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Kill it or grow it
       Computer game design for playful math-learning.




             Andrea Valente (Medialogy)
Emanuela Marchetti (Centre for Design Learning Innovation)

           Aalborg University Esbjerg
Our goal
●   Transpose abstract mathematical concepts into playful visual interaction
●   prime factorization
     ●   nice and formalized solution procedures -> algorithms
     ●   related to change of base, Gödel encoding, cryptography, ...
     ●   prime numbers are:
          –   central in number theory (fundamental theorem of arithmetic)
          –   primality also leads to classical algorithms
          –   fascinating artistic aspects -> charts, audio, ...
     ●   ... but factorization is pretty abstract -> good challenge for transposition!
●   playful visual interaction
     ●   there are plenty math-related games online and off
     ●   few have really to do with math
     ●   none have to do with abstract or procedural knowledge within math
     ●   How to proceed?
                              playful learning + visualization + interactivity = game(?)
What is there now?
Three kinds of games were identified:
 ●   computer-augmented exercises
 ●   exploratory/manipulative environments
 ●   very few genuine games

Our game?




                    +
Field study
                                      our guidelines

●   Findings from a one year Participatory Design process
     ●   in cooperation with an after-school institution
     ●   a group of 25 children involved in co-designing a game about urban development
         in history




●   Aim:
     ●   transposing historical processes into playful interactions
     ●   provide a more tangible grounding to abstract and dynamic aspects of
         historical processes, whose meaning and implications are quite difficult to be
         grasped
     ●   to support more engaging and playful forms of interaction
Field study
                        tangible augmented-reality prototype

MicroCulture
prototype




 ●   The focus with Prime Slaughter is on:
      ●   playful interaction with mathematical processes
      ●   visual (instead of tangible) representation of abstractions (e.g. primality)
Play as a self-driven activity
●   Observations -> different forms of play
     ●   some children adopted a form of military board games play
         (e.g. strategy games)
     ●   others engaged in a form of designerly play, suitable for
         construction bricks or managerial games like SimCity


●   Rogoff’s theory of apprenticeship in thinking
     ●   children learn by engaging in goal-directed activities within informal contexts
     ●   usually supported by adults when reaching the boundary of their current
         knowledge


●   For us:
     ●   computer games offer motivation and flow
     ●   peers or adults can help in solving/understanding a particular passage of a game
Visualization of operations
        and make primality visible




1 2 3 4 5 6 7 8 9 10 11 12 13 14 ...
1 2 3 4 5 6 7 8 9 10 11 12 13 14 ...
1 2 3 4 5 6 7 8 9 10 11 12 13 14 ...

  12 / 2 = 6
       6/2=3                    2
            3/3=1           1           6
                    2x2x3       4
                                    3




                                            :(
Visualization of operations
                             and make primality visible
Observation                                               Division as cutting
Counting in unary -> factorization becomes a
                     sort of folding/grouping...




        3x

                                                      Multiplication as pruning
         3x2x


         3x2x2
Primality and game mechanics
Factorization as slaying monsters                      Factorization as pruning bonsai trees




                                    Additional visual clues!
                                    Size = # prime factors
Demo
What now + Conclusions
Our transposition works this way:
 ●   abstract concepts: visual representation + elements of the game
 ●   procedural aspects: goal-directed activities within game framework +
                         integral part of the gameplay
 ●   and support different forms of play -> kill AND grow


 ●   Next: test prototype through a series of participatory workshops, involving children
     within our target group
      ●   emergent play styles? Playability and actual support for learning? -> redesign
 ●   Experiment more and redesign:
      ●   with interaction among elements of the game: monsters VS bonsais
      ●   multiplayer
What now + Conclusions
                                                                         / 38  70
Our transposition works this way:
                                                               ar ios
                                                        cen
                                                  g/sgame framework +
 ●  abstract concepts: visual representation + elements of the game
    procedural aspects: goal-directed activitiesr
                                               o within
 ●

                        integral partoo    t.gameplay
                                 n  f of the
                               eof play -> kill AND grow
 ●


                   w.  gre
    and support different forms

           /ww
       p:/test prototype through a series of participatory workshops, involving children
     t
htNext:
 ●

     within our target group




               Questions?
      ●   emergent play styles? Playability and actual support for learning? -> redesign
 ●   Experiment more and redesign:
      ●   with interaction among elements of the game: monsters VS bonsais
      ●   multiplayer

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Digitel 2012 presentation

  • 1. Kill it or grow it Computer game design for playful math-learning. Andrea Valente (Medialogy) Emanuela Marchetti (Centre for Design Learning Innovation) Aalborg University Esbjerg
  • 2. Our goal ● Transpose abstract mathematical concepts into playful visual interaction ● prime factorization ● nice and formalized solution procedures -> algorithms ● related to change of base, Gödel encoding, cryptography, ... ● prime numbers are: – central in number theory (fundamental theorem of arithmetic) – primality also leads to classical algorithms – fascinating artistic aspects -> charts, audio, ... ● ... but factorization is pretty abstract -> good challenge for transposition! ● playful visual interaction ● there are plenty math-related games online and off ● few have really to do with math ● none have to do with abstract or procedural knowledge within math ● How to proceed? playful learning + visualization + interactivity = game(?)
  • 3. What is there now? Three kinds of games were identified: ● computer-augmented exercises ● exploratory/manipulative environments ● very few genuine games Our game? +
  • 4. Field study our guidelines ● Findings from a one year Participatory Design process ● in cooperation with an after-school institution ● a group of 25 children involved in co-designing a game about urban development in history ● Aim: ● transposing historical processes into playful interactions ● provide a more tangible grounding to abstract and dynamic aspects of historical processes, whose meaning and implications are quite difficult to be grasped ● to support more engaging and playful forms of interaction
  • 5. Field study tangible augmented-reality prototype MicroCulture prototype ● The focus with Prime Slaughter is on: ● playful interaction with mathematical processes ● visual (instead of tangible) representation of abstractions (e.g. primality)
  • 6. Play as a self-driven activity ● Observations -> different forms of play ● some children adopted a form of military board games play (e.g. strategy games) ● others engaged in a form of designerly play, suitable for construction bricks or managerial games like SimCity ● Rogoff’s theory of apprenticeship in thinking ● children learn by engaging in goal-directed activities within informal contexts ● usually supported by adults when reaching the boundary of their current knowledge ● For us: ● computer games offer motivation and flow ● peers or adults can help in solving/understanding a particular passage of a game
  • 7. Visualization of operations and make primality visible 1 2 3 4 5 6 7 8 9 10 11 12 13 14 ...
  • 8. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 ...
  • 9. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 ... 12 / 2 = 6 6/2=3 2 3/3=1 1 6 2x2x3 4 3 :(
  • 10. Visualization of operations and make primality visible Observation Division as cutting Counting in unary -> factorization becomes a sort of folding/grouping... 3x Multiplication as pruning 3x2x 3x2x2
  • 11. Primality and game mechanics Factorization as slaying monsters Factorization as pruning bonsai trees Additional visual clues! Size = # prime factors
  • 12. Demo
  • 13. What now + Conclusions Our transposition works this way: ● abstract concepts: visual representation + elements of the game ● procedural aspects: goal-directed activities within game framework + integral part of the gameplay ● and support different forms of play -> kill AND grow ● Next: test prototype through a series of participatory workshops, involving children within our target group ● emergent play styles? Playability and actual support for learning? -> redesign ● Experiment more and redesign: ● with interaction among elements of the game: monsters VS bonsais ● multiplayer
  • 14. What now + Conclusions / 38 70 Our transposition works this way: ar ios cen g/sgame framework + ● abstract concepts: visual representation + elements of the game procedural aspects: goal-directed activitiesr o within ● integral partoo t.gameplay n f of the eof play -> kill AND grow ● w. gre and support different forms /ww p:/test prototype through a series of participatory workshops, involving children t htNext: ● within our target group Questions? ● emergent play styles? Playability and actual support for learning? -> redesign ● Experiment more and redesign: ● with interaction among elements of the game: monsters VS bonsais ● multiplayer