In this module, I explored a couple of educational games that can be used in various educational environments. Then, I developed a game-based lesson plan that utilizes a game called Quandary.
I have learned about gamification and game-based learning in previous Educational Technology courses, but I didn't have much experience playinguniquely-designed educational games. The games that I explored in this module were designed to help students strengthen several academic and social skills. Using these academic and social goals, I wrote a detailed lesson plan that could be used in an elementary classroom incorporating Quandary, a card-based, story-driven game.
As a future instructional designer, I am interested in designing and developing games that can be used in elementary classrooms. Playing these games has provided me with a better understanding of the elements and components I should include in my future designs.
Exploring Games that Educate
The Evolution Lab
"The Evolution Lab" is an educational, web-based game designed by Nova Labs. Nova Labs utilizes multimedia elements to help students learn science concepts—in this case, evolution. In "The Evolution Lab," gameplay is split into chunks called missions. This structure gives the player a sense of their main objective: to complete all six missions. The missions are beneficial because they offer organization to the game; they keep the instructional content flowing in a sensible manner. Within each mission, the player completes different activities that build on previous missions to create a well-rounded learning experience.
The gameplay in "The Evolution Lab" is not boring. Instead, it is packed with many unique elements. Upon clicking the "Play Game" button, the player watches a video called "Evolution 101." The video itself is not interactive, but it gives the player an overview of Evolution (the game's subject matter) through visual and auditory (multimedia) elements. This keeps the students, or players, engaged. Moving on, the player completes several interactive, hands-on game activities that teach and review evolution. Interestingly, the missions also incorporate presentation-like slides that help teach the content. The gameplay is unique because it combines interactive and non-interactive elements to keep students engaged and learning simultaneously.
There are a few similarities between this game and a traditional PowerPoint presentation. Notably, each mission features a PowerPoint-like slideshow that provides instruction to the learner. The game also features other multimedia elements that may also be found in a slideshow presentation, such as images, text, and videos. If the game only provided these slides, however, it wouldn't be much of a game at all. What sets "The Evolution Lab" apart from a traditional lecture slideshow is its interactivity. A traditional lecture is very hands off. The students observe the material but do not interact with it. This game offers students the opportunities to learn in a more engaging manner. Students can drag vocabulary terms, images, and other elements to create an evolutionary tree, for example. This type of exercise cannot be found in a typical PowerPoint.
I could imagine "The Evolution Lab" being used supplementally by students who struggle to understand the subject matter through traditional lectures. Because "The Evolution Lab," is a lab activity, I could also envision teachers and professors utilizing the game in class. This game would be useful in high school or college classes that require students to understand evolution. Because it is an online game, I would personally love to implement it in virtual classrooms. As an instructional designer, I would enjoy working with both virtual teachers and classroom teachers to determine how to utilize the game in different environments. I would also love to see if the game could be simplified (in terms of reading level and content) to be repurposed for younger students in upper elementary or middle school.
The game did several things well. It is uniquely designed—in terms of web design, game design, and instructional design. It takes a multimedia approach and keeps students engaged through videos, pictures, and interactive elements. It is structured in a way that flows and makes sense. If anything, I think the game could have benefitted from clearer instructions. In the first mission, after the initial tutorial popups disappeared, I had trouble figuring out which elements needed to be dragged and to where. When I thought I had completed the first exercise, I realized I must have done something incorrectly but there was no message to let me know. I think better feedback and instructions would be beneficial from both a learning and playing perspective. Learning-wise, this would help the student understand their errors. Playing-wise, it would prevent the player from becoming confused by the game's mechanics. Overall, the game is well thought-out, but improvements could be made.
Quandary
Quandary is an educational game that takes a story-driven, card-based approach. Upon entering the game, the player is directed to pick a character. Then, the player reads through an introductory comic strip detailing the game's plot. Like "The Evolution Lab," the gameplay in Quandary is broken into several parts. In Quandary's case, these parts are called episodes. They allow the game to flow smoothly in a way that makes sense to the player.
Although the gameplay features a scoreboard, characters, cards, and other elements that set it apart from "The Evolution Lab," I cannot help but notice the similarities. For example, Quandary includes multimedia elements (such as videos and images) that help present instructional content. The gameplay itself is like "The Evolution Lab" because it presents students with instructional activities in which they must drag images and other elements to the correct spot. Although the content is different and Quandary features more characters and visually interesting elements, both games take a similar approach to gameplay.
Quandary is unlike a typical PowerPoint-based lecture. It does not take a linear slide-by-slide approach. Also, its instructional content is highly interactive. Students do not merely watch, read, or listen to the content. They interactive with it. The only portions of the game that can be clicked through like a slideshow are the comic strips, but these are unique as well. Overall, although the content in this game could be presented using a slideshow, Quandary allows students to engage and interact with the material in a completely different way.
Like the previous game, Quandary would do well in both face-to-face and virtual learning environments. However, unlike "The Evolution Lab," this game is geared toward younger students. Therefore, it could be used in elementary and middle school classes as well. Content-wise, this game can teach language skills, social studies, and other subjects. Therefore, it could be used in many educational contexts.
The designers of Quandary did an exceptional job making the game engaging for younger kids. While "The Evolution Lab," could be geared toward older students, Quandary faced a unique challenge. Elementary students need fun elements that keep them engaged. The comic strips, videos, cards, and drawings are great for younger learners. I personally would have loved the option to listen to the dialogue in the comic strip portions. Although the website describes the game as geared for kids 8 and up, some of the dialogue might be difficult for 8-year-olds to understand. Creating an option for students to listen to the dialogue would be beneficial both learning-wise and playing-wise for younger students.
In my own instruction, I would have students complete one episode per day in the classroom. Each episode can take between 10 and 30 minutes to complete, so this would allow students to complete the four episodes within a week. I would give students an opportunity to discuss their experiences in groups or as a class. I would also encourage them to discuss their in-game decisions with their families at home as well. If I were to repurpose the game, I would create more episodes that can be used for higher-level decision-making, perhaps at the high school level. I think any age could benefit from the skills taught through Quandary.
Game-Based Lesson Plan
Quandary is an educational game that builds on students' decision-making and problem-solving skills. The game is not limited to a single academic subject; instead, it can be implemented universally in language arts, reading, social and emotional learning, history, and geography classes—to name a few. For this instructional unit, Quandary will be utilized by an upper-elementary level special education class at Great Leaps Academy. Although the unit will teach skills related to different core subjects, each lesson will take place during a daily, 45 to 60-minute social and emotional learning block in the morning.
This game-based unit will be implemented in a class of eight students—all of whom are on the Autism spectrum. In terms of grade level, the students fall between third and sixth grade. Age-wise, they range from eight to twelve years old. Quandary is described as a "game for players aged 8 and up" (Learning Games Network, n.d.) Therefore, despite the range in academic level, all students are appropriately aged for the game.
The teacher will assign each student a Chromebook for in-school computer activities. Students will be expected to participate in Quandary in the classroom rather than in a computer lab or at home, which allows the classroom teacher to properly observe students. If students were to play at home, the teacher would have difficulty monitoring progress. Although Quandary has a "teacher dashboard" for educators to keep track of student learning and progress, it is important that the teacher is present to observe students and facilitate discussions after gameplay. Because the game will be played in the classroom, students can engage in discussion-based activities related to Quandary.
As the game will be implemented in a social and emotional learning unit, the primary purpose of the unit is to teach students critical thinking, decision making, problem solving, and 21st century skills. That being said, Quandary will allow students to strengthen other skills, such as communication, creative thinking, and collaboration.
These skills will be developed and mastered as students complete the unit. The unit will last about a week, allowing students to complete one episode per day, Monday to Thursday. At the end of each daily learning block, students will participate in a teacher- or student-led discussion regarding the concepts and skills learned in that episode. This gives the teacher a chance to assess whether the students are actively learning. It also gives the students the chance to further develop their critical thinking skills.
Regarding the teacher's role in the learning process, most guidance will be provided to students not during gameplay but after each episode. The gameplay itself will be primarily independent, allowing students to make their own decisions and come to their own conclusions and solutions. The teacher's role will be to facilitate discussions and ask questions that guide students to observe connections, recognize different viewpoints, and make new inferences and conclusions.
The teacher will also be responsible for documenting progress. As mentioned before, Quandary does feature a dashboard for teachers to monitor progress. However, students will also complete short activities that go along with each episode and discussion. These short activities could be considered "exit slips;" they assess individual students' learning at the end of each lesson. The teacher will be expected to monitor these assignments to determine whether students need extra help.
On the last day of the unit, preferably Friday, students will participate in an assignment centered around Quandary's extension questions (Learning Games Network, n.d.) This will serve as an assessment to determine whether students have made sufficient progress. It will be graded using a rubric that correlates directly to a list of relevant learning objectives. The following objectives might be used to determine a student's mastery of critical thinking and problem-solving skills in Quandary, for example:
· Students can analyze characters' opinions, ideas, and arguments.
· Students can differentiate between fact and opinion.
· Students can describe and explain effects of a character's actions.
At the end of the unit, the teacher will determine the effectiveness of the game-based instruction. If the students complete all episodes, are engaged in the daily discussions and assignments, pass the assessment, demonstrate improvement in the social and emotional learning skills covered in the unit, and meet the learning objectives, the unit will be considered effective.
References
Learning Games Network. (n.d.). FAQ. Quandary. Retrieved November 28, 2021, from https://quandarygame.org/faq#Is.