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Proceedings of the Fourth Annual Teachers College Educational ...

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Design Patterns for Promoting<br />

Self-Reflection in Learning Games<br />

Ralph Vacca, Meagan K. Bromley,<br />

New York University, 70 Washington Square South, New York, NY<br />

Email: ralph.vacca@nyu.edu, meagan.bromley@nyu.edu<br />

Introduction<br />

Self-reflection is an essential part <strong>of</strong> designing meaningful learning experiences. In formal educational<br />

settings one can see <strong>the</strong> prominent role <strong>of</strong> reflective practices in efforts to improve self-regulation skills<br />

such as goal setting and planning, strategic thinking, and monitoring. In <strong>the</strong>rapeutic and counseling fields,<br />

self-reflection is instrumental to cultivating self-awareness and <strong>the</strong> overall process <strong>of</strong> long-term behavioral<br />

change. Given self-reflection is so deeply embedded in such a wide variety <strong>of</strong> learning interventions,<br />

<strong>the</strong>re are multitudes <strong>of</strong> existing methods to promote self-reflection which range from expressive writing in<br />

journals, guided discussions, portfolio building, and <strong>the</strong> review <strong>of</strong> personal performances on video.<br />

However with <strong>the</strong> emerging use <strong>of</strong> games and research focusing on benefits to personal aspects <strong>of</strong><br />

learning – such as motivation and engagement – <strong>the</strong> process <strong>of</strong> designing games to explicitly promote<br />

self-reflection to facilitate learning is still fairly nascent.<br />

Yet games, despite <strong>of</strong>ten not explicitly designed to promote self-reflection, are particularly well-suited to<br />

promoting self-reflection given <strong>the</strong>ir inherent characteristics - rules, choice, feedback, and monitoring -<br />

which mirror fundamental components to reflective thinking and practice. Choices in game spaces prompt<br />

constrained decision-making within defined contexts that can be used by game systems to help players<br />

meaningfully reflect on decisions in a variety <strong>of</strong> ways.<br />

Our goal in this paper is to identify potential game design patterns to promote self-reflection in learning<br />

games. We begin with an overview <strong>of</strong> what scholars have discovered about self-reflection, focusing on<br />

research in education and psychology. This is followed by an examination <strong>of</strong> scholarship on games, with<br />

a focus on designing games for learning. The design patterns for self-reflection can be thought <strong>of</strong> as<br />

descriptions <strong>of</strong> common objectives paired with descriptions <strong>of</strong> solutions that can be applied, not<br />

prescriptively, but as design guides that interrelate user interactions in ways that can promote selfreflection.<br />

In determining what patterns could be derived from existing games, we identified various<br />

components <strong>of</strong> self-reflection, and aligned those components with questions for game designers and<br />

researchers. These questions are: 1) Can we reflect on modes <strong>of</strong> self-representation to promote<br />

motivation? 2) Can we reflect on our own beliefs and assumptions to promote personal perspective<br />

changes? 3) Can we reflect on our emotions to promote self-monitoring? 4) Can we reflect on our own<br />

patterns <strong>of</strong> behavior to promote self-awareness?<br />

Results<br />

Our method <strong>of</strong> research was to survey existing commercial games and conduct an in-depth analysis <strong>of</strong><br />

mechanics. As a result, we identified four design patterns that can be retr<strong>of</strong>itted to address <strong>the</strong> questions<br />

on promoting self-reflection. In <strong>the</strong> “Ideal Me” pattern, we examine self-representation in <strong>the</strong> form <strong>of</strong><br />

avatars within game play to prompt reflections on self-concept. With <strong>the</strong> “I Believe it’s Butter” pattern we<br />

examine how <strong>the</strong> role <strong>of</strong> framing choices can prompt reflection on personal beliefs and assumptions. In<br />

<strong>the</strong> “Can I Borrow a Feeling” pattern we question how emotionally regulating features in games like<br />

character experiences and meaningful narratives can be utilized to develop emotional monitoring and<br />

understanding within <strong>the</strong> self. Lastly, <strong>the</strong> “Did I Do That” pattern we examine how reflections on<br />

behavioral patterns can be used ex post facto to promote self-understanding.<br />

Conclusion<br />

The patterns we identify are intended to have direct and practical applications to <strong>the</strong> design <strong>of</strong> games to<br />

promote self-reflection. A future direction <strong>of</strong> this survey <strong>of</strong> existing games will be to incorporate our design<br />

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