Wednesday, January 28, 2009

Respnse to Game2Learn: Building CS1 Learning Games for Retention

1. What are the motivations for this work?

* Attrition rates in computing, due to poor knowledge about computing, poor math and problem solving skills,poorly designed lab courses, lack of practice and feedback, and under-prepared instructors. The need need or want to research fun alternative methods to help reverse the situation.

2. What is the proposed solution?

* Learning through building games will motivate students to complete CS assignments. Though not much is known about the effects on retention, well known strategies for retention were used such as engaging students in research and building community. Game2Learn students research students learn about retention, diversity, education, game design, and research methods.

3. What is the evaluation of the proposed solution?

*The use of games to help students visualize and gain a better understanding of CS conccepts process was not simple. There was a challenge in creating the games already; then making them into learning tools which can easily be used by non games.

a-What argument experiment is made to make a case for the value of ideas? / hypothesis

* Students participating would be more likely to consider graduate study, working as group on this project would scaffold the experience for students of varying backgrounds, students would learn about research design and methods, students would be able to create playable prototypes, and the results of the study inform the design of educational games for computing.

b-What benefits or problems are identified?

* In the beginning the unstructured nature of the of the project frustrated some students and initial outcomes were not well integrated or usable in teaching computer science. Due to this fact the project was modified to employ a highly iterative rapid prototyping development model, and use existing game engine technologies.

* After the initial study improvements were made to the games which removed students doubt about the seriousness of the games as learning tools. Also with more clear instructions scores tended to improve between pre and post tests.

* The second study showed that 88% of the students felt that games could be used as homework, which was a large improvement from 54% in the first study; and 37% of students in study 1 liked the balance between quest and play time, while 88% of students in study 2 liked the play-quest balance or requested more quests.

d-What are the contributions?

* Students get experience working in an established group on directed research to solve real
problems and results will be used in real classes. Students have material to add to their
portfolios, whether it be games or educational software.

4. What are future directions for this research?

* The project is continually refined thorughout its life and new Game2Learn students are able to use the progress of the previous members to make greater improvements in making learning games. The project also brought about new Game2Learn guidelines:
-Divide the groups into small teams of 2-3 students with at least one vetran.
-New members start by playing past prototypes, modifying them, and making small games.
-etc...

a-What ideas did you come up with while reading the paper?

* Whatever game I work on I would keep in mind that the game is aimed at non gamers as for as the usability is concerned; basically assume people will need a short tutorial in the game to learn how to play. Repetition of topics through different activities can be good for retention. And learning abstract data types with games would be beneficial due to the visual aids.

Tuesday, January 27, 2009

Acey Boyce Jan 20-27th

1. What was planned?
Continue work on creating bead loom Puzzles and become more familiar with the new upgraded Bead Loom. Begin looking over the upgraded bead loom code.

2. What was done?
I have finished half the puzzles planned for the game.

3. Problems encountered?
I have not gotten access to the code base yet so I have not been able to look at the code yet.

4. What did you learn this week? (esp. computer science, or anything surprising or interesting)
The original bead looms saving system and undo system are a bit buggy leading to some lost work and time. This seems to be less of an issue with the new upgraded one but it is showing me some things I will need to be sure to check for in the game. It would be bad if someone was unable to complete a puzzle because when they hit undo i undid the wrong things!
5. What's planned for next week?
Continue work on designing the puzzles and solutions and get my hands on the code base. When I do get the code read through it, take notes on it, and figure out what parts need to go and which need to stay for the game.

6. Hours worked.
12

Su Hyung's Weekly Report.

1. What was planned?
Meet with Evie to discuss project To-do list and work required.
Make facial animation for Wink.
Make simple character tutorial.

2. What was done?
Met with Evie about dance tool on Thursday.
made tutorial on Friday

3. Problems encountered?
I could not make wink animation.
I made face and eyes separately. eye's are very closed to face. so I should change clipping option.
but, I could not find clipping properties in MAYA.

4. What did you learn this week?
several functions to make simple character by using MAYA.
some unity script

5. What's planned for next week?
Finish the dance tool. Specifically, Get I will be more familiar with the dancing project code

6. Hours worked.
20

Weekly Progress Report 1/26/2009

Planning has started on work to be completed this semester. I will be working on creating "Bunny Generals: Divide and Conquer" with Antoine. Over the next week, we and I will finalize the design and begin prototyping/development. The game will be completed and study-ready by the end of the semester. While it is unlikely we will actually get to complete a study this semester, it will be fully planned and ready to go for the summer or Fall 2009.

Also ongoing is the EleMental study which will be running from February 2nd - 27th. Amanda and I have set up our availability in Genbook, we can add in Antoine's schedule as well as that of any G2L students available to help. Now that schedules are set, we are announcing the study to students and teachers. Our goal is to run 30 students through the study, using the adjusted pre- and post-tests. This will allow for accurate, statistically significant results which can be used to write papers!

Finally, I will likely be working with Mike on the improvement/standardization of game evaulation with an emphasis on our own games. I'd like to work on fine-tuning the loggin processes so we are gathering as much information as possible. In this way we can hope to draw more insight from the games we create in order to see how an individual game benefits students and how the G2L project as a whole has progressed.

For the upcoming week: Set the availability schedules for all people helping run the EleMental Study, finish the design document for Bunny Generals, set B.G. milestones for the semester, and begin researching standards of evaluation within the game industry.

Mike's Weekly Report

1. What was planned?
Look at old study data and see if there is anything for a Sandbox paper. Look into the Datashop XML logging.
2. What was done?
I read more about the Datashop logs, I found they have an java plug in that is supposed to make it easy to add to java programs. We might be able to translate this into C#. I also looked over the qualitative data from the comparison study.
3. Problems encountered?
I don't really see much for the comparison study. There are some differences in qualitative responses, but not sure if anything worth writing a paper about.
4. What did you learn this week? (esp. computer science, or anything surprising or interesting) Be sure to cite any resources you used (e.g. online tutorials, etc).
I did some paper reviews for FDG 2009. I learned more about the reviewing process and how it all works.
5. What's planned for next week?
Work more on the datashop logs and see how feisable translating the java code would be. Try to find something for Sandbox. Work on some AGDD class assignments that incorporate the old class requirements.
6. Hours worked.
12

Monday, January 26, 2009

Evie's Weekly Report 1/27/09

1. What was planned?

Meet with all team members to discuss project timeline and work required. Have a version of our software design document up on project management system. Set up repository. Etc....

2. What was done?
Met with all team members (except Josh, though exchanged emails with him) about dance tool. Still researching project management tools.

Set up mantis bug tracker on my personal server space, I will install a project management system on arena.uncc.edu after everyone is full swing into development. I dont want them waiting for cues on what to do any longer.

QA'd existing dance tool functionality on Windows and Mac platform. problems arise in Windows that are not present on the mac version. bugs reported in mantis

Set up Unity Asset Server on arena.uncc.edu. Dance tool project currently resides there. Will demonstrate how to use the version control system at todays dancetool meeting.

Project requirements that have not been developed are listed as bugs in mantis. These requirements will also eventually be listed in GDD and TDD.

Heavily commented some GUI classes in the dance tool. This should make it easier for others to document the code and make the changes that I request in the bug reports.

Read and reviewed 2 conference papers for FDG.

Contacted Unity staff about acquisition of Unity 2.5

prolly other stuff too...

3. Problems encountered?

impossible to set up asset server without root access to server. Unity's website does mention this, but I spent several hours trying to contact people who might help me circumvent this.

I'm unhappy with the amount of time I've spent this week "managing". This next week will be spent "engineering". One thing really slowing us down is documentation. once everyone has an idea of whats going on behind the scenes, I think we'll all be happier / more confident coders.


4. What did you learn this week? (esp. computer science, or anything surprising or interesting) Be sure to cite any resources you used (e.g. online tutorials, etc).

Many fun new features present in Unity 2.5 as well as the advantages and short-comings of Unity's Asset Server. I've also learned quite a bit about Unity's scene management system (if anyone has any questions about it, let me know).

5. What's planned for next week?

As always. Finish the dance tool. Specifically, UML everything with the help of Josh. Fix existing GUI bugs with the help of SuHyung. Get Yuu Shin familiar with the project and helping with commenting code.

Complete DanceElement, DanceInstruction, DanceNote architecture documentation and implementation.

6. Hours worked.

20

Weekly report due at 11 am, Tuesday January 27

Dear Game2Learners - your weekly reports from Jan 12-26 are due on Tuesday, January 27 at 11 am for me to review. Please post here.

Friday, January 23, 2009

Weekly Review Format

1. What was planned?
2. What was done?
3. Problems encountered?
4. What did you learn this week? (esp. computer science, or anything surprising or interesting) Be sure to cite any resources you used (e.g. online tutorials, etc).
5. What's planned for next week?
6. Hours worked.

We can also use this space for posting paper reviews.