GaCoCo in 30 minutes: Gamified Co-design of Products at School with Cooperative Learning Strategies
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Transcript of GaCoCo in 30 minutes: Gamified Co-design of Products at School with Cooperative Learning Strategies
WELCOME TO GACOCOGAmified CO-design with COoperative learning
FROM SCHOOL
TO UNIVERSITY AND BACK
Santina
Hi, I am Santina! !
I will be here, and present to you the first part of this intro to GaCoCo.
Gabriella Dodero
Rosella Gennari
Santina Torello
Alessandra Melonio
CO-designMETHODS
ACTORS
PRODUCTS
REASONSfor designing together
GaCoCo breeds on co-design for designing together products for and at school !
GACOCO
treestree puzzle
METHODS
ACTORS
PRODUCTS
REASONS
It does so by mixing designers, teachers and children. !
CO-design
for designing together
GACOCO
treestree puzzle
designers children teachers
GAmificationMETHODS
ACTORS
PRODUCTS
REASONSfor engaging all
CO-design
for designing together
First one: gamification, for engaging all actors by playing.
GaCoCo refines co-design with two methods.
GACOCO
treestree puzzle
designers children teachers
GAmification COoperative learningMETHODS
ACTORS
PRODUCTS
REASONSfor engaging all for team workingSecond one:
cooperative learning for creating cooperative teams.
CO-design
for designing together
First one: gamification, for engaging all actors by playing.
GaCoCo refines co-design with two methods.
GACOCO
treestree puzzle
designers children teachers
GAmificationMETHODS
ACTORS
PRODUCTS
REASONS
So far so good… but what could GaCoCo produce till now?
for engaging all
CO-design
for designing together
COoperative learning
for team working
GACOCO
treestree puzzle
designers children teachers
METHODS
ACTORS
PRODUCTS
REASONS
How exactly? It’s Alessandra’s turn to explain!
GaCoCo produced digital game prototypes!
GAmification
for engaging all
CO-design
for designing together
COoperative learning
for team working
designers children teachersGACOCO
treestree puzzle
Alessandra
Hi, I am Alessandra. I will be explaining to you how we used GaCoCo for producing game prototypes— low, middle and high.
44
4
Firstly, education stakeholders researchers, designers and educators, together, analyzed the Italian school context, producing a GaCoCo protocol.
context analysis protocolideas
4
56
4
Then, in primary schools, game designers, children and their teachers designed 18 low-fidelity game prototypes with GaCoCo.
GaCoCo designin primary schools 18 lowcontext analysis protocolideas
4 4
Prototypes were evaluated via expert reviews by game designers and teachers.
expert review evaluation
evaluation data
GaCoCo designin primary schools 18 lowcontext analysis protocolideas
3
The experts’ evaluation lead to the selection of 4 low-fidelity prototypes. !
These were turned into middle-fidelity prototypes, that is, videos, by game designers.
expert design4 middle
expert review evaluation
evaluation data
GaCoCo designin primary schools 18 lowcontext analysis protocolideas
2 264
The middle-fidelity prototypes were enriched at school by designers, teachers and children via GaCoCo.
GaCoCo designin primary schools
4 middle +design data
expert design4 middle
expert review evaluation
evaluation data
GaCoCo designin primary schools 18 lowcontext analysis protocolideas
3
Finally game designers realized high-fidelity prototypes from middle fidelity prototypes.
expert design4 highGaCoCo design
in primary schools4 middle +design data
expert design4 middle
expert review evaluation
evaluation data
GaCoCo designin primary schools 18 lowcontext analysis protocolideas
Next, let us see with Rosella what happened during the first GaCoCo design in primary schools.
expert design4 highGaCoCo design
in primary schools4 middle +design data
expert design4 middle
expert review evaluation
evaluation data
GaCoCo designin primary schools 18 lowcontext analysis protocolideas
4
56
4
Rosella
Hi, I am Rosella! !
I will be presenting to you the GaCoCo study for designing low-fidelity prototypes in primary schools.
The GaCoCo study protocol was gamified. !
How?
The protocol had missions (objectives) that is 3, with their own challenges (tasks), cooperation, reward elements, and feedback.
Mission 1 for individuals 2 challenges for reading
teacher feedback
Mission 2 for groups: 4 challenges for prototyping
designer feedback
Mission 3 for class 2 challenges for sharing
class feedback
And what did GaCoCo use of cooperative learning?
It used cooperative learning methods for organising teams and their work.
co-op co-op
~ gallery tour
Gallery tour was adapted for organising class work in the class mission (3).
Co-op co-op was used for organising team work in the group and class missions (2 and 3).
And what about co-design in the GaCoCo study?
10-11 olds
8-9 olds
The GaCoCo study used co-design methods for producing paper-prototypes, e.g., layered elaboration, in the group mission (2).
expert design4 high expert design4 middle
expert review evaluation
evaluation data
GaCoCo designin primary schools 18 lowcontext analysis protocolideas
THE LIFECYCLE OF GAMES FROM PRIMARY SCHOOLS
Hi, I am Gabriella, explaining you the results of the study. !
Game designers and teachers evaluated all low-fidelity prototypes, with the expert review method, and selected 4.
4 4
game value
heuristics
1st: game value with respect to specific heuristics.
This evaluation used 4 criteria.
2nd: performance of groups in challenges.3rd and 4th: cooperation and engagement of individuals in missions.
performance
challenges
cooperation
missions
engagement
missions
(not really)
REFERENCES AND ACKNOWLEDGMENTS
G. Dodero, R. Gennari, A. Melonio and S. Torello. GAmified CO-design with COoperative Learning. In Proc. of the alt chapter of CHI 2014, Toronto, April 26–May 1 2014.
G. Dodero, R. Gennari, A. Melonio and S. Torello. How to Engage and Learn with Playful Codesign—An Exploratory Study in Primary Schools. Submitted.
Original images by: N. Mastachi; L. Buley; WB; Cipì by M. Lodi and his class…
innaffiatoio
GACOCO
treestree puzzle