#hcil Designing Collaborative Learning into Alternate Reality Games (Beth Bonsignore)

  • what is an alternate reality game? an interactive story scattered across many different media that people are already familiar with; pervasive gaming; collaborative learning environments
  • how do you design to promote collaborative learning?
  • components: individual accountability; positive interdependence; promotive interaction; group processing
  • Arcane Gallery of Gadgetry (AGOG): civil-war era; focused on invention and patent office; 60 students participated
  • content learning goal: engage with history
  • cooperative learning goal
  • positive interdependence: secret society with 4 skill specialities
  • individual accountability: earn badges for individual training
  • promotive interaction: multi-channel communication, in-game character to model positive feedback
  • group processing: daily check-ins, mid-point meeting, final debrief and survey
  • final mission focused on positive interdependence
  • data collection from the game and interactions, field notes, artifacts, post-game survey
  • findings: badges were very important for individual accountability; sought help from each other for positive interdependence; in-game character was important for promotive interaction; wall of evidence and mid-point meeting important for group processing
  • conclusions: deeply engaging for students; fostered critical thinking; interlocking tasks drove positive teamwork experiences in learning
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