Science Sims and Games: Best Design Practices and Fave Flops
Mina C. Johnson-Glenberg, Arizona State University, mina.johnson@asu.edu (Chair)
Caroline Savio-Ramos, Arizona State University, casavio@asu.edu
Katherine K. Perkins, University of Colorado Boulder, kathy.perkins@colorado.edu
Emily B. Moore, University of Colorado Boulder, emily.moore@colorado.edu
Robb Lindgren, University of Illinois Urbana-Champaign, robblind@illinois.edu (Co-Chair)
Douglas Clark, Vanderbilt University, doug.clark@vanderbilt.edu
Corey Brady, Inquire Learning, cbrady@inquirelearning.com
Pratim Sengupta, Vanderbilt University, pratim.sengupta@vanderbilt.edu
Mario Martinez-Garza, Vanderbilt University, mario.m.martinez@vanderbilt.edu
Deanne Adams, Vanderbilt University, deanne.adams@gmail.com
Stephen Killingsworth, Vanderbilt University, skillingsworth@gmail.com
Grant Van Eaton, Vanderbilt University, grant.vaneaton@vanderbilt.edu
Matthew Gaydos, University of Wisconsin Madison, gaydos@wisc.edu
Amanda Barany, University of Wisconsin Madison, amanda.barany@gmail.com
Kurt Squire, University of Wisconsin Madison, kdsquire@education.wisc.edu
Nathan Holbert, Northwestern University, nholbert@gmail.com
Abstract: We represent a variety of educators and designers who have in common a deep
concern about the quality of STEM learning and how new media tools are designed and used.
These tools run the range of interactive simulations to embodied games with full arc
narratives. We believe there is not one correct way to instruct in science using new media. For
example - some formats (e.g., whiteboard vs. tablet) may be better for some learners (low vs.
high prior knowledge) in some situations (single learner vs. small group) on some content
(abstract vs. concrete). Our goal is to highlight some of the games and simulations we have
designed and disseminated, and to explore their strengths and weaknesses. Each participant
will present an original work, show a demo, present data on efficacy, and finally share
anecdotes about what was done well and what could have been improved.
Embodied Science Education: Design Principles and Rolling It Out
Mina C. Johnson-Glenberg and Caroline Savio-Ramos
The Embodied Games for Learning (EGL) lab creates learning scenarios. These are interactive motion capture
games that are designed to increase K-12 student learning. Along the way we have learned several extremely
valuable lessons about design and real world dissemination. We begin with our game design precepts, move to
results, and then end with several lessons learned – many of them the hard way.
The EGL lab is somewhat different from other learning game design labs is that we integrate gesture
and novel motion capture technologies (for example, the Microsoft Kinect sensor and Leap Motion) where they
are most efficacious for learning. The affordances of the myriad, rapidly-evolving technologies are exciting but
changing so quickly that no one can remain an expert in the most innovative tech for long. The technology also
has effect on our STEM topic choices. We would rather create a levers curriculum than focus solely on
polynomial equations, because we can readily envision how the arm can act (and be tracked) as a lever. When
we design we follow these precepts:
• Make it embodied – with as much gestural congruency as possible. This means that the gesture matches
the content (e.g., spinning your arm in a circle to the right makes the virtual gear rotate in a clockwise
revolution).
• Socio-collaborative- build in discourse opportunity and space for reflection, require observing students
to do meaningful tasks
• Make it generative – constructive and active
• Wrap in narrative – make them care
• Give immediate performance feedback
• Level up in cycle of expertise - AI adaptive if possible (We like to use machine scoring algorithms as
well.)
• Try to include user-created content - Students should be producers, not just consumers of technology.
It takes time and more programming funds to build user-friendly editors that allow users to input
content, but it greatly pays off in increases in motivation and “stickiness”.
ICLS 2014 Proceedings 1199 © ISLS