RALfie: Gamified Online Makerspace for STEM Education
1. RALfie: A game where Maker Faire meets Hackerthon
Peer to peer
Gamified
Digital Futures Collaborative Research Network
University of Southern Queensland
RALfie: Remote Access Labs for fun, innovation and education
13. Why RALfie? Some challenges facing STEM education:
Graduation RAL Teacher
Rates Specific Knowledge
More STEM
graduates needed to
meet demand in
Australia.
Little collaboration &
communication between
students using existing
online experiments. To use RAL,
teachers need
Technical Knowledge;
Pedagogical Knowledge;
and
Content Knowledge.
The pathway ends
for many by the end
of primary school.
No standard technical
solution suitable for RAL.
TPACK
14. The RALfie Project’s Goal
is to lead in the development
of an online makerspace
to support engagement in STEM learning
accessible to youth and families in all communities
through a scalable, open online system,
professional development,
dissemination of resources,
and a robust community of practice.
15. RALfie as an environment for Science and Technology learning.
RALfie as a culture for learning by making.
What we create
Maker Approach: An Epic Classroom Flip
16. The RALfie Team: Engineering & Education
Dr Andrew
Maxwell
Ms Wu
Ting
Dr Lindy
Orwin
Professor
Peter
Albion
Mr
Ananda
Maiti
19. Use gamification to increase communication &
collaboration around the use of RAL
The Integrative Learning Design Framework
Brenda Bannan
You are here
28. Game Elements & Roles
• Context
• Challenge
• Reason to collaborate
• Reason to share
• Reason to communicate
• Points
• Badges
• Leader boards
• Extrinsic Reward
• Community
• Forums – help & sharing
• Document repository
• Peer to peer
• Distributed expertise
• Context – broad story
that binds the
elements together
• Intrinsic motivation
• Engagement
• Fun (many types)
• Reasons to
collaborate
• Reasons to
communicate
Narrative Achievements
Quests Guilds
29. Level up
Level up
Level up
Level up
Flipped Assessment
Achievement System
30. Achievement System Iteration 1.0
Trailing but
unsuitable for
project due to
“one class”
model
Experience
Points
Status Bar
Badges
Achievements
Awards
31. Quests
Quest
Information
Bar
Quest lists
XP available
Average time
taken
Ratings from
other users
32. Quest in 3D GameLab
Images
Scenario
Control system
explained
Link to the experiment
35. August 2013
Bench Test
October 2013
Controlled Lab
Conditions
April –Nov 2014
Pre-service
Teachers
December 2014
Home Users
2015
Limited Schools
Impact: Lifelong STEM enthusiasts
The research outcomes:
Demonstrate the pedagogical and practical advantages of RAL-based experiments to prepare Australian
children for their digital future.
Engage teachers & parents & children in using RAL for active learning in STEM.
Design, develop and implement an infrastructure and technological solution for making and sharing
community-developed, remotely accessible scientific & technological experiments.
Engage children in experiential learning in STEM through a process of design, make, share, use and
reflect employing a ‘Maker Community’ approach.
36. Research partners
Teachers
Youth
Makers
Learners
Join us…
Dr Lindy Orwin
Postdoctoral Research Fellow
Digital Futures Collaborative Research Network
University of Southern Queensland
Lindy.Orwin@usq.edu.au
m. 0478 039 322
Twitter & Skype Lindymac
ralfie@usq.edu.au
Sign up to get announcements at
http://tinyurl.com/ralfie-eoi
This project is supported through the
Australian Government's Collaborative Research Networks (CRN) program.
Notes de l'éditeur
The RALFIE Project seeks to develop a community of learners who design, develop and use remote access laboratories (RAL) to develop knowledge, skills and understanding of Science, Technology, Engineering and Maths (STEM).
The RALFIE Project seeks to develop a community of learners who design, develop and use remote access laboratories (RAL) to develop knowledge, skills and understanding of Science, Technology, Engineering and Maths (STEM).
To the users…
RALfie will be a fun, challenging environment with engaging and stimulating quests that involve both making and using real experiments. It will be a ‘Maker Space’ with plans and guides; yet it will also allow the choice and freedom to explore and invent. It will have game-style guilds that provide a community where young people can safely tap into the expertise of their peers and experts as well as share their own knowledge through forums, videos and photo galleries. The guilds will also provide access to authenticated adult expertise in a range of science and technology fields. Users will showcase their achievements through game-style systems involving badges and awards.
To teachers and parents…
RALfie will provide an Internet-based, digital classroom in the form of a highly engaging, game-based, learning environment with custom-made quests that motivate young learners to delve into the built and natural world to create experiments and share them with others. Children and youth will be able to use RALfie to engage in formal and informal learning at school and at home. A constantly growing library of plans and guides will support the young makers of experiments which could include assembling a ready-made LEGO Mindstorms kit or creating experiments with simple sensors. When a teacher or parent is unable to help, children will be able to access just-in-time assistance through guilds where learners can safely tap into a wide community of experts and enthusiasts of all ages. The RALfie Project will also assist to build the digital confidence and technology literacy of youth that goes beyond merely accessing Wikipedia and social media. By learning how to interface experiments to the Internet, learners will develop deeper technical skills and understanding meeting the requirements of the new national Technology curriculum.
Behind the scenes…
RALfie will be a scalable, technical and communication system that authenticates users; delivers content; interfaces physical world experiments with remotely located users via the Internet; houses a repository for plans and guides; provides communication between makers, users and enthusiasts; provides scheduling of experiments; and interfaces with the game and achievement systems. Design challenges, perplexing social and environmental problems, and engaging narratives will provide contexts to the quests and stimulate intrinsic motivation. A system of customisable badges, awards and achievements will provide extrinsic motivation.
Lack of communication and collaboration in the use of RAL
Source Lindsay 2007
Sources
Bannan-Ritland, B. (2003). The role of design in research: The integrative learning design framework. Educational Researcher, 32(1).
Bannan-Ritland, B., & Kelly, A. E. (n.d.). Teacher Design Research [PowerPoint Presentation Slides]: George Mason University.
Bannan, B. (2007, November 23-26). The Integrative Learning Design Framework: An illustrated example from the domain of Instructional Technology. Paper presented at the An Introduction to Educational Design Research Seminar, Shanghai (PR China).
Middleton, J., Gorard, S., Taylor, C., & Bannan-Ritland, B. (2008). The "compleat" design experiment: From soup to nuts. In A. E. Kelly, R. A. Lesh & J. Y. Baek (Eds.), Handbook of design research methods in education: Innovations in Science, Technology, Engineering and Mathematics learning and teaching. New York, NY: Routledge.
Bannan-Ritland http://gse.gmu.edu/research/de/figure1.htm Alignment of the Integrative Learning Design Framework to other design methodologies that informed its development.
Plomp, T. (2007, November 23-26). Educational design research: An introduction. Paper presented at the An Introduction to Educational Design Research Seminar, Shanghai, PR China. p56.
Source Kevin Werbach Gamification MOOC 2014
The gamification framework that provides the basis for planning is based on human-centred design and the “core drives” (motivation) to engage and stay engaged.
Source
Yu-kai Chou
http://www.yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/
For core drive, there are many options for game mechanics that form a toolkit for gamification of the system.
A selection of these game mechanics has been made to address the expected core drives of the RALfie users.
The expected users may fall into any of these categories of user types and planning for all types is important if the system is to withstand their use and abuse as well as to build a robust system and community to meet their needs.
Source Andrzej Marczewski 2014
http://www.gamified.co.uk/user-types/#.VCtA5haTIn4
All gamification approaches must also cater for all the stages of the player journey if you want to retain users over the longer term.
nOObs have different needs to elders
Leveling is one game mechanic that can be used to cater for this.
Sample Levels in Maker in RALfie
Use and experiment
Build a copy of an existing experiment
Modify and experiment
Create a new experiment using readymade materials
Creat and experiment using some materials you have manufactured (eg 3D printed)
Source
Amy Jo Kim
http://www.slideshare.net/amyjokim/gamification-101-design-the-player-journey
The website provides a point of entry into the RALfie World. This prototype provides an opportunity for feedback from our early testers.
Based on early feedback, the graphics for the characters have been modified to suit an older demographic.
Also a number of items have been moved around to improve navigation.
Site developer: Dr Lindy Orwin
The gamification elements within the front page of the website are:
The Narrative
Characters (already being modified based on feedback)
Quests
Guilds
Actions to change behaviour long term
Join
Throughout the entire system, various game mechanics are designed to create interaction dynamics between the users, the process of being a maker or user, the content, and the community.
Narrative – role = context – large – like the story across a TV series.
Quest – role = context – small – like the story across an episode in the series.
Guilds = the learning community – not online alone, online together.
Achievements for those who are motivated by development and accomplishment.
Start at 0 (Fail) and work up to epic as opposed to starting with a potential A and knocking off points for omissions or mistakes.
Failure is a part of learning.
Repeat as many times as needed to succeed.
Currently the Game management System called 3D GameLab is being used to manage quests and the achievement system.
It allows the use of
Experience points (called XP) displayed in a status bar.
Badges - Often connected with activities (not just actions) eg. complete a set number of quests. Can be a prerequisite to access for other quests in a hierarchy (quest tree).
Achievements - Rewards for behaviours the system looks for eg. Comments, ratings, completing quests in a specific amount of time.
Awards - Non-automated awards given by the teacher to reward student behaviours.
Issues:
Class model of management unsuitable for a large project needing control of:
Registration welcome letters
Quest creators without having to participate in a lengthy accreditation process
Isolating the instance from the 3DGameLab community
No use of OpenID, Facebook, Google + or other ID management systems
Targets single teacher in the logic
Quests
Episodes in the narrative
Context for learning
The current prototype in 3D GameLab allows the quest to be created in the content area in the same way that content is created in an LMS like Moodle.
There is a template to complete.
The current challenge is to create meaningful quests that maintain the narrative and support very targeted learning objectives.
These might be in the content area, the processes and skills needed for making experiments, or in the protocols for digital citizenship.
Mouse in the House
Curriculum links to Australian Technology Curriculum