt that the physics content of Newtoon was accurate.<br />
“It was pretty accurate on the whole. There wasn’t much that should<br />
cause confusion in there.”<br />
Teacher<br />
29
6. FINDINGS AND ANALYSIS<br />
The teacher and the brighter pupils wanted more elements and concepts<br />
to play with.<br />
“The software has to be developed slightly more so that you could put<br />
ramps in, different shaped objects, and different qualities of surfaces.<br />
Just using springs and balls is a bit limiting.”<br />
Teacher<br />
“I would prefer the <strong>game</strong>s if they had one or two more objects to use and<br />
the programming software was more advanced.”<br />
High ability boy A<br />
It was also suggested that the ability to turn off or isolate variables would<br />
help demonstrate concepts better to those who were struggling with<br />
understanding. Conversely, the addition of further concepts or variables<br />
was felt to be necessary if those with better understanding were to be<br />
challenged more.<br />
30
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
6. FINDINGS AND ANALYSIS<br />
“I WOULD PREFER THE GAMES IF THEY<br />
HAD ONE OR TWO MORE OBJECTS TO USE<br />
AND THE PROGRAMMING SOFTWARE WAS<br />
MORE ADVANCED”<br />
High ability boy A<br />
7. Prototype limitations posed a barrier to learning<br />
beyond the classroom<br />
Over half the class did not use Newtoon on phones, for three reasons:<br />
_ Many did not access instructions about how to get <strong>game</strong>s onto the<br />
phones, which were written in <strong>game</strong> diaries (a trial-specific notebook<br />
students were given). This suggests that most children need to have<br />
the process demonstrated to them, either by a teacher or a student.<br />
Students do not necessarily work this out for themselves.<br />
_ In its current prototype state, Newtoon has only been designed to be<br />
played on certain handsets, which were given to the students for the<br />
trial, and therefore could not be played on students’ own phones. This<br />
prevented Newtoon from integrating readily into students’ existing<br />
techno-cultural practices with their personally owned tools.<br />
_ Some students reported being worried about the security of the phone<br />
and so kept it at home or in their locker.<br />
Whilst all the students in the trial had computer access at home, over<br />
half the class had trouble accessing the Newtoon website due to security<br />
issues and not having Java installed (which enables the Newtoon software<br />
to run). A small number of students managed to solve the Java problem,<br />
but most did not.<br />
31
6. FINDINGS AND ANALYSIS<br />
8. Students who could use Newtoon on phones and PCs<br />
at home tended to involve parents and siblings<br />
Students who did access Newtoon from home created <strong>game</strong>s during<br />
evenings and weekends, and a total of 38 <strong>game</strong>s were created outside<br />
school time (compared to 149 made in class). Students reported enjoying<br />
working at home, in their own space, at their own pace.<br />
“I reckon it was good and we got to do it at home so we could do it without<br />
a teacher staring over your shoulder.”<br />
Middle ability girl E<br />
Most students who used it at home reported involving their parents and<br />
siblings to some degree. Parents were said to be interested, some helped<br />
their children understand the <strong>science</strong> and design <strong>game</strong>s, and younger<br />
siblings were used to test out <strong>game</strong>s.<br />
“I used my little brother and sister as guinea pigs. I said to them, play the<br />
<strong>game</strong>, and if it’s good I’ll put it on the internet, if it’s not then I’ll discard it<br />
and make a new one.”<br />
High ability boy C<br />
“My Mum was really, really interested in what I was doing and she kept<br />
playing everyone’s <strong>game</strong>s.”<br />
High ability girl B<br />
32
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
6. FINDINGS AND ANALYSIS<br />
“I RECKON IT WAS GOOD AND WE GOT TO DO<br />
IT AT HOME SO WE COULD DO IT WITHOUT A<br />
TEACHER STARING OVER YOUR SHOULDER”<br />
Middle ability girl E<br />
“My Dad helped me, ’cause I didn’t have any ideas last night on what to do<br />
on gravity so my dad helped me with that one.”<br />
Middle ability girl D<br />
The students that did use the phones reported playing together with them<br />
on the bus, though seldom at break times. One student also used the<br />
phone as a testing and editing tool in the <strong>game</strong> design process.<br />
“I’d get home from school and go on the computer and make <strong>game</strong>s<br />
and edit them and then when one of my other brothers was using the<br />
computer I’d test the <strong>game</strong>s out on the phone and make notes to myself<br />
as to what I need to edit.”<br />
High ability boy B<br />
9. Science talk starts with the teacher<br />
Newtoon provided a ‘hook’ for peers to discuss <strong>science</strong> and <strong>game</strong> <strong>creation</strong>.<br />
While there was a good deal of talk about Newtoon, scientific terms were not<br />
widely used. However, it was observed that individual students used more<br />
scientific language in their <strong>game</strong> titles and <strong>game</strong> diaries after conversations<br />
with the researcher, and after plenaries in the third session. In both these<br />
instances, adults used scientific terms in relation to students’ work. This<br />
emphasises the important role of the teacher in opening a dialogic space<br />
and presenting learners with scientific language and tools to continue their<br />
own conversations about <strong>science</strong>.<br />
33
6. FINDINGS AND ANALYSIS<br />
10. Newtoon <strong>game</strong>s were a vehicle for self-expression<br />
As predicted by Sherry Turkle’s work on online identities (Turkle 1995),<br />
students seemed to express themselves and deepen their understanding<br />
of each other <strong>through</strong> the <strong>game</strong>s. The additional control over the content,<br />
and to some degree, the form of the lesson both appeared to empower<br />
learners and provide the basis for more personalised representations<br />
<strong>through</strong>out the learning experience.<br />
“You get to know more about the person’s personality and how they think<br />
about things, because if they create a <strong>game</strong> they usually do it around<br />
their own personality.”<br />
Middle ability girl E<br />
“If someone’s really smart, they’ll put something in the <strong>game</strong> that’s really<br />
challenging and so it’s a really good <strong>game</strong>, but if you’re not so smart then<br />
it can be just like kind of… a silly <strong>game</strong>.”<br />
Low ability boy B<br />
34
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
6. FINDINGS AND ANALYSIS<br />
STUDENTS SEEMED TO EXPRESS THEMSELVES<br />
AND DEEPEN THEIR UNDERSTANDING OF<br />
EACH OTHER THROUGH THE GAMES<br />
Discussion<br />
1. <strong>Learning</strong> outcomes differed by ability levels<br />
Newtoon as a tool for consolidating learning<br />
<strong>Learning</strong> outcomes were influenced by the extent of existing knowledge,<br />
which suggests that Newtoon has a greater contribution not as a way<br />
of introducing new concepts, but rather as a tool for consolidating and<br />
extending learning. However, as further content and familiarity with its<br />
processes are developed its learning potential is likely to be extended and<br />
this may include its utility in introducing new concepts.<br />
“If you already know a tiny bit, Newtoon is great. If you know nothing,<br />
you’ll need Newtoon and someone to explain it as well, but it will<br />
definitely help reinforce what that person is saying to you.”<br />
High ability boy A<br />
Newtoon is not ineffective as a way of introducing new concepts: learners<br />
of all abilities were found to ‘stumble across’ new understandings.<br />
However, some misunderstandings persisted. This suggests that more<br />
checks and prompts are required from the Newtoon ecology and the<br />
teacher in the design of learning activities.<br />
35
6. FINDINGS AND ANALYSIS<br />
Different types of play have different learning value: higher ability<br />
students benefited from spending more time in ‘scientific play’<br />
Two distinct approaches to Newtoon <strong>game</strong> <strong>creation</strong> were apparent. All<br />
students began with basic, ‘unscientific play’ which involved creating a<br />
<strong>game</strong> using balls, springs, goals, tokens and hazards. As students gained<br />
confidence with the basics their designs became more sophisticated. This<br />
frequently led them into ‘scientific play’, in which learners alter properties<br />
such as gravity, friction and electric charges. Scientific play was often<br />
reasonably random to begin with, but as learners became more confident<br />
in their understanding of the scientific concepts, they used <strong>science</strong> with<br />
more precision to improve their <strong>game</strong>s. Only in scientific play can learners<br />
fully engage in the critical learning experience related to changing<br />
variables, seeing what happens, and developing their understanding from<br />
their observations.<br />
Higher ability students progressed more rapidly into scientific play,<br />
and were quicker to recognise how the clever use of <strong>science</strong> could help<br />
them make better <strong>game</strong>s. Lower ability students arrived at this stage<br />
later, or not at all, and were more likely to use non-scientific tactics to<br />
draw attention to their <strong>game</strong>s. It is likely that the longer students spend<br />
in scientific play, the more they can learn. For those who remained<br />
in unscientific play, Newtoon was an enjoyable, creative and playful<br />
experience but it did not appear to help them to learn much about the<br />
scientific principles.<br />
36
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
6. FINDINGS AND ANALYSIS<br />
AS STUDENTS GAINED CONFIDENCE WITH<br />
THE BASICS THEIR DESIGNS BECAME MORE<br />
SOPHISTICATED<br />
“A lot of the time I didn’t try to use any of the forces, I was just doing<br />
funny things.”<br />
Mid-lower ability girl A<br />
“Some of them failed to grasp the idea of what we were asking them to<br />
do. They thought it was OK just to make the <strong>game</strong>. They didn’t understand<br />
that you had to develop them.”<br />
Teacher<br />
This suggests that a teacher using Newtoon should ensure that all<br />
students are supported to engage in scientific play. However, these<br />
students did learn about <strong>game</strong> <strong>creation</strong> and also some of the principles of<br />
scientific processes. Further iterations and development of the Newtoon<br />
experience may also support the development of better understanding of<br />
those pupils with little or no prior understanding.<br />
37
6. FINDINGS AND ANALYSIS<br />
2. The engagement effect<br />
There appeared to be five key sources of engagement <strong>through</strong> the use<br />
of Newtoon:<br />
_ Authorship: Students relished the opportunity to create their<br />
own content.<br />
_ Ownership: The Newtoon experience transferred the locus of control<br />
from the teacher to the learner. Students reported enjoying working at<br />
their own pace, working from home, and choosing for themselves what<br />
to do, provided they were within the Newtoon ecology.<br />
_ Playful/experimental learning: Students really enjoyed playing around<br />
with Newtoon’s features and seeing what happened whilst making<br />
creative and sometimes funny <strong>game</strong>s.<br />
_ The social value of the <strong>game</strong>: Games were little nuggets of ‘social<br />
currency’. Good <strong>game</strong>s that were widely played won attention for the<br />
author. Students reported that <strong>game</strong>s expressed the intelligence and<br />
character of their creator.<br />
38
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
6. FINDINGS AND ANALYSIS<br />
THE STUDENTS WERE EXCITED AT THE<br />
THOUGHT OF BEING AN AUTHENTIC PART OF A<br />
REAL RESEARCH AND DEVELOPMENT PROJECT<br />
IN WHICH THEIR INPUT MATTERED<br />
_ Involvement in real research and development activities: The<br />
students were excited at the thought of being an authentic part of a<br />
real research and development project in which their input mattered.<br />
Newtoon was new and unusual: playing <strong>game</strong>s in <strong>science</strong> lessons,<br />
new people in the classroom and the experience of being listened to<br />
carefully in focus groups all meant that the trials were a unique and<br />
reportedly a ‘special’ experience. Whilst this may be said to represent a<br />
‘Hawthorn effect’, it also highlights the motivational aspect and value<br />
of students being involved and active in real research activities in which<br />
they can make connections between the focus of the learning and its<br />
wider application.<br />
Particular attention should be given to the power of authorship and play in<br />
helping children engage and learn. The idea of children actually authoring<br />
<strong>game</strong>s reflects the constructionist idea that children learn <strong>through</strong> design<br />
and problem-solving (Kafai 1996, p72), as well as more current concerns<br />
that education should be more learner-centred (eg the Gilbert Review,<br />
DfES 2006). These perspectives argue that learners should be active in the<br />
<strong>creation</strong> of knowledge rather than passive recipients.<br />
“Constructionism suggests that learners are particularly likely to make<br />
new ideas when they are actively engaged in making some type of<br />
external artefact… which they can reflect upon and share with others.”<br />
(Kafai and Resnick 1996, p1)<br />
39
6. FINDINGS AND ANALYSIS<br />
THE LEARNING ACTIVITIES WHICH MAKE UP<br />
THE NEWTOON ECOLOGY SUCCESSFULLY<br />
PROVIDE A TEST-BED AND CONTEXT IN WHICH<br />
PUPILS CAN EXPERIMENT AND FAMILIARISE<br />
THEMSELVES WITH PHYSICS PRINCIPLES<br />
Child-centred, constructionist and exploratory simulations known as<br />
‘microworlds’ are said to encourage “serendipitous learning” (Hoyles et al<br />
2002), where learners “<strong>through</strong> playing, may stumble over and then ponder<br />
important inspirations and concepts”. As McGrenere (1996, p28) points<br />
out, microworlds stimulate interactive design, learning from mistakes<br />
and learner ‘control’. The idea in this case is that the microworld provides<br />
a forum for playing with rules, and a ‘hook’ on which to hang physics<br />
learning later on. It appears that the learning activities which make up<br />
the Newtoon ecology successfully provide a test-bed and context in which<br />
pupils can experiment and familiarise themselves with physics principles.<br />
3. Social and collaborative learning<br />
Newtoon’s form lent itself to social learning. Its whole was made of many<br />
small parts; it worked precisely because lots of little <strong>game</strong>s were created<br />
by individuals and played, inspired and informed by a ‘gaming collective’.<br />
In the Newtoon ecology social learning takes place at the stage of <strong>game</strong>authoring<br />
(with a particular audience in mind), studying, editing, playing,<br />
sharing and rating each others’ <strong>game</strong>s, and in informal or teacher-led<br />
discussions within and outside the classroom.<br />
40
6. FINDINGS AND ANALYSIS<br />
There is a wide literature on computer-supported collaborative learning<br />
(CSCL) which explores social interaction prompted by ICT. Some of this<br />
work has brought together constructionist learning theories with ideas<br />
about the social construction of scientific (and other) knowledge <strong>through</strong><br />
communities of practice and discourse. Here, the collective production<br />
centres on the learning process as a community activity, where pupils<br />
themselves can be regarded as experts, learning from each other,<br />
assisting each other in solving problems, and working together on publicly<br />
available group tasks.<br />
For optimal CSCL, Scardamalia and Berieter (1994) argue that a<br />
dynamic and interactive learning environment is crucial. The Newtoon trials<br />
support this in that the evidence suggested that greater learning transfer<br />
would have been achieved in an environment that allowed more freedom of<br />
movement, discussion and collaboration amongst the students. Arguably<br />
the higher sense of ownership and higher engagement facilitated by the<br />
Newtoon experience appeared to improve behaviour and responsibility<br />
amongst students and therefore could enable the teacher to focus less on<br />
behaviour management and more on supporting dialogic, reflective learning<br />
required during the course of engaging in ‘scientific’ processes.<br />
41
6. FINDINGS AND ANALYSIS<br />
4. Pedagogic development<br />
The Newtoon trials support the claims of Mercer et al (2004, p375) who<br />
emphasise the need to support teachers in ‘dialogic’ techniques in order<br />
to encourage the “effective use of existing educational software as a basis<br />
for group activity”. They suggest that the role of the teacher is to guide<br />
and facilitate “thinking together”, collaborative questioning and reasoning,<br />
and sharing knowledge <strong>through</strong> quality talk and interaction. In this case,<br />
where children are seen as “each other’s resource” (Barnes and Todd<br />
1977, in Mercer et al 2004, p374), the “class gains an ethos based on<br />
shared purposes for activity and, especially, for collaboration… The class<br />
atmosphere becomes more open, interested and engaging”.<br />
Teachers may struggle with the plurality of activity produced by learner-led<br />
use of Newtoon. Yet while students will be doing different things, they all<br />
share similar needs for help with the following:<br />
_ articulating and checking the accuracy of the understandings they<br />
are developing<br />
_ scaffolding their learning so that they are gradually incorporating<br />
more and more <strong>science</strong> learning<br />
_ realising and improving the scientific and design processes they<br />
are employing<br />
_ using the full functionality of Newtoon<br />
42
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
6. FINDINGS AND ANALYSIS<br />
STUDENTS DOING DIFFERENT THINGS WITHIN<br />
THE SAME MICROWORLD CREATES A VALUABLE<br />
OPPORTUNITY FOR THE TEACHER TO MEET<br />
LEARNERS’ NEEDS<br />
_ understanding the processes of <strong>game</strong> <strong>creation</strong> and the phases and<br />
types of learning being achieved.<br />
Students doing different things within the same microworld creates a<br />
valuable opportunity for the teacher to meet learners’ needs by using<br />
students as learning resources for one another, thus improving<br />
the organisation of learning tasks in a mixed ability classroom. The<br />
recommendations section offers specific suggestions for how this might<br />
be achieved.<br />
5. The potential for mobile phone use<br />
Newtoon’s integration of mobile phones into the design had several aims:<br />
_ to enable young people to use popular and familiar technologies for the<br />
purposes of learning<br />
_ to encourage students to have more ownership of their learning<br />
_ to make connections between the technological cultures of young<br />
people and the culture of the school<br />
_ to encourage communication, social learning and learning beyond<br />
the classroom.<br />
43
6. FINDINGS AND ANALYSIS<br />
Researchers such as Scanlon et al (2005, p5) have highlighted the need<br />
for more research on CSCL with mobile technologies rather than PCs, and<br />
Newtoon hoped to contribute to this. However, handset standards meant<br />
that students could only use the handsets they were provided with for the<br />
trial and could not use their own. Whilst this is a barrier that could be<br />
overcome technically, within the space and funding of the trials this was<br />
not possible and this raises broader issues relating to the development of<br />
educational software for mobile phones.<br />
6. Representing <strong>science</strong><br />
Expanding possibility<br />
Newtoon broadens what is possible in a <strong>science</strong> classroom - for example, being<br />
able to turn off the gravity in the simulation to see how objects then react.<br />
“(I) understood it in a different way… Rather than what we do in a normal<br />
<strong>science</strong> lesson with just having magnets and putting them together, here<br />
you can change the strength of the magnets and see how that changes it.”<br />
High ability boy A<br />
The slow motion control and pause functions also help teachers and<br />
students with descriptions in a way that is not possible with offline<br />
experiments. This ‘unreal’ simulation facility is a valuable addition to the<br />
broad range of learning tools and can help students understand the various<br />
representations of physics that a scientist uses in the process of enquiry.<br />
44
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
6. FINDINGS AND ANALYSIS<br />
NEWTOON ALLOWS LEARNERS TO EXPERIMENT<br />
THROUGH GAME-PLAY AND DEVELOP AND<br />
DEFINE THEIR OWN GOALS AND REWARDS AS<br />
THEY EXPLORE SCIENTIFIC CONCEPTS<br />
Making <strong>science</strong> relevant<br />
The ability to affect the <strong>game</strong>-play <strong>through</strong> manipulation of the various<br />
variables, testing and re-testing, allows students to actively construct<br />
knowledge <strong>through</strong> experimentation. Brandes (1996, p41) argues for a<br />
<strong>socially</strong> constructed view of <strong>science</strong> which “may give [children] an inroad<br />
to participation in <strong>science</strong>”. In actively doing <strong>science</strong> and being a scientist<br />
- for example, by using physics concepts in the design of engaging <strong>game</strong>s<br />
for their friends - children may develop a greater understanding of and<br />
“identification” with <strong>science</strong> (Brandes 1996, p42). Rather than <strong>game</strong>s<br />
created with information embedded within them and clear and defined<br />
routes to achieving rewards, Newtoon allows learners to experiment<br />
<strong>through</strong> <strong>game</strong>-play and develop and define their own goals and rewards as<br />
they explore scientific concepts. Moreover, students also become aware of<br />
the relevance of <strong>science</strong> in <strong>game</strong>-play.<br />
Integrating different curriculum areas<br />
Newtoon provides an opportunity to create <strong>game</strong>s that incorporate<br />
different areas of the physics curriculum - unbalanced forces, electric<br />
charge, gravity and friction. This avoids the compartmentalisation of<br />
curriculum areas 3 . Further content development could help to blur these<br />
stage boundaries further and allow more diverse and appropriate learning<br />
materials provided for learners based on their need and ability at a given time.<br />
3. Normally, the Year 7 module on forces covers balanced and unbalanced forces, friction and<br />
drag, with gravity, electric charge and velocity appearing in Year 9.<br />
45
7. RECOMMENDATIONS AND FUTURE POSSIBILITIES<br />
46
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
7. RECOMMENDATIONS AND FUTURE POSSIBILITIES<br />
THERE ARE ALSO POTENTIAL FURTHER<br />
APPLICATIONS TO CROSS-CURRICULAR<br />
TOPICS SUCH AS ENVIRONMENTAL ‘SCENARIO’<br />
TESTING AND SIMULATING AND SO FORTH<br />
7. Recommendations<br />
and future possibilities<br />
Content and software development<br />
_ Currently Newtoon content covers only a limited and discrete<br />
aspect of the <strong>science</strong> curriculum. Further content development that<br />
covers more concepts and aspects of not only the physics, but also<br />
biology, chemistry and maths curricula would increase its utility<br />
and applicability to students, enabling more diverse and applicable<br />
learning content being available based on particular learning needs<br />
and potential. There are also potential further applications to crosscurricular<br />
topics such as environmental ‘scenario’ testing and<br />
simulating and so forth.<br />
_ Subjects beyond <strong>science</strong> and maths could be addressed too with<br />
further software developments. For instance, if more customisation of<br />
graphics and objects and backgrounds were possible, scenarios from<br />
history or literature could be integrated into the Newtoon interface.<br />
Students could then create <strong>game</strong>s based around a particular historic<br />
or fictional scenario and learn about events around these scenarios.<br />
47
7. RECOMMENDATIONS AND FUTURE POSSIBILITIES<br />
_ Language learning could be integrated into Newtoon given further<br />
developments. For example, objects labelled with the beginings and<br />
ends of words could be edited by students to make them attract to each<br />
other, giving audio feedback of the word formed if those two halves of<br />
the word come together correctly.<br />
_ The development of accompanying learning resources, including the<br />
embedding of pedagogical prompts (aimed largely at teachers and<br />
which could be turned on or off) within the software to support timely<br />
scaffolding of learning would improve the experience. Instructional<br />
materials to support teachers who are less familiar or comfortable with<br />
more dialogic pedagogies, and the reasons underpinning these, would<br />
also be beneficial.<br />
_ Using more scientific language, such as mass and weight, overtly in the<br />
<strong>game</strong> <strong>creation</strong> elements and adding more objects such as ramps, and<br />
more surfaces to explore friction in more depth, would all be valuable<br />
additions to the Newtoon experience.<br />
48
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
7. RECOMMENDATIONS AND FUTURE POSSIBILITIES<br />
Developing the Newtoon experience<br />
_ The development of an online Newtoon gaming community that<br />
could develop, share, refine and rate material is necessary in order<br />
to harness collective knowledge and provide a useful source of<br />
‘quality rated’ materials. A large ‘creative ecology’ of <strong>game</strong>s within a<br />
much larger network of players would enable new cross-context and<br />
boundary interactions and learning between students emerge.<br />
_ The ability to isolate or turn off variables so that teachers can explore<br />
individual variables with students was thought to be a useful potential<br />
development by teachers. Conversely it would be worthwhile developing<br />
content to encompass a wider range of variables.<br />
_ Further exploration of other technological possibilities, such as<br />
incorporating SMS and MMS within the Newtoon experience could open<br />
up new possibilities for more dynamic learning.<br />
_ Future developments might also look into location-dependent, GPSsupported<br />
<strong>game</strong>-play where the variables encountered might be<br />
configured to behave differently according to one’s location. Utilising<br />
cell technology might also open up new possibilities around locationbased<br />
customisation and instructions. Exploring opportunities offered<br />
<strong>through</strong> Bluetooth connectivity could also open up further avenues.<br />
49
7. RECOMMENDATIONS AND FUTURE POSSIBILITIES<br />
50
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
7. RECOMMENDATIONS AND FUTURE POSSIBILITIES<br />
REMOVING THESE BARRIERS FOR<br />
EDUCATIONAL CONTENT IS A PARTICULAR<br />
NECESSITY FOR THE DEVELOPMENT OF<br />
‘GAMING COMMUNITIES’ ON MOBILE<br />
APPLICATIONS<br />
_ For designers of other software, much can be learnt from the<br />
Newtoon approach – with whole learning experiences made up of<br />
many constituent small steps or parts. The development of learning<br />
approaches that place the learner in greater control of aspects of the<br />
learning experience encourages both personal ownership and more<br />
engagement, and the social aspects of such learning experiences also<br />
encourage more sharing and peer-to-peer learning.<br />
_ There are issues to consider if planning to use an interactive<br />
whiteboard for demonstration. Ensure that the colours of objects<br />
and arrows used in the <strong>game</strong>s contrast well with the background<br />
application colour.<br />
_ Industry might consider the challenges that there are in terms of<br />
transferring and exchanging content between different handsets,<br />
models, makes and service providers, and consider the advantages<br />
greater ‘interoperability’ might bring and new business models it<br />
might support. Removing these barriers for educational content is a<br />
particular necessity as the development of ‘gaming communities’ on<br />
mobile applications, and more traffic as a result, is dependent on these<br />
being overcome.<br />
51
7. RECOMMENDATIONS AND FUTURE POSSIBILITIES<br />
NEWTOON IS OPEN ENOUGH TO BE USED IN A<br />
VARIETY OF SITUATIONS WITH THE POTENTIAL<br />
FOR COMMERCIALISATION IN THE FUTURE<br />
Commercial opportunities<br />
Newtoon is open enough to be used in a variety of situations with<br />
the potential for commercialisation in the future. It raises many<br />
commercial issues but could ultimately provide a self-sustaining/<br />
revenue-generating opportunity.<br />
_ Community source ‘user-generated content’ (UGC) development models<br />
could offer the opportunity of passing a small proportion of revenue<br />
from micro-payments to individual developers – a micro-charging model<br />
with payments going to <strong>game</strong>-makers for popular <strong>game</strong>s. Not true<br />
open source but ‘community source’ which offers many of the benefits<br />
of open source but increases revenue opportunities by constraining the<br />
environment within which users can operate.<br />
_ ‘Macro modules’ for Newtoon are another potential opportunity. This<br />
could involve packaging ‘plug-in’ content as part of other learning<br />
resources. Teachers’ resource packs and lesson plans could be<br />
bundled with interactive Newtoon content to address particular<br />
curricular aims. The content could be dynamically developed with<br />
teachers and learners to be current and relevant (possibly with<br />
subscription revenue opportunities).<br />
_ Branded Newtoon versions could fit with particular events, for example the<br />
Olympic Games. Alternatively special prizes such as a Newtoon ‘X’ prize to<br />
achieve a particular aim could dramatically drive usage and uptake.<br />
52
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
7. RECOMMENDATIONS AND FUTURE POSSIBILITIES<br />
Opportunities such as these raise many commercial questions:<br />
_ Who owns user-generated and often iteratively developed <strong>game</strong>s<br />
_ Is it right to profit from user-generated content<br />
_ What is the potential of creative commons policy here<br />
_ People could use the software for free, and <strong>game</strong>s are shared freely but<br />
duly accredited to the maker<br />
_ How do you enable the distribution of the <strong>game</strong> which could be a cost<br />
to the pupil who downloads <strong>game</strong>s to phones<br />
Using Newtoon in the classroom<br />
_ Many students are likely to be more familiar with ‘<strong>game</strong>s logic’ and<br />
features than many teachers. Therefore teachers might think how<br />
they can best harness this ‘expertise’, how they might incorporate<br />
more peer-to-peer learning, and the implications this has for their<br />
pedagogical approach to Newtoon activities.<br />
53
7. RECOMMENDATIONS AND FUTURE POSSIBILITIES<br />
_ A good deal of learning transfer happens when learners play and<br />
edit one another’s <strong>game</strong>s. It is useful to encourage them to do this.<br />
Enabling dynamic learning environments that support learners’<br />
movement and discussion will support greater instances of peer-topeer<br />
learning and sharing of learning materials.<br />
_ Newtoon can provide an excellent consolidation activity. It may be<br />
best for teachers to first introduce concepts and then ask learners to<br />
create <strong>game</strong>s using those concepts in order to process their learning.<br />
Alternatively, another approach may be to ask students to explore<br />
Newtoon first and then discuss the concepts as they are playing the<br />
<strong>game</strong>s and feeding back in plenaries using students’ work<br />
to demonstrate.<br />
_ Teachers can take the opportunity to discuss and make explicit both<br />
the scientific and design processes that can and do emerge to varying<br />
degrees during <strong>game</strong> <strong>creation</strong> and play, and illustrate the best ways to<br />
approach both.<br />
_ Timely instructions and plenaries relating to aspects such as how to log<br />
on, how to get <strong>game</strong>s onto the phones and the basics of <strong>game</strong> design<br />
need to be communicated effectively by teachers, as students will not<br />
necessarily work them out for themselves or access or follow written<br />
instructions. They should also familiarise themselves with the various<br />
stages and ensure that all students are reaching the stage of ‘scientific<br />
play’ as this is where some of the most important learning occurs.<br />
54
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
7. RECOMMENDATIONS AND FUTURE POSSIBILITIES<br />
THERE IS A NEED FOR FURTHER RESEARCH<br />
INTO THE BEST WAYS FOR CAPTURING AND<br />
ASSESSING EVIDENCE OF LEARNING DURING<br />
THE NEWTOON EXPERIENCE<br />
Further trials and research<br />
_ Further trials with different age groups, such as primary pupils, would<br />
be of value as they may give us more insight into the applicability and<br />
utility of the content and Newtoon experience for learners at different<br />
stages and ages.<br />
_ Further research in different contexts would provide interesting<br />
insights that could indicate what approaches work well and why, for<br />
example: in classrooms where teachers have different pedagogical<br />
approaches; when activities take place over longer periods of time;<br />
where learning activities occur outside of the <strong>science</strong> classroom.<br />
_ Research over longer periods of time with control groups might present<br />
a better picture of the various learning impacts of Newtoon.<br />
_ There is a need for further research into the best ways for capturing<br />
and assessing evidence of learning during the Newtoon experience.<br />
55
8. CONCLUSION<br />
8. Conclusion<br />
During the trials there was clear evidence to demonstrate the potential of<br />
Newtoon to support learning inside, and possibly beyond the classroom.<br />
However, with further technical, content and pedagogical developments its<br />
potential could be much more significant.<br />
The learning experiences offered <strong>through</strong> Newtoon are dynamic, discursive<br />
and active. This is extremely appealing to learners, yet brings its own<br />
challenges in terms of approaches to the management of learning and<br />
activities in the classroom. The diversity of tasks, pace of activities and<br />
the varied stages learners are at in any moment call for more dialogic<br />
and collaborative pedagogy. To fully harness the personalised learning<br />
possibilities of technology-enhanced learning experiences like Newtoon<br />
may require a more complex and sophisticated approach to managing and<br />
scaffolding learning, for which educators will require support. Moreover,<br />
it may also require more flexible approaches to the use of time, space,<br />
learning opportunities and organisational approaches that can mediate the<br />
possibilities for learning.<br />
56
LEARNING SCIENCE SOCIALLY THROUGH GAME CREATION<br />
8. CONCLUSION<br />
DURING THE TRIALS THERE WAS CLEAR<br />
EVIDENCE TO DEMONSTRATE THE POTENTIAL<br />
OF NEWTOON TO SUPPORT LEARNING INSIDE,<br />
AND POSSIBLY BEYOND THE CLASSROOM<br />
Newtoon’s create-play-edit-share nature was perceived by students as<br />
being ‘highly engaging’ but ‘low stakes’, in that they felt safe to explore and<br />
start again should their initial attempts prove unsuccessful. This sort of<br />
approach encourages learners to take risks and be more creative in their<br />
<strong>game</strong> construction. Despite the open-ended, playful experience Newtoon<br />
offers, learning goals are firmly embedded within its ecology. Learners<br />
control <strong>game</strong> <strong>creation</strong> and this offers intrinsic rewards and self-motivated<br />
goals, whilst endorsement from their peers and/or teacher for creating<br />
scientifically informed, interesting or exciting <strong>game</strong>s provide extrinsic<br />
goals and rewards. The highly social aspects of this sort of learning activity<br />
can clearly encourage communication of ideas, sharing of knowledge and<br />
collaboration between learners, and between learners and teachers. The<br />
potential for peer-to-peer learning opens up a range of opportunities to<br />
pool existing skills and knowledge during classroom interaction. Moreover,<br />
possibilities of transferring learning materials between machines and<br />
applications also offers great potential for extending and sharing learning<br />
experiences between home and school environments and also between<br />
friends, family members and other learners.<br />
57
8. CONCLUSION<br />
NEWTOON REMAINS AN EXCITING PROTOTYPE<br />
AND WITH FURTHER DEVELOPMENT IT<br />
OFFERS GREAT POTENTIAL FOR LEARNING<br />
AND TEACHING<br />
The use of new technologies and computer <strong>game</strong>s resonates with many<br />
learners’ broader experience of popular techno-cultures. The increased<br />
feelings of ownership and control engendered <strong>through</strong> the Newtoon<br />
ecology can empower and motivate learners. The constructivist nature<br />
of the learning occurring means learners are more active, creative and<br />
involved in their learning experience. The playful and experimental<br />
dimensions also resonate with the experimental nature of scientific<br />
processes and the 21st century <strong>science</strong> curriculum.<br />
Whilst the mobile phone element of the Newtoon experience was not<br />
fully explored in the trials, there was clear evidence to suggest that this<br />
was an engaging element that offered possibilities for future learning.<br />
Indeed, the understanding that pupils were creating <strong>game</strong>s that could<br />
be played on mobile phones acted as a significant incentive. Whilst<br />
there are understandable concerns around the management of mobile<br />
phones in schools, evidence from the trials suggested that although<br />
some initial issues did arise, they were relatively easily overcome as they<br />
were beneficial to the learning experience. This suggests that broader<br />
consideration might be given to the transformational learning possibilities<br />
of these commonplace tools.<br />
58
8. CONCLUSION<br />
The Newtoon experience was successful to a large degree because the<br />
technical developers had a good understanding of the subject content<br />
and how this might translate into interesting and exciting <strong>game</strong>-play.<br />
Furthermore, they had a grounded knowledge of the elements that<br />
contribute to the development of interesting and engaging <strong>game</strong>-play<br />
environments and the accompanying creative processes that place the<br />
learner, or player, in control of developing their own content. It appears<br />
essential to incorporate all of these elements in order to produce<br />
‘authentic’ <strong>game</strong>s which retain both significant creativity and<br />
learning utility.<br />
Newtoon remains an exciting prototype and with further development it<br />
offers great potential for learning and teaching.<br />
59
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Get Involved<br />
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