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Quiana Bradshaw (Doctor of Computer Science-Emerging Media)
Proposal Defense
Research Topic:Learning Game Design Characteristics through
the Study of Flow and the Elemental Tetrad in the World of
Warcraft & Minecraft

Colorado Technical University
September 15, 2013
Reflecting on the Problem
• Educational games offer compelling opportunities for education, yet
curriculum designers are not good at game design.
• Educational games are often not fun, yet commercial games are designed to
enhance engagement, to involve the senses and to capture the imagination of
players.
• Certain models exists that may contribute to addressing the problem.
• Can we learn new information about learning game design from the study of
successful commercial games?
Prior Research by Game Design Experts
• James Paul Gee – Games, Learning and Society; video games and learning
• Constance Steinkuehler – World of Warcraft research
• Marc Prensky – Digital Natives, Digital Immigrants; Engage Me or Enrage Me (Educause,
2005), educational games
• Jane McGonigal – Alternate Reality Games and Games for Change
•

• This study interconnects with two models to contribute to the validation of Schell’s research
– Jesse Schell’s Elemental Tetrad Model (Schell, 2008)
– Mihalyi Csikszentmihalyi’s Flow Model (Csikszentmihalyi, 2008)
Theoretical gap
• There is no validated model seems to define the characteristics
and requirements for designing engaging and successful
educational games.
• The characteristics for learning game design may seem
mysterious and uncertain to curriculum designers.
• While models exist, research is needed to validate them.
Addressing the Theoretical Gap
• This research focuses on contributing to the validation of the
Jesse Schell’s Elemental Tetrad Model (2008) and examines the
mental states noted in the Flow Model by Mihalyi
Csikszentmihalyi (2008)
• The research design features four phases that
– analyzes the intersections between the two models
– examines the construct validity of Schell’s model and whether Flow
matters to game and learning game design,
– analyzes the quantitative ratings by experts and gamers, and
– proposes additional characteristics of interest to learning game design
Study Approach
• Develop a table that examines the Elemental Tetrad Model’s Four Elements
by Jesse Schell, and
• Examine the Flow Model’s mental states by Csikszentmihalyi and their
influence in Schell’s elements
• Define a strategy for evaluating their use in two commercial games
• Develop a survey, administer it to experts and gamers, analyze the construct
validity via the quantitative data and identify the additional characteristics that
are important to learning game design.
Games
• World of Warcraft (Massive Multiplayer Online Role-playing Game
MMORPG) by Blizzard Entertainment). WoW play involves completion of
quests that reward the player with a combination of experience points, items,
loot and in-game money. Quests allow the players to gain access to new skills
and abilities, and to explore the game’s environment.
• Minecraft (a popular game that is available for online download) was
developed by Markus Persson (Notch) and later acquired by Jens Bergensten
(Jeb) in 2011. Minecraft has a creative mode (often used by educators) in
which gamers can construct and build castles and an environment similar to
the construction capabilities noted in The Sims (by Electronic Arts) and in
Second Life. For normal gameplay, it has a survival mode in which players
need to harvest resources and where they experience threats to their survival.
Research Questions
• 1 What are the characteristics in the Flow Model and the elements in
Schell’s Elemental Tetrad Model that make these two commercial games
engaging?
2 How do experts perceive the experience of Flow in the World of Warcraft
and Minecraft?
3 How important are mechanics to learning game design?
4 How important is the story in learning game design?
5 How important are aesthetics in learning game design?
6 Is the role of technology important in learning game design?
Research Methodology
• Uses mixed methods
• Examines the construct validity of the Elemental Tetrad Model in conjunction
with Flow characteristics (mental states)
• Uses an embedded survey instrument that asks quantitative and qualitative
questions to assess the construct validity
– The experts had both expertise in curriculum design and expertise in either the World of
Warcraft (WoW) or expertise with both WoW and Minecraft
– The gamers had expertise in using WoW and in some instances, Minecraft

• Analyzes the qualitative data to identify the additional characteristics that are
important to learning game design
Research Phases
Using a construct validity study in a mixed methods methodology
1.Explore the Elemental Tetrad Game Design Model & The Flow Model by
Csikszentmihalyi to develop a table of their intersections
2.Develop the survey
3.Analyze the quantitative data collected during two waves of surveys from a)
experts in curriculum design and expertise with WoW and/or Minecraft, and b)
with gamers who play WoW and/or Minecraft
4.Analyze the qualitative data to identify additional characteristics
The Flow Model
by
Mihalyi Csikszentmihalyi
Depicts the mental states
The Elemental Tetrad Game Design Model*
• Aesthetics
• Story
• Mechanics
• Technology

* The Elemental Tetrad game design model comes from Jesse Schell (The Art
of Game Design: A Book of Lenses, 2008, Burlington, MA: Elsevier)
Applying Schell’s Element Tetrad Game Design Model
• Use the events of the story and state the purpose of the game.
• Assess the features of game and how it correlates a relationship with the
player’s experience.
• Evaluate the human-computer interaction by using the game technologies.
• Make players feel immersed within the game-based environment
• Give extra points for level progression achievements

The next four slides illustrate facets of the Element Tetrad model
Mechanics
– Procedures and rules of the game
– Mechanics describe the goal of the game, how players can try to achieve
it, and what happens when they try
– Main differentiator between games and linear entertainment experiences
(books, movies, etc.)
– Technology is chosen that can support the mechanics, aesthetics that
emphasize them clearly and a story that allows the mechanics to make
sense.
(Schell, 2008)
Story
– Addresses the sequence of events in a game
– May be linear and pre-scripted or branching and emergent
– Mechanics are chosen to strengthen the story and allows the
story to emerge
– Aesthetics are chosen to help reinforce ideas of the story and
technology that is best suited to the story
(Schell, 2008)
Aesthetics
– How the game looks, sounds, smells, tastes and feels.
– Most direct relationship to the player’s experience
– Technology is chosen that will amplify and reinforce aesthetics
– Mechanics are chosen that make players feel immersed in the world that
the aesthetics have defined
– Story is chosen that allows aesthetics to emerge at the right pace and have
the most impact
(Schell, 2008)
Technology
– Technology is any materials and interactions that make the
game possible
– The choice of technology enables the game to do certain things
and prohibits other things
– Technology is the medium in which the aesthetics take place,
the mechanics will occur and through which the story is told
(Schell, 2008)
Flow Model
Excitement

Mechanics
Win conditions,
conflict, tension,
atmosphere

Arousal

Storyboards

Anxiety

Engagement

Story
The levels that are
reached and the
journey of the
character.

Aesthetics
Constant level of immersion
within a commercial game
environment. Thus, making the
player feel like they are apart of
the virtual game world entirely.
Having a single oneness with the
game itself.
The conflict situation or Direct -- sensory stimuli due to
allusions within the
colors, images, sounds, feel of
characters of the
the game and its environment
game.

Technology

The characters can be
enhanced with 2D or 3D
graphics that can enhance the
gamer's technological
experience.
The way the technology can
be created or designed can
create arousal with the gamer.
Some of the video game
characters are drawn from
actual models and celebrities
which can stir a stimulative
arousal with a gamer.

The many challenges Defensiveness is a trait that can
levels or events can
be developed by having to fight
Technology can cause a
cause a player to be in fighting games a lot.
gamer anxiety if they are
anxious. The player
obsessed with winning all the
can also have a
time. Being a sore loser will
certain level of anxiety.
cause anxiety. The gamer may
not be familiar with
maneuvering the technology.
Flow Model Mechanics
Story
Aesthetics
Control
Level
When a gamer gets Being a strong character in
achievements all the elements
a game gives the game
that has to be
control within their minds.
obtained. This is
according to the
story board to
complete the entire
game. The gamer
feels a level of
control,
Relaxation Board/level
When a gamer gets When the level was
completion. to the final level of accomplished, the gamer
the game, the
usually will feel relaxed and
feeling of relaxation an ease of
puts them more at accomplishment.
ease.

Technology
A gamer would have the
feeling of control when
they labeled as being tech
savvy or an advanced
gamer. This would help the
gamer feel like they are in
control of their game
quest.

Technology can seem
relaxing during game play
by the visual content. The
2D is a good multimedia
graphic as well as the 3-D
graphic. Some of the levels
within the game according
to design and scenery may
cause relaxation to the
gamer.
Flow Model
Boredom

Apathy

Mechanics
Not mastering
the events in the
game level.

Story
Aesthetics
The gamer can get a feeling The gamer can feel this
of boredom when they do not way if they keep losing
master the game attainment numerous times within the
goals. For instance, the story same level or world.
maybe too challenging for
the gamer leaving them at a
loss. As a result, the gamer
continually lose a life or points.

Technology
Technology may very well cause
boredom to the gamer. For
instance, the gamer may have
played the game numerous
times before. Or the gamer may
lose a lot because he/she may
never have mastered the
technology or the story of the
game.
Gamer just
A game less interesting to the A gamer can feel this way The gamer may feel less
playing but not gamer may be selected to
when they may or may not emotional about new emerging
really feeling any play just to have something to have a huge interest in the technologies. Some gamers feel
emotion.
do. For example, a less
game. They can be
like if you've played one game,
interesting game opposed to playing the game just to you've played them all. This will
the player's favorite game of pass the time.
make the gamer feel more
interest will be selected when
apathetic and not having much
the gamer has time
emotion when interacting with
constraints. Playing this
the gaming technology. The
particular game would give
gamer would feel apathy and
the gamer something to do,
have little interest in the game
causing them not to have any
entirely.
emotion about whether or not
they lose levels within the
game or not.
Survey Questions - Demographics
Years of experience with
Experts: World of Warcraft ___6________

Minecraft _____5______

Gamers: World of Warcraft ____4_______

Minecraft ____2_______

Years of experience in teaching
K-8 ____3___

6-8 7

9-12 __1_________ Higher Education __10____________

Years of experience in curriculum design
1-3 __1__

4-6 _1___

7-9 ___0_

10-12 _2___

13+ ___1__
Survey Questions - Demographics
Years of experience with
Experts: World of Warcraft ___6________

Minecraft _____5______

Gamers: World of Warcraft ____4_______

Minecraft ____2_______

Years of experience in teaching
K-8 ____3___

6-8 7

9-12 __1_________ Higher Education __10____________

Years of experience in curriculum design
1-3 __1__

4-6 _1___

7-9 ___0_

10-12 _2___

13+ ___1__
Game Mechanics: Questions 5-7
Game Mechanics: Statistical Mean in the World of Warcraft
How important are the game's rules to support the learning activities?
Experts 3 Gamers 3
Is the same feedback that learners receive from a game quest useful when re-purposing the game
for learning?
WoW Experts 2.83 Gamers 3
Are the learning outcomes measurable within the game?
WoW Experts 2.5 Gamers 2.5
Story: Questions 8-11
• How important is conflict in the game for the learner to feel excited? Experts 3 Gamers 3.75
• Does the use of game violence contribute to the learning experience? Experts 2.16 Gamers
1.75
• Is the feeling of game immersion that is experienced during quests within the game
contributing to the learning experience? Experts 3.83 Gamers 4
• Does the story in the World of Warcraft offer opportunities for learning activities? Experts
3.5 Gamers 4
Aesthetics: Questions 12-16
• Are the quality of the game's visuals required for the game to be engaging as a learning
environment? Experts 3.16 Gamers 3.25
• How important is it that the graphics foster an immersive game experience? Experts 3.33
Gamers 3.25
• How important is sound feedback, (such as beeps, alerts, spell effects and game sounds), to an
engaging learning game? Experts 3.16 Gamers 3.25
• How important is the music soundtrack in generating an engaging play experience? Experts
3.16 Gamers 3.00
• Is the learning experience enhanced by the game's music soundtrack? Experts 2.83 Gamers
2.25
Technology: Questions 17-19
• How important is the quality of the visuals within the game (2D vs. 3D) to the quality of the
learning experience? Experts 3.33 Gamers 3.00
• How important is faster equipment processing speeds to learning? Experts 3.166 Gamers 3.5
• Does the mobile version of Minecraft offer the same learning opportunities as the desktop
versions? For Minecraft -- Experts 2.33 Gamers 4
Correlation Coefficient for the Construct Validity Study
The correlation analysis of the two commercial games is based on the perception of Schell’s Model in the
design of representative categories of games for commercial non-education use & designed for education use.

Experts and

Mechanics

Aesthetics

Story

0.94

0.92

0.96

High

High

High

Gamers
Correlation
Coefficient

Strength in
Agreement
Survey of Game Technologies Used
• PC
• Mac
• iPad
• iPhone
• Droid
• Tablet
• Linux
Q19: How does game-based learning through the use of the World of
Warcraft and or Minecraft give the student control over their learning
experience? Gamer responses
Q20: Conflict increases the anxiety level and level of stress that players
experience. How does conflict offer opportunities for learning in the World
of Warcraft and/or Minecraft? Gamer responses
Q21: How does game-based learning through the use of the World of
Warcraft and/or Minecraft give the student control over their learning
experience? Experts responses
Q21: How does game-based learning through the use of the World of
Warcraft and/or Minecraft give the student control over their learning
experience? Gamer responses
Q22: Conflict increases the anxiety level and level of stress that
player’s experience. How does conflict offer opportunities for
learning in World of Warcraft and/or Minecraft? Gamer
Q22: Conflict increases the anxiety level and level of stress that
player’s experience. How does conflict offer opportunities for
learning in World of Warcraft and/or Minecraft? Expert responses
Q23: How commercial games best can be used in academic environments.
Experts
Q23: How commercial games best can be used in academic environments.
Experts
Q24: Are there any features in the World of Warcraft and/or Minecraft that
will enhance the emotional engagement for learners.
Q25: What are the features that are needed in learning games that are not
available in either the World of Warcraft and/or Minecraft? Expert responses
Q25: What are the features that are needed in learning games that are not
available in either the World of Warcraft and/or Minecraft? Gamer responses
Not all of the mental
states were noted as
important in the study
In particular, boredom
and relaxation were not
noted by the experts
and gamers in the
qualitative data
Csikszentmihalyi, 2008
New Contributions
• Support the validation of the Elemental Tetrad Game Design Model and how
it intersects with the mental states in the Flow Model
• Study the use of the Elemental Tetrad Model within WoW, and to a lesser
extent, Minecraft
• Identify the additional characteristics that are important to learning game
design
Areas for Future
Investigation/Research
• Extend the learning game design characteristics and apply them
to the design and assessment of educational games
• Assess the importance of Flow and these additional learning
game design characteristics to identify specific features and
styles within learning games
• Increased use of learning game design in education for both
campus and online learning.
• The design of learning games that include a sandbox or creative
mode as well as collaborative and constructive play styles.
References
•

Csikszentmihalyi, M. (2008) Flow: The psychology of optimal experience. New York, New York: Harper-Collins
Publishers, Inc.

•

Gee, J. P. (2013). Publications. Retrieved February 6, 2013 from http://www.jamespaulgee.com/publications

•

Gee, J.P. (n.d.). James Paul Gee Bio. Retrieved February 6, 2013 from http://jamespaulgee.cgpublisher.com/

•

McGonigal, J. (2013) Bio. Retrieved February 6, 2013 from http://janemcgonigal.com/meet-me/

•

Prensky, M Website (2012). http://www.marcprensky.com/

•

Reeves, T. C. (n.d.). Professor Thomas C. Reeves. Retrieved February 6, 2013 from http://treeves.coe.uga.edu/

•

Schell, J. (2013) Author Bio. Retrieved April 23, 2013 from http://artofgamedesign.com/bio/

•

Schell, J. (2008) The Art of Game Design: A Book of Lenses, Burlington, MA: Elsevier

•

Worldle Website (2013) Visual Word maps. Retrieved September 15, 2013 from http://www.wordle.net

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Quiana bradshaw final defense slides

  • 1. Quiana Bradshaw (Doctor of Computer Science-Emerging Media) Proposal Defense Research Topic:Learning Game Design Characteristics through the Study of Flow and the Elemental Tetrad in the World of Warcraft & Minecraft Colorado Technical University September 15, 2013
  • 2. Reflecting on the Problem • Educational games offer compelling opportunities for education, yet curriculum designers are not good at game design. • Educational games are often not fun, yet commercial games are designed to enhance engagement, to involve the senses and to capture the imagination of players. • Certain models exists that may contribute to addressing the problem. • Can we learn new information about learning game design from the study of successful commercial games?
  • 3. Prior Research by Game Design Experts • James Paul Gee – Games, Learning and Society; video games and learning • Constance Steinkuehler – World of Warcraft research • Marc Prensky – Digital Natives, Digital Immigrants; Engage Me or Enrage Me (Educause, 2005), educational games • Jane McGonigal – Alternate Reality Games and Games for Change • • This study interconnects with two models to contribute to the validation of Schell’s research – Jesse Schell’s Elemental Tetrad Model (Schell, 2008) – Mihalyi Csikszentmihalyi’s Flow Model (Csikszentmihalyi, 2008)
  • 4. Theoretical gap • There is no validated model seems to define the characteristics and requirements for designing engaging and successful educational games. • The characteristics for learning game design may seem mysterious and uncertain to curriculum designers. • While models exist, research is needed to validate them.
  • 5. Addressing the Theoretical Gap • This research focuses on contributing to the validation of the Jesse Schell’s Elemental Tetrad Model (2008) and examines the mental states noted in the Flow Model by Mihalyi Csikszentmihalyi (2008) • The research design features four phases that – analyzes the intersections between the two models – examines the construct validity of Schell’s model and whether Flow matters to game and learning game design, – analyzes the quantitative ratings by experts and gamers, and – proposes additional characteristics of interest to learning game design
  • 6. Study Approach • Develop a table that examines the Elemental Tetrad Model’s Four Elements by Jesse Schell, and • Examine the Flow Model’s mental states by Csikszentmihalyi and their influence in Schell’s elements • Define a strategy for evaluating their use in two commercial games • Develop a survey, administer it to experts and gamers, analyze the construct validity via the quantitative data and identify the additional characteristics that are important to learning game design.
  • 7. Games • World of Warcraft (Massive Multiplayer Online Role-playing Game MMORPG) by Blizzard Entertainment). WoW play involves completion of quests that reward the player with a combination of experience points, items, loot and in-game money. Quests allow the players to gain access to new skills and abilities, and to explore the game’s environment. • Minecraft (a popular game that is available for online download) was developed by Markus Persson (Notch) and later acquired by Jens Bergensten (Jeb) in 2011. Minecraft has a creative mode (often used by educators) in which gamers can construct and build castles and an environment similar to the construction capabilities noted in The Sims (by Electronic Arts) and in Second Life. For normal gameplay, it has a survival mode in which players need to harvest resources and where they experience threats to their survival.
  • 8. Research Questions • 1 What are the characteristics in the Flow Model and the elements in Schell’s Elemental Tetrad Model that make these two commercial games engaging? 2 How do experts perceive the experience of Flow in the World of Warcraft and Minecraft? 3 How important are mechanics to learning game design? 4 How important is the story in learning game design? 5 How important are aesthetics in learning game design? 6 Is the role of technology important in learning game design?
  • 9. Research Methodology • Uses mixed methods • Examines the construct validity of the Elemental Tetrad Model in conjunction with Flow characteristics (mental states) • Uses an embedded survey instrument that asks quantitative and qualitative questions to assess the construct validity – The experts had both expertise in curriculum design and expertise in either the World of Warcraft (WoW) or expertise with both WoW and Minecraft – The gamers had expertise in using WoW and in some instances, Minecraft • Analyzes the qualitative data to identify the additional characteristics that are important to learning game design
  • 10. Research Phases Using a construct validity study in a mixed methods methodology 1.Explore the Elemental Tetrad Game Design Model & The Flow Model by Csikszentmihalyi to develop a table of their intersections 2.Develop the survey 3.Analyze the quantitative data collected during two waves of surveys from a) experts in curriculum design and expertise with WoW and/or Minecraft, and b) with gamers who play WoW and/or Minecraft 4.Analyze the qualitative data to identify additional characteristics
  • 11. The Flow Model by Mihalyi Csikszentmihalyi Depicts the mental states
  • 12. The Elemental Tetrad Game Design Model* • Aesthetics • Story • Mechanics • Technology * The Elemental Tetrad game design model comes from Jesse Schell (The Art of Game Design: A Book of Lenses, 2008, Burlington, MA: Elsevier)
  • 13. Applying Schell’s Element Tetrad Game Design Model • Use the events of the story and state the purpose of the game. • Assess the features of game and how it correlates a relationship with the player’s experience. • Evaluate the human-computer interaction by using the game technologies. • Make players feel immersed within the game-based environment • Give extra points for level progression achievements The next four slides illustrate facets of the Element Tetrad model
  • 14. Mechanics – Procedures and rules of the game – Mechanics describe the goal of the game, how players can try to achieve it, and what happens when they try – Main differentiator between games and linear entertainment experiences (books, movies, etc.) – Technology is chosen that can support the mechanics, aesthetics that emphasize them clearly and a story that allows the mechanics to make sense. (Schell, 2008)
  • 15. Story – Addresses the sequence of events in a game – May be linear and pre-scripted or branching and emergent – Mechanics are chosen to strengthen the story and allows the story to emerge – Aesthetics are chosen to help reinforce ideas of the story and technology that is best suited to the story (Schell, 2008)
  • 16. Aesthetics – How the game looks, sounds, smells, tastes and feels. – Most direct relationship to the player’s experience – Technology is chosen that will amplify and reinforce aesthetics – Mechanics are chosen that make players feel immersed in the world that the aesthetics have defined – Story is chosen that allows aesthetics to emerge at the right pace and have the most impact (Schell, 2008)
  • 17. Technology – Technology is any materials and interactions that make the game possible – The choice of technology enables the game to do certain things and prohibits other things – Technology is the medium in which the aesthetics take place, the mechanics will occur and through which the story is told (Schell, 2008)
  • 18. Flow Model Excitement Mechanics Win conditions, conflict, tension, atmosphere Arousal Storyboards Anxiety Engagement Story The levels that are reached and the journey of the character. Aesthetics Constant level of immersion within a commercial game environment. Thus, making the player feel like they are apart of the virtual game world entirely. Having a single oneness with the game itself. The conflict situation or Direct -- sensory stimuli due to allusions within the colors, images, sounds, feel of characters of the the game and its environment game. Technology The characters can be enhanced with 2D or 3D graphics that can enhance the gamer's technological experience. The way the technology can be created or designed can create arousal with the gamer. Some of the video game characters are drawn from actual models and celebrities which can stir a stimulative arousal with a gamer. The many challenges Defensiveness is a trait that can levels or events can be developed by having to fight Technology can cause a cause a player to be in fighting games a lot. gamer anxiety if they are anxious. The player obsessed with winning all the can also have a time. Being a sore loser will certain level of anxiety. cause anxiety. The gamer may not be familiar with maneuvering the technology.
  • 19. Flow Model Mechanics Story Aesthetics Control Level When a gamer gets Being a strong character in achievements all the elements a game gives the game that has to be control within their minds. obtained. This is according to the story board to complete the entire game. The gamer feels a level of control, Relaxation Board/level When a gamer gets When the level was completion. to the final level of accomplished, the gamer the game, the usually will feel relaxed and feeling of relaxation an ease of puts them more at accomplishment. ease. Technology A gamer would have the feeling of control when they labeled as being tech savvy or an advanced gamer. This would help the gamer feel like they are in control of their game quest. Technology can seem relaxing during game play by the visual content. The 2D is a good multimedia graphic as well as the 3-D graphic. Some of the levels within the game according to design and scenery may cause relaxation to the gamer.
  • 20. Flow Model Boredom Apathy Mechanics Not mastering the events in the game level. Story Aesthetics The gamer can get a feeling The gamer can feel this of boredom when they do not way if they keep losing master the game attainment numerous times within the goals. For instance, the story same level or world. maybe too challenging for the gamer leaving them at a loss. As a result, the gamer continually lose a life or points. Technology Technology may very well cause boredom to the gamer. For instance, the gamer may have played the game numerous times before. Or the gamer may lose a lot because he/she may never have mastered the technology or the story of the game. Gamer just A game less interesting to the A gamer can feel this way The gamer may feel less playing but not gamer may be selected to when they may or may not emotional about new emerging really feeling any play just to have something to have a huge interest in the technologies. Some gamers feel emotion. do. For example, a less game. They can be like if you've played one game, interesting game opposed to playing the game just to you've played them all. This will the player's favorite game of pass the time. make the gamer feel more interest will be selected when apathetic and not having much the gamer has time emotion when interacting with constraints. Playing this the gaming technology. The particular game would give gamer would feel apathy and the gamer something to do, have little interest in the game causing them not to have any entirely. emotion about whether or not they lose levels within the game or not.
  • 21. Survey Questions - Demographics Years of experience with Experts: World of Warcraft ___6________ Minecraft _____5______ Gamers: World of Warcraft ____4_______ Minecraft ____2_______ Years of experience in teaching K-8 ____3___ 6-8 7 9-12 __1_________ Higher Education __10____________ Years of experience in curriculum design 1-3 __1__ 4-6 _1___ 7-9 ___0_ 10-12 _2___ 13+ ___1__
  • 22. Survey Questions - Demographics Years of experience with Experts: World of Warcraft ___6________ Minecraft _____5______ Gamers: World of Warcraft ____4_______ Minecraft ____2_______ Years of experience in teaching K-8 ____3___ 6-8 7 9-12 __1_________ Higher Education __10____________ Years of experience in curriculum design 1-3 __1__ 4-6 _1___ 7-9 ___0_ 10-12 _2___ 13+ ___1__
  • 23. Game Mechanics: Questions 5-7 Game Mechanics: Statistical Mean in the World of Warcraft How important are the game's rules to support the learning activities? Experts 3 Gamers 3 Is the same feedback that learners receive from a game quest useful when re-purposing the game for learning? WoW Experts 2.83 Gamers 3 Are the learning outcomes measurable within the game? WoW Experts 2.5 Gamers 2.5
  • 24. Story: Questions 8-11 • How important is conflict in the game for the learner to feel excited? Experts 3 Gamers 3.75 • Does the use of game violence contribute to the learning experience? Experts 2.16 Gamers 1.75 • Is the feeling of game immersion that is experienced during quests within the game contributing to the learning experience? Experts 3.83 Gamers 4 • Does the story in the World of Warcraft offer opportunities for learning activities? Experts 3.5 Gamers 4
  • 25. Aesthetics: Questions 12-16 • Are the quality of the game's visuals required for the game to be engaging as a learning environment? Experts 3.16 Gamers 3.25 • How important is it that the graphics foster an immersive game experience? Experts 3.33 Gamers 3.25 • How important is sound feedback, (such as beeps, alerts, spell effects and game sounds), to an engaging learning game? Experts 3.16 Gamers 3.25 • How important is the music soundtrack in generating an engaging play experience? Experts 3.16 Gamers 3.00 • Is the learning experience enhanced by the game's music soundtrack? Experts 2.83 Gamers 2.25
  • 26. Technology: Questions 17-19 • How important is the quality of the visuals within the game (2D vs. 3D) to the quality of the learning experience? Experts 3.33 Gamers 3.00 • How important is faster equipment processing speeds to learning? Experts 3.166 Gamers 3.5 • Does the mobile version of Minecraft offer the same learning opportunities as the desktop versions? For Minecraft -- Experts 2.33 Gamers 4
  • 27. Correlation Coefficient for the Construct Validity Study The correlation analysis of the two commercial games is based on the perception of Schell’s Model in the design of representative categories of games for commercial non-education use & designed for education use. Experts and Mechanics Aesthetics Story 0.94 0.92 0.96 High High High Gamers Correlation Coefficient Strength in Agreement
  • 28. Survey of Game Technologies Used • PC • Mac • iPad • iPhone • Droid • Tablet • Linux
  • 29. Q19: How does game-based learning through the use of the World of Warcraft and or Minecraft give the student control over their learning experience? Gamer responses
  • 30. Q20: Conflict increases the anxiety level and level of stress that players experience. How does conflict offer opportunities for learning in the World of Warcraft and/or Minecraft? Gamer responses
  • 31. Q21: How does game-based learning through the use of the World of Warcraft and/or Minecraft give the student control over their learning experience? Experts responses
  • 32. Q21: How does game-based learning through the use of the World of Warcraft and/or Minecraft give the student control over their learning experience? Gamer responses
  • 33. Q22: Conflict increases the anxiety level and level of stress that player’s experience. How does conflict offer opportunities for learning in World of Warcraft and/or Minecraft? Gamer
  • 34. Q22: Conflict increases the anxiety level and level of stress that player’s experience. How does conflict offer opportunities for learning in World of Warcraft and/or Minecraft? Expert responses
  • 35. Q23: How commercial games best can be used in academic environments. Experts
  • 36. Q23: How commercial games best can be used in academic environments. Experts
  • 37. Q24: Are there any features in the World of Warcraft and/or Minecraft that will enhance the emotional engagement for learners.
  • 38. Q25: What are the features that are needed in learning games that are not available in either the World of Warcraft and/or Minecraft? Expert responses
  • 39. Q25: What are the features that are needed in learning games that are not available in either the World of Warcraft and/or Minecraft? Gamer responses
  • 40. Not all of the mental states were noted as important in the study In particular, boredom and relaxation were not noted by the experts and gamers in the qualitative data Csikszentmihalyi, 2008
  • 41. New Contributions • Support the validation of the Elemental Tetrad Game Design Model and how it intersects with the mental states in the Flow Model • Study the use of the Elemental Tetrad Model within WoW, and to a lesser extent, Minecraft • Identify the additional characteristics that are important to learning game design
  • 42. Areas for Future Investigation/Research • Extend the learning game design characteristics and apply them to the design and assessment of educational games • Assess the importance of Flow and these additional learning game design characteristics to identify specific features and styles within learning games • Increased use of learning game design in education for both campus and online learning. • The design of learning games that include a sandbox or creative mode as well as collaborative and constructive play styles.
  • 43. References • Csikszentmihalyi, M. (2008) Flow: The psychology of optimal experience. New York, New York: Harper-Collins Publishers, Inc. • Gee, J. P. (2013). Publications. Retrieved February 6, 2013 from http://www.jamespaulgee.com/publications • Gee, J.P. (n.d.). James Paul Gee Bio. Retrieved February 6, 2013 from http://jamespaulgee.cgpublisher.com/ • McGonigal, J. (2013) Bio. Retrieved February 6, 2013 from http://janemcgonigal.com/meet-me/ • Prensky, M Website (2012). http://www.marcprensky.com/ • Reeves, T. C. (n.d.). Professor Thomas C. Reeves. Retrieved February 6, 2013 from http://treeves.coe.uga.edu/ • Schell, J. (2013) Author Bio. Retrieved April 23, 2013 from http://artofgamedesign.com/bio/ • Schell, J. (2008) The Art of Game Design: A Book of Lenses, Burlington, MA: Elsevier • Worldle Website (2013) Visual Word maps. Retrieved September 15, 2013 from http://www.wordle.net