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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 />

If this project has inspired you to try something similar,<br />

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About <strong>Futurelab</strong><br />

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