<strong>the</strong>ir “guide” during <strong>the</strong> game. These NPC “guides” provided feedback to players in <strong>the</strong> case <strong>of</strong> incorrect answers. Players in <strong>the</strong> Choice condition could manually select a guide from six potential NPCs. Players in <strong>the</strong> Non-choice condition were assigned guides automatically in <strong>the</strong> same proportions as those players who selected <strong>the</strong>ir own The assessment mechanic varied in this study was feedback type. Feedback is one <strong>of</strong> <strong>the</strong> most studied areas <strong>of</strong> learning and instruction and has a rich history in instructional <strong>the</strong>ory. Research on feedback generally confirms that learners are more effective when <strong>the</strong>y attend to externally provided feedback (Butler & Winne, 1995, p. 246). To operationalize feedback as an assessment mechanic in <strong>the</strong> studied game, <strong>the</strong> researchers provided players with one <strong>of</strong> two types <strong>of</strong> feedback: informative or elaborative. The informative feedback was similar to what Kluger and DeNisi (1996) called “knowledge <strong>of</strong> results”, which from an assessment perspective, is <strong>of</strong> little value as it does not elaborate on why <strong>the</strong> answer was wrong. The second type <strong>of</strong> feedback was termed elaborative. The goal <strong>of</strong> <strong>the</strong> elaborative feedback was to provide players with more applicable information on what to do to correct an error when an incorrect answer was submitted. In <strong>the</strong> study, one hundred thirty-eight (N=138) sixth grade students were randomly assigned to play one <strong>of</strong> <strong>the</strong> four versions <strong>of</strong> <strong>the</strong> game. After only thirty minutes <strong>of</strong> play, results suggest that providing players with a choice <strong>of</strong> non-player character from whom to receive feedback results in significantly higher learning outcomes and desire to continue playing compared to a non-choice condition. Comparisons between informative and elaborative feedback did not influence student learning, motivation, or in-game performance. References Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. <strong>Educational</strong> Technology Research and Development, 53(1), 86-107. Bjork, S., & Holopainen, J. (2005). Patterns in Game Design. Hingham, MA: Charles River Media, Inc. Butler, D. L., & Winne, P. H. (1995). Feedback and self-regulated learning: A <strong>the</strong>oretical syn<strong>the</strong>sis. Review <strong>of</strong> <strong>Educational</strong> Research, 65(3), 245. Fullerton, T., Swain, C., & H<strong>of</strong>fman, S. (2008). Game design workshop: a playcentric approach to creating innovative games: Elsevier Morgan Kaufmann. Kluger, A. N., & DeNisi, A. (1996). The effects <strong>of</strong> feedback interventions on performance: A historical review, a meta-analysis, and a preliminary feedback intervention <strong>the</strong>ory. Psychological Bulletin, 119(2), 254. Plass, J. L., Homer, B. D., Chang, Y. K., Frye, J., Kaczetow, W., Kinzer, C. K., Perlin, K. (in press). Metrics to Assess Learning and Measure Learner Variables in Simulations and Games. In M.S., El-Nasr, A. Canosa, & A. Drachen (Eds.), Game Telemetry and Metrics: Maximizing <strong>the</strong> Value <strong>of</strong> your Data. New York: Springer. Plass, J. L., Homer, B. D., Kinzer, C. K., Frye, J., & Perlin, K. (2011a). Learning Mechanics and Assessment Mechanics for Games for Learning. G4LI White Paper # 01/2011. Version 0.1 September 30, 2011. Available online at g4li.org. Plass, J. L., Homer, B.D., Hayward, E.O., Frye, J., Biles, M., Huang, T.T., & Tsai, T. (2011b). The effectiveness <strong>of</strong> different game mechanics on motivational and educational outcomes in a middle school geometry game. Submitted for Publication. Salen, K., & Zimmerman, E. (2004). The Rules <strong>of</strong> Play. Cambridge, MA: MIT Press. Shaffer, D. W., Squire, K. R., Halverson, R., Gee, J. P., & Co-Laboratory, A. A. D. L. (2005). Video games and <strong>the</strong> future <strong>of</strong> learning. Phi Delta Kappan, 87(2), 104. 11
Videogames in Institutional Practice: Towards A Taxonomic Model <strong>of</strong> Negotiated Control Between Code and Context Laquana Cooke, Rensselaer Polytechnic Institute, 110 8 th Street Troy, NY 12180, Email: Cookel3@rpi.edu Abstract: Today, more than ever, schools and o<strong>the</strong>r educational facilities are celebrating <strong>the</strong> possibilities <strong>of</strong> learning through game play. Unfortunately, video games are <strong>of</strong>ten over zealously regarded as prescriptive didactic means <strong>of</strong> resolving <strong>the</strong> epidemic <strong>of</strong> disengaged youth, without in-depth critical reflections <strong>of</strong> <strong>the</strong> phenomena <strong>of</strong> in-context gaming. Commercial <strong>of</strong>f-<strong>the</strong>-shelf games like The Little Big Planet <strong>of</strong>fer tremendous affordances for immersive play by embedding STEM literacy within its rich situated learning environments. In a similar light, teachers and researchers adopt simulated historical games such as Civilization to engage youth in subject matter that is <strong>of</strong>ten deemed as “boring” and “irrelevant”. This paper does not seek to explore <strong>the</strong> efficacy <strong>of</strong> such gaming, but ra<strong>the</strong>r look to critically examine <strong>the</strong> ramifications <strong>of</strong> content-specific gaming in classrooms. The rhetorical potential <strong>of</strong> video games in practice calls for <strong>the</strong>ories that investigate <strong>the</strong> structural code <strong>of</strong> <strong>the</strong> video game vis-à-vis <strong>the</strong> conventions <strong>of</strong> <strong>the</strong> contexts that <strong>the</strong>y are practiced. Reexamining preexistent literature and ethnographic work, this paper will critically evaluate this liminal space <strong>of</strong> negotiated control between algorithm and institution, and ultimately provide a potential taxonomic model for future research. 12
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