BritishJournalof EducationalTechnology(2010) doi:10.1111/j.1467-8535.2010.01122.x Scripted collaboration in serious gaming for complex learning: Effects of multiple perspectives when acquiring water management skills _11221..13 HansG.K.Hummel,JaspervanHoucke,RobJ.Nadolski,TonyvanderHiele, HubKurversandAnsjeLöhr HansG.K.HummelisanassociateprofessorattheOpenUniversityof theNetherlands,theNetherlands.Jaspervan HouckeisalecturerintheHZUniversityofAppliedScience,theNetherlands.RobJ.Nadolskiisanassistantprofessor attheOpenUniversityof theNetherlands,theNetherlands.TonyvanderHieleisalecturerintheHZUniversityof AppliedScience,theNetherlands.HubKurversisasoftwareprogrammerintheOpenUniversityof theNetherlands, theNetherlands.AnsjeLöhrisanassistantprofessorattheOpenUniversityof theNetherlands,theNetherlands. Addressforcorrespondence:HansG.K.Hummel,CentreforLearningSciencesandTechnologies(CELSTEC)of the OpenUniversityof theNetherlands(OUNL),Valkenburgerweg177,6419ATHeerlen,theNetherlands.Email: [email protected] Abstract This paper examines how learning outcomes from playing serious games can be enhancedbyincludingscriptedcollaborationinthegameplay.Wecomparedthequality of advisoryreports,thatstudentsinthedomainof watermanagementhadtodrawup foranauthenticcaseproblem,bothbeforeandaftercollaboratingontheproblemwith (virtual)peerstudents.Peersstudiedthecasefromeitheranecologicalorgovernance perspective, and during collaboration both perspectives had to be confronted and reflectedupon.Thispaperargueswhysuchtypeof workplace-basedlearningscenarios areimportantforprofessionaldevelopment,describeshowseriousgamingscenarioscan bedesignedtosupportsuchcomplexlearning,andreportsdataonstudentsatisfaction andlearningeffectsof includingscriptedcollaboration.Preliminaryresultsfromapilot study with 12 students show that including scripted collaboration significantly enhancesthequalityof learningoutcomes. Collaborationandseriousgamesforcomplexlearning Serious games are games that can educate, train or inform, either because they have been deliberately designed for learning or just happen to do so by coincidence. Educators call them ‘serious’todenotethattheyarenotjustfuntoplay,butalsoholdpotentialascognitivetoolsfor learning and professional development (eg, Michael & Chen, 2006; Prensky, 2006; Rayburn, 2007).Seriousgamesaresupposedtooffermanynewlearningopportunitiesandpositiveeffects onlearnermotivationandlearningoutcomes(eg,DeFreitas,2006;Kiili,2007;Shaffer,2006). Asopposedtoseriousgames,leisure(oramusement)gameshavealreadybecomeadoptedwidely bythenewgenerationof learners.Theleisuregamesindustryandeducationalinstitutessofar barelyhaveworkedtogether,andcontinuetoactfromseparatedworldsandobjectives.Themind setonlearningexudesanairof calmreflection,concentrationandinvestigation,whilethemind set on gaming is driven by amusement, fast fun and relaxation. Also, to counterbalance this presumedcontradiction,educatorshavestartedusingtheterm‘seriousgames’toindicatethat games can be both instructive and meaningful for learning, and playful and fun at the same time. ©2010TheAuthors.BritishJournalofEducationalTechnology©2010Becta.PublishedbyBlackwellPublishing,9600GarsingtonRoad,Oxford OX42DQ,UKand350MainStreet,Malden,MA02148,USA. 2 BritishJournalof EducationalTechnology Serious games can provide immersive learning opportunities. Some appear crucial for compe- tences required for modern citizens and professionals in business and industry in the current information age. Learning can no longer remain restricted to acquiring knowledge of content matter,butalsohastodealwithselectingandusingthisknowledgeforcertainproblemsituations intheworkplace.Suchmorecomplexlearningisaboutacquiringcompetenceslikeinformation skills,medialiteracy,problem-solving,communicationandcollaboration,andcriticalreflection aboutwickedproblems.Suchcompetencesareusuallynotaddressedbyotherlearningplatforms (Gee,2003).Theobjectiveof thisstudywastoseehowcollaborationscriptswithinseriousgames canfosterthesetypesof morecomplexworkplace-basedlearning.Wehypothesisethat(1)inclu- sionof collaborativescriptsincreasesthequalityof learningoutput,andthat(2)thesevirtual learningenvironmentsareappreciatedbystudents. Today’sprofessionalswillbecomelifelonglearnersthatcontinuouslyhavetofaceproblemsitu- ationsthatarechangingdynamicallyandrapidly.Furthermore,organisations’tacitknowledge plays a crucial role in solving their problems, but such knowledge can only be expressed and accessedbycommunicatingaboutandcollaboratingonauthentictasks.Theabsenceof theeffect of collaboration on solitary (single-user) games has been found in various contexts, where it promptedthedevelopmentof multiplayergamesincludingscriptedcollaboration.Multiplayerand multi-rolegamescanenableandprovokesociallearningandcollaborativetaskactivity,rather thanjustprovidelearnersindividualaccesstocodifiedknowledgeof contentmatter. Collaboration can either be about the game (and take place in a face-to-face context) or be an integral part of the online game (and take place in a virtual context). In the latter case, such collaborationhastobeenabledbythescript,gameplayordidacticscenario,whichinthispaper willbedenotedby‘scriptedcollaboration’.Theseseriousgameswillusethesituatedcontext(or authenticcase)andhavelearnersaccesstacitknowledge,aswellasshareandco-constructnew knowledgetogether(Bell,Kanar&Kozlowski,2008).Collaboration(ornegotiation)scriptshave beenscarcelyimplementedwithineducationalgamessofar. This paper studies the potential of scripted collaboration within serious games in support of professionalcompetencedevelopment.Wewillarguewhyseriousgamingholdsthispotentialand howcollaborationscriptscanfosterprofessionalcompetencedevelopment.Forthispurpose,we have examined the learning effects of a serious game in the domain of water management, includingacollaborationscriptthatwasstudiedandevaluatedbyasmallgroupofstudents.Inthe followingparagraphsof thisintroductionsection,wewillelaborateontheroleof collaboration withseriousgamesingeneral,andintroducethespecificcollaborationscriptandseriousgame(in thedomainofwatermanagement)thatweusedforourstudy.Thesecondandthirdsectionsofthe paperwillthencontinuetopresentthemethodandmainresultsof thecasestudywecarriedout withasmallgroupof highereducationstudents.Finally,theconcludingsectionwilldiscussthe mainresultsonlearningeffectsandstudentsatisfaction,andsuggestsomenewlinesof research. Scriptedcollaborationandseriousgames Gamesareheavilyinspiredbythelearning-by-doingprinciple.Thewayplayersmove,progress andnavigatewithinseriousgames,toalargedegree,willdependontheirself-explorativeway- findingbehaviourandwilloftenhaveasubstantialtrial-and-errorcomponent.Learnersupport shouldhelpstudentsselectthemostusefulinformation,compareandreflectonmultipleperspec- tives,andmonitortaskprogressandqualityof learningoutput.Thispaperexaminestheextent towhichcollaborationscriptswithinseriousgamescanprovidesuchlearnersupport,andasa consequence,improvelearningoutput. Collaboration within technology-enhanced learning (TEL) in general has been researched extensively, and is commonly denoted as CSCL/CSCW (computer supported collaborative ©2010TheAuthors.BritishJournalofEducationalTechnology©2010Becta. Scriptedcollaborationandseriousgaming 3 learning/computer supported collaborative work). Computer-supported collaborative learning (CSCL)environmentshaveshowntopositivelyinfluencelearning(eg,Gunawardena,Carabajal& Lowe,2001;Gunawardena,Lowe&Anderson,1997).TheinteractioninCSCLbetweenlearners canleadtofurtherelaborationandrefinementof individuallyconstructedschemata,sinceit(1) inciteslearnerstomakeexplicittheactuallevelof schemadevelopment,and(2)demandsthem toexplicitlycomparetheirownschematawithschemataof othersastodefendorcriticise(Jeong & Chi, 2000). However, research on collaboration and TEL generally does not involve serious gameswithcollaborationdeliberatelyscriptedwithinthegameplay. There are various support mechanisms that could structure collaboration during game play. From research on CSCL/CSCW, we know that Strijbos and Martens (2001) successfully added structurebypresentingrolestostudents;Owen(2000)bysettingclearboundariesintermsof timeandnumberof contributions;VanBruggen,KirschnerandJochems(2002)byprovidinga tool to support the explicit formulation, representation and testing of hypotheses; and Beers, BoshuizenandKirschner(2003)byprovidinganegotiationtooltosupporttheprocessof finding common ground in problem-solving groups. De Wever, Valcke and van Winckel (2003) found thatadding‘taskstructure’tothediscussionsledtohigherlevelsof knowledgeconstructionas measuredbythelevelsof analysisbyGunawardenaetal.(1997).Inmanyof suchcollaboration scripts,playersareassigneddifferentepistemicorsocialrolesandtasks(Hämäläinenetal.,2008; Weinberger, Ertl, Fisher & Mandl, 2005), an approach we have also taken in our case study. Fullerton, Swain and Hoffman (2008) promote the conflict-script as suitable candidate for scripted collaboration. Such scripts (or didactic scenarios) take conflicts as starting points for learning and discovering multiple aspects and perspectives of a problem. Conflicts can entail physical or mental obstacles, different perspectives, stakeholders and/or ethical dilemmas. For instance,whensettingupanewbusiness,onepartnercanbemaderesponsibletowarrantthat investmentsaresustainableandwillnotdamagethenaturalenvironment,whileanotherpart- ner’smainjobistoguaranteethatinitialinvestmentsactuallypayoff.Besidesinentrepreneurial finance,suchconflictsareoftenfoundinhealthcare,governanceandpolicy-making,andother multi-disciplinary domains where experts from different disciplines have to work together to reach solutions and compromises, like also in water management. In our case study (to be elaborated later on), user conflicts when solving a water management problem have to be exchanged, reflected upon and integrated by both taking an ecological and governmental per- spectiveonthecase. Themainresearchquestionsof thispaperandthecasestudyitdescribesare:(1)Doesinclusion of scriptedcollaborationincreasethelearningoutcomesof thegame?and(2)Dostudentsappre- ciatecollaborationwithinthegameplay?Inotherwords,thispaperaddressestheeffectiveness andappreciationof collaborationwithinseriousgaming.Beforedescribingthemethod,weused forourcasestudyandtheresultswefound,wenowfirstintroduceour‘caselead’,anexemplary andauthenticdilemmathatisrepresentativeforthechallengesandconflictsinworkplace-based learningwediscussedbefore,andwhichcasestoodatthebaseof designingtheseriousgameon aquacultureandthecollaborationscriptwithin. Aquaculture:anexemplarycollaborationscriptwithinagameonwatermanagement Aquaculturedealswiththedevelopmentof flora(plants)andfauna(animals)inwater.Starting aneweconomicactivitywithaquaculturefromscratchisnotasimpleendeavour,sincewater systemsareusedintensivelyandservemanypurposes,especiallyindenselypopulatedareas.To assesstheinfluenceof thenewuseonthesystemandotherpurposes,professionalsworkingin the domain of water management have to both possess natural scientific knowledge and have a keen eye for the context of policy-making that is involved. Aquaculture is a relatively new sector (in the Netherlands). Governmental and licensing institutions still struggle to find their ©2010TheAuthors.BritishJournalofEducationalTechnology©2010Becta. 4 BritishJournalof EducationalTechnology way in dealing with entrepreneurs that want to start new business in this sector, especially because aquaculture can become manifest in many ways and because current legislation can becontradictoryandleavesroomforsubjectiveinterpretation.Economicinterestsoftendonot coincide with the interest of (especially saline/marine) agriculture or recreation. Water man- agementprofessionalshavetodealwithconflictsanddilemmas,andneedtonegotiateinorder toreachagreementamongvariousstakeholdersinvolvedinthedevelopmentarea.Toassessthe feasibility of new activity, professionals need extensive knowledge of water streams and water quality.Thefieldof watermanagementthereforeisinneedof professionalswitharatherbroad background that can approach these decisions from both an ecological (nature) and gover- nance (policy) perspective. For these reasons, aquaculture (and especially shellfish culture) seems to be a perfect topic to be studied within higher education, and to be worked out and collaborated upon from different perspectives in an authentic gaming environment. Method Theparagraphsinthissectionwilldescribethewaywehavesetupourcasestudy.Afterdescrib- ing the participants, we describe the learning material, procedure and instruments we used to researchandmeasurethelearningeffectsandstudentappreciationof scriptedcollaboration. Participants Twelvewatermanagementstudentsof theHZUniversityof AppliedScienceintheNetherlands participatedinthiscasestudy.Theseriousgameonaquaculturewedevelopedhasastudyloadof about 30 hours and is the practical part of the aquaculture course that most students follow duringtheirthirdyearof theBachelorof WaterManagementprogramme.Theaverageageof the participants was 22 years, with a range from 19–26. Seven were male and five were female students. Learningmaterial Theonline‘Aquaculture’gamewasdevelopedusingtheEMERGOmethodandtoolkitforserious game development. In this paragraph, we will now subsequently describe the following: the EMERGOmethodandtoolkitweusedforitsdevelopment,thecollaborationscriptandthetech- nicalsetupthatenablesthecollaboration. EMERGOmethodandtoolkit TheEMERGOmethodemphasisesfirstthedesigningandelaboratingof alearningscenariobefore actuallystartingthedevelopmentwiththetoolkit.Thetoolkitconsistsof reusablecomponents offeringvariousfunctionalities,andisespeciallytailoredtowardscomplexlearning.Thetoolkit, forinstance,holdsindependentcomponentsformakinglocations(thatmaycontainresources), foractuallyaddingtheresources(bothtext-basedandaudio-visual),formakinginterviews(with virtualexperts),forsendingmessagesandnotifications,andothers.Themostimportantcompo- nentwithoutanydoubtistheScripting-toolthatactuallylinksallothercomponentstogetherand determinesthescenarioof thegameplay.Scriptingmayconsistof variousif ...then...rules,eg, ‘If thestudenthasreadatleastfiveoutof tenpublicationsonshellfishproduction[resources]that can be found in the library [location], then she may access the room of the project leader [location]andaskheranumberof questions[interview]’.Scriptingallowsforabroadvarietyof didacticalapproaches,sinceitdecidesthedegreetowhichtasksarestructuredinadvance,the amount of learner support offered, whether and how collaboration will take place, and other mechanismsandprocesses.TheOpenSourceEMERGOmethodandtoolkithavebeensuccessfully appliedtogamesacrossvariousdomains,andarecontinuouslybeingimprovedfurther.Formore information,werefertoNadolskietal.(2008)ortohttp://www.emergo.cc.Forafirstimpression ©2010TheAuthors.BritishJournalofEducationalTechnology©2010Becta. Scriptedcollaborationandseriousgaming 5 Figure1: Case‘Aquaculture’screendumps:(a)teleconferencewithsupervisor,and(b)folderstructurewith resources of theAquaculturegame,Figure1depictstwoscreendumps.Thefirstpictureshowsthe(virtual) supervisor of the international consultancy agency during a teleconference call. The second pictureshowsanumberof resourcesonthepersonaldigitalassistant. Collaborationscript‘Aquaculture’ At the offset of the game, the student is assigned the role of an externally hired project leader (workingatarenownedforeignconsultancyagency),andisaskedtogettotheNetherlandsto investigateanddrawupafeasibilityreportonwhatwouldbethemostsuitablelocationtostarta newshellfishproductionsiteinasalineVolkerakZoomLake(VZL).Afterbecomingsufficiently oriented on the task as a project leader, the student will be asked to deliver a first version of anelaboratedandarguedtableof contentsforthereport,inwhichbothperspectives(ecologi- calandgovernance)havetoberepresented.Bythispointof timestudentswillhavediscovered howcomplexthistaskis,whichstakeholdershavetobeconsidered,andwhichdilemmasplaya role. Nowwegettothe(virtual)collaborationpartof thescript.Theheadof theconsultancyagency nowasksthestudent(stillintheroleof projectleader)tomakeachoice:tocontinueelaborating the report from either an ecological or governance perspective (see Figure1a).The head takes caretoflyina(virtual)colleaguewhowillchoosetheotherperspectiveandwillcollaboratewith the student. When the student opts for the ecological perspective the focus will be on nutrient streams and flourishing of alga, ecological possibilities and the maximum exploitation of the area;userconflictswillbeleftoutof scope.Whenthestudentoptsforthegovernanceperspective the focus will become on various stakeholders and their demands, policy and procedures for shellfish cultivation and the VZL area; suitable species, cultivation methods and production numberswillbeleftoutof scope.Whenthetableof contentshasbeensufficientlyworkedout fromthechosenperspective,anemailwiththispreliminary(ie,necessarilypartial)elaborationof thereportissendtothe(virtual)colleagueforinspirationandreflection,andatthesametimeto the(real-life)tutorof thecourseforassessment.Inreality,itwillbethetutorthattakescarethat thestudentnowreceivesthe(alsonecessarilypartial)elaborationfromthecolleaguewhotook the other stance. Reception is guaranteed within the next 24 hours (for an already running course,thetutormightpickaworkedexamplefromagrowingstackof studentworks).Finally, thestudenthastoreflectonandcombineboth,partialelaborationsthatwillbeconfrontingor contradictory, in the final advisory report to be send and assessed as the individual learning outcomeof thisgame(seeFigure2). ©2010TheAuthors.BritishJournalofEducationalTechnology©2010Becta. 6 BritishJournalof EducationalTechnology Figure2: Collaborationscriptflow TechnicalEMERGOsetuptoenablethecollaborationscript‘Aquaculture’ Themaincomponentinvolvedwasthescriptingcomponentof theEMERGOtoolkit.Othercom- ponentswhosecontentdependsonthestudent’schoiceof perspectivearetheinterviewcompo- nent, the mail component, the resources component and the location component. In this case study,weaddedthreeinstancesof thescriptingcomponent.Oneinstancetocontrolthecaseflow commontoallstudents,uptothepointastudenthastodecidefortheecologicalorthegover- nanceperspective,oneinstancetodealwiththeecologicalpath,andoneinstancetodealwiththe governancepath.Thelattertwoinstancesarenotactivatedatthestartof astudent’srun.That means, the conditions they contain are not checked. Then, depending on the choice of the student,eitherof thetwoinactiveinstancesisactivated. To allow the student to make a choice, the interview component is used. A conversation was definedinwhichthestudent’s(virtual)supervisoroffersthestudentthechoiceof perspective(see Figure1a). With the resource component, a case developer can add study material such as documents, papers, video, audio, hyperlinks and the like.The resources can be organised in a tree-wisefolderstructure(seeFigure1b).Of course,thetwoextrainstancesareatfirstinvisible forthestudent.Whenthestudenthaschosen,theactivatedscriptingcomponentaddsthecor- respondingresourcescomponenttothestudent’senvironment. Afterthestudenthasmailedhis(partial)elaboration,hereceivestheelaborationof his(virtual) colleaguethattooktheotherstance.Scriptingconditionsallowthetutor24hourstosendoutthe ‘personalized’mailfromthecolleague.Thetutorcanchoosefromelaborationsof studentsthat alreadyfollowedtheotherperspective,orsendaworkedoutexample.If thetutordoesn’trespond within24hours,theworkedoutexamplewillautomaticallybesend. ©2010TheAuthors.BritishJournalofEducationalTechnology©2010Becta. Scriptedcollaborationandseriousgaming 7 Procedureandinstruments For the this study’s research purposes, the tutor of this course, being one of the coauthors, allocatedoneof thetwoperspectivestoeachstudent,mainlytowarrantthat(about)half of the studentswouldtakethefirstandtheotherhalf thesecondperspective.Uponthestart,students werenotifiedtohaveaboutamonthtostudythisgame(havingastudyloadofabout30hours)and deliverthefinalreport,allowingthemmuchfreedomtostudythecaseattheirownpaceandplace. Theyhadtoberemindedandwereallowed6weekstoconclude.Virtualcollaborationonaverage tookplaceafterabout75%ofthisperiod.Thesame(reallife)tutorcollected,scoredandcompared boththepreliminary(beforevirtualcollaboration)andfinal(aftervirtualcollaboration)reports,in closecooperationwithanothertutor(alsocoauthorof thepaper),usingalearningeffectcorrec- tionmodel.Althoughwedidnotexplicitlymeasuretheinter-subjectivereliabilityofthecorrection model,bothtutorsassessedthereportsandagreeduponthescorestobegivenonthevariousitems of themodel.Appreciationof theseriousgamewasmeasuredbyonlinequestionnairesstudents hadtofillinatthestartandattheend(ie,aftersendingintheirfinalreports). Learningeffectcorrectionmodel Tomeasurelearningoutputwhilestudyingtheonlinegame,acorrectionmodelwasdevelopedto assess the quality of the reports sent in before and after the (virtual) collaboration. Partial elaborations(preliminaryreports)beforecollaborationwereassessedaspretestresults,andinte- grativeelaborations(finalreports)aftercollaborationwereassessedasposttestresults,bothby scoring this correction model. Table1 contains the ingredients to be addressed in a perfect advisoryreport(yieldingamaximaltotalscoreof 100points),indicatingaswellwhatamountof points could maximally be earned for each specific ingredient.The correction model contains threeparts:theecologypart(A),thegovernancepart(B),andtheintegrationpart(C).Foreach perspective(AandB)anequalamountof 30pointscouldbeearned,fortheintegrationpart(C) anadditionalamountof 40pointscouldbeearned,yieldingatotalof 100points. Studentsatisfactionquestionnaire Theonlinequestionnaire(usingQuestback)containsaround70itemstoestablishthestudents’ opiniononvariousaspectsoftheseriousgame,pertainingtousabilityanduser-friendlinessofthe game,anditscontributiontoattainingvariouslearninggoals.Beforeandaftertakingthecourse, students were asked to answer two web questionnaires (pre- and post-questionnaire). Table2 onlylists(10)itemsandresultsof directrelevanceforthisstudyfromthepost-questionnaire,ie, reflectingthestudentsatisfactionwithcollaborationasincludedinthegameplay.Allitemswere positivelyformulatedandusedaLikertscalewithfivevalues,rangingfrom(1)fullydisagreeto(4) fullyagree,andanextra(fifth)value‘notapply’.Themedianvalue(neutral)thereforeis2.5,with allvaluesbelowtobeinterpretedas(slightly)negativeandallvaluesaboveas(slightly)positive appreciations. Results Resultsprovideanswerstoourresearchquestionsposedintheintroduction:(1)Doesinclusionof scriptedcollaborationincreasethelearningoutcomesof thegame?and(2)Dostudentsappreci- atecollaborationwithinthegameplay?Wewillnow,respectively,presenttheobjectivelearning effectsmeasures,collectedbyscoringthereportsbeforeandaftercollaboration,andthesubjective questionnairemeasures,scoredaftercompletionof theseriousgame. Learningeffects Table3 shows the report scores, both before and after (virtual) collaboration, as well as the initialperspectives(with1=ecological,2=governanceperspective).Uponvisualinspection,it immediately becomes clear that a very significant increase can be observed between measures ©2010TheAuthors.BritishJournalofEducationalTechnology©2010Becta. 8 BritishJournalof EducationalTechnology Table1: Ingredientsandmaximumscoresof thecorrectionmodel Maximumpoints Subjects(ingredients) (100intotal) Ecologypart A Mapwithexplanationof possiblelocationsseeninanecologicalpointof view Nutriëntsupplyof theBrabantRiversandHollandsDiep,resultinginalgaeblooms? 5 Depthandbottomcondition Isthesurfaceareaof thelocationmentioned? Isthemapclear? Explanation(withmulticriteriaanalysis)of possibleshellfishspecies: Thedemandsof shellfishspeciesforitsenvironment/habitat: 10 Necessarybottomcondition Requiredwaterquality Othercriteria: Availableknowledge Availabilityof shellfishseed Labourintensityof cultivation Sensitivityfordiseasesandpredation Explanationof culturemethodsforthedescribedshellfishspecies: Seedsupply(basedonchosenshellfish) 5 Techniquesforculturing(basedonchosenshellfish) Techniquesforharvesting(basedonchosenshellfish) Carryingcapacity Calculations 5 Sourcesused Conclusion:possibleyieldbasedoncarryingcapacity:6–9.106kg/yr Economicvalueof shellfish Pilot100ha 5 Calculations:1.5–4.106€ Sourcesused Longtermexpectation Calculations:10to23.106€ Sourcesused Governance B Mapwithexplanationof searchingareasforpossibleshellfishlocations,basedon: Shippingtraffic 5 Recreationareas Natureconservationareas Closedareas Sluicesandlocks Isthemapclear? Descriptionof shellfishpolicies: Dutchshellfishpolicy 10 Provincialpolicy(PSEBforaquacultureandfisheries) Agreementbetweenministry,NGO’sandfarmers ©2010TheAuthors.BritishJournalofEducationalTechnology©2010Becta. Scriptedcollaborationandseriousgaming 9 Table1: Continued Maximumpoints Subjects(ingredients) (100intotal) Legislationinvolved (Floraandfaunaact) Natureprotectionact (Fisheriesact) Foodandconsumerproductsafetyauthority Animalhealthandwelfareact Productorganisation(adviceonassigningplotstofarmers) Suitableassessment 5 Sources(JaapHolstein) Foodsafetyandclassificationof productionareas Stepstotake 5 Durationforclassification Monitoring Decreeanimalskeptforproductionpurposes Listof animals 5 Shortdescriptionof procedurefornewproductionspecies: Animalwelfare Productionplan Biologicalcharacteristicsof species Experienceelsewhere Integration C Introduction: Presentsituation 10 Backgrounds Problemdefinition Integration: Integratedmap 20 Chosenshellfish←→Decreeanimalskeptforproductionpurposes+policy Suitablelocations(ecology)←→Nogoarea’s Culturetechniques←→Policy Finaladvice, 10 Plotstofarmers Whichshellfish Culturetechniques Locations Stepstotake+conclusion PSEB,provincialsocial-economicpolicyplan;NGO,non-governmentalorganisation. before (M=19.92; standard deviation (SD)=8.47) and after collaboration (M=54.00, SD=6.28). A paired t-test (two-tailed) confirms the high significance of this observation (t=-14.53;p<0.001).Themostimportanthypothesisthereforecanbeconfirmed:virtualcol- laborationindeedimproveslearningeffect.Wecontrolledfortheinfluenceof perspectiveonthis learning effect (ie, on the increase of scores), which appears to be missing (F (1, 11)=0.72, MSE=46.67, p=0.42, h2=0.07). Furthermore, diary measures and questionnaire results p ©2010TheAuthors.BritishJournalofEducationalTechnology©2010Becta. 10 BritishJournalof EducationalTechnology Table2: Questionnaireitemsrelatedto(virtual)collaborationwithinthegame %fully %slightly %slightly %fully %not Nr Itemdescription n M disagree disagree agree agree apply 9 Gamefosters 11 1.8 45.5 36.4 9.1 9.1 0 collaboration 10 Gameincreasesflexibility 11 2.0 36.4 36.4 18.2 9.1 0 of collaboration 22 Gameadequately 11 2.4 27.3 18.2 45.5 9.1 0 addressescritical assessmenteach otherswork 25 Ilikedtovirtually 11 2.0 27.3 54.5 9.1 9.1 0 collaborate 34 Ifeeltheeffortto 10 2.0 20.0 30.0 40.0 0 10.0 collaboratebyother studentswassufficient 38 Wecollaboratedwell 11 2.4 18.2 18.2 54.5 0 9.1 44 Collaborationimproved 11 2.3 27.3 27.3 18.2 18.2 9.1 qualityof report 45 Gameincreasedmy 11 2.4 9.1 45.5 36.4 9.1 0 insightinperspectives 46 Gameincreasedmy 11 2.1 45.5 9.1 36.4 9.1 0 argumentationskills 47 Gameincreasedmy 11 2.1 45.5 9.1 36.4 9.1 0 negotiationskills Table3: Studentscoresonreports,bothbeforeandaftervirtual collaboration,aswellasaveragescoresforinitialperspectives StudentID Before After Initialperspective 1 23 60 Governance 2 24 54 Governance 3 23 55 Ecological 4 27 60 Ecological 5 17 47 Governance 6 37 67 Ecological 7 17 47 Governance 8 10 58 Governance 9 3 52 Governance 10 21 51 Ecological 11 20 50 Ecological 12 17 47 Governance Avg 20 54 both Avg 26 57 ecol Avg 16 52 gov show that students spend about the same time-on-task from both perspectives. The relative increase for students starting from the governance perspective (going from M=15.86, SD=7.31 towards M=52.14, SD=5.46) is slightly higher than for the group that started from the ecology perspective (going from M=25.60, SD=6.91 towards M=56.60, SD=7.02).Thisisinlinewithstudents’commentsabouttherelativedifficultyof understand- ing the governance sources, which are rare in their programme. We did find a significant ©2010TheAuthors.BritishJournalofEducationalTechnology©2010Becta.
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