91990018C0033
2019 (see original presentation & discussion)
Grades 6-8
The complete product will be an Earth & Space Science domain game-based learning content set added onto Tyto Online, which has been designed explicitly for learning STEM concepts in a collaborative, multiplayer 3D gameplay space. The intent is to have a single game that can be used as an all-in-one game-based learning platform with content across domains that teachers can use seamlessly across their curriculum.
This Phase I grant focused on developing out the Weather & Climate Module; if we are awarded a Phase II grant, we will finish the rest of the topics needed for a complete middle school Earth & Space Science domain within Tyto Online.
The two main development features which will result in a playable prototype for our Weather & Climate Module are a set of Sequences and the Sandbox.
Sequences of Quests. Quests help students progress through developing their understanding, with pre-built storylines that build up students’ understanding across a series of quests. For Weather & Climate these include (1) exploring rain shadow to discover how precipitation forms as air cools and condenses over the mountain; (2) tornados to explore air mass interactions and predictions; (3) The Pacific Garbage Patch as a basis for global air and water currents; (4) coral bleaching as an entry into climate change and its effects.
To explore what this means, for the climate change storyline, students learn from the anchoring phenomena of coral bleaching. They explore an ocean biome with a reef, build a food web, and make an argument for how the ecosystem would collapse without coral. They then view an example of bleaching and look at variables that could have caused it, starting with correlation and moving into experimenting with the mechanics to realize acidic pH and higher temperatures cause coral bleaching. This leads them to question why the oceans are having this effect, and they examine correlations and the mechanisms for greenhouse gases causing climate change!
Teachers are able to view and assign these Sequences from their Teacher Dashboard, and track students’ progress throughout them, including viewing student work-product created, such as models or arguments.
Broken Planet Sandbox. The Sandbox extends upon the quest learning by allowing students to more openly experiment with concepts learned during quest sequences while also giving students the opportunity to build and be creative in a freeform environment. The Earth & Space Sandbox will allow students to fix issues that simulated planets have as they work to save them and let life begin to grow. For example, the student may be presented with a planet that has some problems like its seasons being too long and extreme for a variety of animals to survive due to its orbit around its star, and thus needs adjustment. As they improve the functioning of the systems, they will see new tiny creatures and plants begin to flourish on their planet.
For Weather & Climate, students can:
An initial pilot test was conducted in a middle school science classroom, which showed promising results with a 6.74% pre/post test increase after using the product for ~3 classroom periods. Students gave positive feedback, with 96% somewhat or definitely interested in using the game to learn more subjects in their classroom.
For an explanation of why or why not they thought the game would work in classrooms, 23.5% of responses included that the fact that it was a game/technology was helpful, 35.3% included that it was fun or interesting, and 11.8% of students expanded on the hands-on, interactive learning nature. For example, students said usually “kids learn better when they are doing something fun,” “because you can do it hands on and at your own speed,” that it puts a “spin on regular learning.”
The product is being made available to schools and districts now, scaling implementation efforts to expand impact across a broad, scalable range of students.
Lindsey Tropf
Founder & CEO
Hello, everyone! Thanks so much for taking the time to watch our video. If you want to check out the game, it's available at https://www.tytoonline.com/
We're also working on further tools and improvements based on what we've learned in our first two playtests and iterations, including making an entire ocean biodome for our climate change storyline for students to get to do more hands-on experimentation with the coral.
Looking forward to your ideas and questions this week!
Jamie Noll
Michael Fabiano
Great platform for the students. Very informative and concise presentation.
Lindsey Tropf
Founder & CEO
Thank you, Michael!
Sally Crissman
Senior Science Educator
Hi You did a good job putting a lot of information in less than 3 minutes! Are the games intended (designed) to replace curriculum units on, for example, weather? Have you compared outcomes. in terms of learning science concepts, understanding practices and crosscutting concepts. for students who use the games in various ways?
Can games alone do the job of introducing students to middle school earth science content - is there evidence?
Sally
Melissa Peterson
Instructional Designer
Hi Sally,
Thank you for your questions! We design Tyto Online to be used as a stand-alone resource for home-school students and non-school gamers, but we also ensure that it is designed to support traditional classroom education. Games are particularly useful for allowing students to interact with and experiment with phenomena which are impossible to experiment with in the classroom. Secondarily, they require less hands-on facilitation than a simulation that covers the same material, so this allows Tyto Online to be a more flexible tool for delivering portions of a curriculum.
I recommend looking into Jim Gee's work on how games allow students to inhabit new roles and transfer knowledge to the real world.
Lindsey Tropf
Lindsey Tropf
Founder & CEO
Thank you for your thoughtful questions, Sally.
To add a bit more to what Melissa said:
In terms of if games alone can do the job, the evidence overall with literature shows that games alone can teach, but a teacher using the game is far more powerful... of course! The game + the practices together are essential, which is part of why we have teacher tools with assessment, suggested activities and challenges, and are putting more efforts into that as part of our Phase II research!
Sally Crissman
Senior Science Educator
Back in the olden days, when computer simulations were new (as were classroom computers), I used your Model 2, especially Tom Snyder's Decisions Decisions work and a prototype that we loved but that never took off, Volcanoes. Students worked in teams and used a scientifically realistic story line and acted in various roles to make decisions that had consequences. Was the volcano likely to erupt? Should the mayor call for an evacuation? Like your games, students entered into a new reality that put their learning to work. Stimulating and good for diverse learners to get to interact with content via different media, I look forward to your Phase 2 findings!
Lindsey Tropf
Lindsey Tropf
Founder & CEO
That sounds awesome! We're definitely looking forward to a volcano storyline in Phase 2, and glad to hear you had success with the approach.
Love your comment on diverse learners -- we have a call out on our website about how we've designed to reach underrepresented groups, too: https://www.tytoonline.com/ngss/#allstandards
Thanks for your excitement, always great to chat with educators!
DeLene Hoffner
Lead Teacher
Thank you, Lindsey! The video is wonderful and your project sounds amazing. The video mentions the NGSS alignment which is very impressive. What were your greatest considerations when making your computer simulations connect with NGSS?
Lindsey Tropf
Melissa Peterson
Instructional Designer
Hi DeLene!
When we design our simulations and storylines, we keep the middle school NGSS for the topic in front of us at all times. We spend a lot of time making sure that each piece of the standard is included within the content we are creating. As you might expect, sometimes this makes for an incredibly difficult design process!
We also focus on the more overarching goal of supporting NGSS storylines. We start with phenomena that allow us to illustrate the core ideas, and then create game spaces that allow students to work on their science and engineering practices and cross-cutting concepts. For instance, in some of our newer storylines (in production now!), we are focusing on correlation versus causation within the broader phenomena of coral bleaching events.
DeLene Hoffner
Lindsey Tropf
Lindsey Tropf
Founder & CEO
I also wanted to add that we spent a lot of time understanding how we could make truly three-dimensional NGSS content -- where students are using the data gathered through their use of Science & Engineering Practices through the lens of Crosscutting Concepts, in order to understand the Disciplinary Core Ideas. We've built game mechanics that have the students directly engage in these: for example, engaging in argumentation from evidence with our argument builder that you see briefly around 0:51 in the video.
The Sandbox where they manipulate a planet also allows for more open experimentation so the teacher and students have a bit more agency in how to to approach it. We worked with the teacher in our playtest to present challenges and add additional scaffolding for the classes that needed it. Even though we don't have explicit mechanics here that say, "hey, practice this SEP" like we do with quests, students are having to use data, experimentation, and considering patterns/cause & effect/scale/etc. in order to accomplish goals. Going forward, we do need to make more materials to help teachers call these out more explicitly, and help them understand how the students are using them.
Acacia McKenna
Director, Science Education Competitions
This sounds like such a great program to engage students in a wide range of topics. You mentioned that "96% of students were interested in using gaming for other topics in the class" which is a very interesting data point. Were you able to gauge any barriers for students that were unfamiliar with gaming? If so, how did you go about introducing the concept of gaming for science concepts.progress throughout them, including viewing student work-product created, such as models or arguments. In the Teacher Dashboard, is there the ability for teachers to add comments and recommendations as students navigate the different quests. Are there any tools that would be recommended for teachers implementing this in the classroom? For example, use of smart boards, etc.
Lindsey Tropf
Founder & CEO
Thank you for your thoughtful questions.
Re: students' barriers if unfamiliar with gaming.
While we did not collect quantitative data from students about their familiarity with games, we do have qualitative data from observations and discussions with students that do show that the students with more gaming experience hit the ground running much faster... literally, as the biggest struggle non-gaming students have is simply figuring out how to get around a 3D space to get to their objectives. We've been working through iterations to support students in this better, including an update for a large arrow above the player's head that will literally point them in the right direction. This can be easily turned off once a student no longer needs it. I will point out that 3D video games have been shown in studies to develop spatial skills as well as training made for that purpose, and that spatial skills are a predictor for higher-level math success... so it's something we've wanted to help train students in, rather than remove as a necessary skill.
So far for this project, we've only done a small initial pilot over a few days of classroom time. The classroom we worked in actually did not do a lot of inquiry, so some students were frustrated they weren't being told information. On the other hand, one very quiet student said the game made her feel very smart. With more time, I do agree some transition to help thee students themselves understand why and how the game is being used would be helpful, although in classes that have already done the NGSS transition, our pedagogy will be very familiar anyway.
Teacher Dashboard and Tools
We currently do not have the ability for teachers to add comments/recommendations for their students on the quests, but this is an idea I will run by some of our teacher users to see if they would be interested! We have some additional teacher tools requested like being able to pause to make all the kids participate if the teacher notices a problem with say, their models, and wants to address it whole-class.
My main recommendation would be no more than 1-2 kids/computer. The game works on Windows, Mac, or Chromebooks, and is best in that setting. For this pilot, we had 2-4 kids/computer, and it reduced participation/interest for those not controlling highly. It also caused some confusion in problem solving as students would have different ideas and not necessarily try them one at a time to be able to understand the results, particularly in the Sandbox.
We are also working on more teacher resources to help with implementation!
Aliza Zivic
I love the way you can make the world accessible for students through your work! I'm wondering how you walk the line between having students drive the learning and having specific content you want students to master. When designing a game like the Island one - do you have strategies to ensure that this experience does not just become rote? I saw that you had some structures to help scaffold students' development of claims. Are these pre-written? Games are such an awesome tool to give students' agency in their learning but it seems like there are still all of these trade-offs you need to make and I'm curious how you navigated that!
Lindsey Tropf
Melissa Peterson
Instructional Designer
Hi Aliza!
As you point out, there are definitely trade-offs, and how well the game supports student-driven learning is somewhat a factor of context. Within the classroom, Tyto Online is primarily being used to support in-class curriculum, and allows teachers to assign specific storylines and content to their students. This takes a lot of the student agency out of the equation, but the context of a classroom does not always allow for free exploration of interests on the part of students.
For those using the game outside of the classroom, there are many opportunities to explore and follow the interests of the student. We have two in-game sandboxes, with a third one on weather launching soon, which allow players to explore their own ideas around ecology, biodiversity and heredity. We have found that these sandboxes are highly engaging for players, and teachers and parents appreciate how they allow student experimentation.
Outside of our sandboxes, our content is written to be a series of storylines for students to play through, rather than replayable mini-games. Each storyline focuses on a science concept, and requires students to collect evidence which they use to develop their claims. This evidence is pre-written, but we require students to collect the evidence within the game world before they make their argument. Once they have learned the concepts, they are able to engage with the sandboxes more successfully, without resorting to trial and error.
Lindsey Tropf
Sally Crissman
Senior Science Educator
This discussion raises an important question about solo vs group interaction with the computer. In the olden days when computers were new, a (one) computer in the classroom was an innovation. Thoughtful developers like Tom Snyder and later his company figured out how to design off the computer team work that produced the next piece of data fed to the computer that moved the story forward (and tackled science content). We want students to learn how to build on each other's ideas so the conversation about what move to make next and why in a game seems to me important. Conversation will slow down the game and perhaps someone who isn't the driver will disengage but if a game has science learning goals, I'd opt for kids working in pairs, not solo.
Sally
Lindsey Tropf
Founder & CEO
There are also other models that encourage this collaboration and building on ideas.
For example:
I am also not against working in pairs, the discussion is always great, but I also see similar discussion when kids have their own computers but are doing the same thing at the same time and wanting to help each other. One nice thing about games is that it's generally considered collaboration, not cheating, to discuss!
Steven Bayless
Great video. Visually engaging. It's great that you put the statistics in there as to its effectiveness. Thanks!
Lindsey Tropf
Founder & CEO
Thank you, Steven!
DeLene Hoffner
Lead Teacher
Once again, this is a wonderful video and program. I see such rich dialogue as a result. (see above) It all helps us to understand your program better. Thanks!
What do you feel is key to students' success? (Not on the Computer Game simulations but for your science understanding goals??)
* developing their understanding of weather & climate for example
Lindsey Tropf
Founder & CEO
Thanks, DeLene!
In terms of developing students' science understanding, we're developed our strategy based on research best practices that come from both the game-based learning literature and science learning literature.
So for example:
Amy Bolton
Interesting project! I am wondering if you have explored creating collaborative games where students work together in teams to solve a problem. It seems that an important part of science practice is learning teamwork and collaboration.
Amy
Lindsey Tropf
Founder & CEO
Yes! We also have a NSF Phase II just starting with a 5-player collaborative experience, but unfortunately I did not get any video during our pilot test, so chose to show the Dept. of Ed. project instead.
If you want to see more about that, please see this overview doc (which also has a link to a slideshow walk-through to show you the prototype); https://docs.google.com/document/d/1MmaU-xVHc6U...
We had some really promising data like a 12% increase on a pre/post test that focused on science and engineering skills. We're thrilled to get to continue this work... perhaps we can show it off for the 2020 STEM for All Video Showcase!
Lindsey Tropf
Founder & CEO
Also, Amy, we are looking for more partners for our Phase II on that project if you are interested!
DeLene Hoffner
Lead Teacher
What do you see are your biggest challenges? Have you come across any challenges which became key points of learning for you and your project? What can we all learn from your challenges?
Lindsey Tropf
Founder & CEO
I have actually been interviewing teachers who signed up for our trial last year and then didn't get very far, so we can learn what our barriers to use are.
So far, about 50% have been technical, and about 50% implementation.
For technical, it's things like their Chromebooks being too old for an Android app, or their IT team not wanting to install a piece of software. Our action itema: we're doing additional technical customer discovery interviews to work on making this smoother for deployments this coming school year. We're also considering how we may be able to go on web browsers to eliminate the need for installs to get started.
For implementation, it varies a lot depending on the teacher. Some of what we're hearing:
James Laffey
Lindsey and Melissa,
Wonderful work. I really like your sandbox implementation. A couple of questions:
1. Is there a storyline, like a grand quest, that goes across and sequences the various activities or are the modules fairly independent?
2. Our game is single player, but from what we hear from teachers, the game play really drives a lot of pro-social activity, but still allows kids to move at their own pace. We believe the kids really value the opportunity to work at their own pace which is another great attribute of games. Is that the way you see teachers implementing your game as well?
a comment:
We developed a teacher guide which is highly visual and sequenced with the games as a way to help teachers feel comfortable managing game play and being helpful to students.
great work and thanks for sharing.
Lindsey Tropf
Founder & CEO
James,
Apologies on the delayed response -- was traveling this weekend!
I'd love to see your teacher guide -- we're working on adding more to ours! If you don't mind emailing me lindsey@immersedgames.com that would be fantastic.
Thanks for the discussion!
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