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Bringing Biome Exploration into the Classroom through Interactive - - PowerPoint PPT Presentation

Bringing Biome Exploration into the Classroom through Interactive Tablet Experiences Mike Christel, Jessica Trybus, Siddhant D. Shah, Bo Hsuan Chang, Roma Dave, Adarshkumar Pavani, Ojas D. Sawant, Jimin Song, James Inglis, Sai Shashank


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Bringing Biome Exploration into the Classroom through Interactive Tablet Experiences

Mike Christel, Jessica Trybus, Siddhant D. Shah, Bo Hsuan Chang, Roma Dave, Adarshkumar Pavani, Ojas D. Sawant, Jimin Song, James Inglis, Sai Shashank Kairamkonda, Christian Karrs, Xuyan Ke, Eric Kron, Xinghu Lu christel@cmu.edu

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Talk Outline

  • Entertainment Technology Center projects
  • Games to bring biomes into the classroom

for children ages 8-11

– Hello Ocean (Imagica) – Arctic Stars: The Far North (Xuyan Ke)

  • Iterative playtesting/development cycles
  • Pointers for further information
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ETC: Art + Technology

  • 2-year professional graduate degree:

Master of Entertainment Technology

  • Students work on semester-long projects
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Bring Biomes into Classrooms

  • Sponsored by Benedum Foundation
  • Can West Virginia students experience more of the world

in their classrooms through tablets?

West Virginia

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ETC Imagica: Caribbean Reef

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Imagica: 15 weeks, 6 Students

Producer, UX designer, 2D/3D artist, animator, interaction & tech programmer

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Iterative Playtesting with Imagica

  • Tablet-driven experience for 8-11 year olds
  • Marine biologist validates content
  • Child-testing confirms appeal of experience
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Y.E.T.I.: 15 weeks, 6 Students

Producer, designer, programmers, rigger and animator, 3D and environmental artist

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Iterative Playtesting with Y.E.T.I.

  • An educational game that takes players into

the Arctic tundra, introduces them to its life forms, and gives them a feeling of discovery

  • Tundra wildlife expert validates content
  • Child-testing confirms appeal of experience
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Biomes for Learning

  • High visual fidelity
  • High navigational freedom
  • See paper and reference to Maria

Harrington’s work, The Virtual Trillium Trail and the Empirical Effects of Freedom and Fidelity on Discovery-Based Learning, Virtual Reality 16, 2, 105-120 (2012)

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Design Constraints

  • Open children's awareness to other nature biomes
  • Be very easy to use
  • Offer the opportunity to explore a (visually) rich

environment

  • Be simple and complete (not vertical slice)
  • The experience should start a conversation. It does not

need to provide the lesson: teachers can use it as motivation….

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Learning Feedback Loop

Pintrich, P. R. (2000). The role of goal orientation in self-regulated learning. In M. Boekaerts, P.

  • R. Pintrich, & M. Zeidner (Eds.), Handbook of self-regulation (pp. 451-502). San Diego:

Academic Press.

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Playtest Refinement Loop

Ask A Good Question Choose Method and Execute Evaluate Feedback

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Imagica Building Blocks - 1

Design research with marine biologist

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Imagica Building Blocks - 2

Terrain building

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Imagica Building Blocks - 3

Asset creation: Ocean environment and fish

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Imagica Building Blocks - 4

Designing interactions for player

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Imagica Building Blocks - 5

(Note: First iteration had 1st, 2nd, 3rd touch interactions)

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Imagica Building Blocks - 6

Interactive experience about exploring underwater biome

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Imagica Building Blocks - 7

Visual Enhancements (fog, shaders, “God rays”)

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Imagica: Pieces for Playtest

Terrain Water Environment Art Assets Touch Interactions

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Imagica Early Prototyping

K-1st Grade (ages 5-7)

  • Difficult to hold tablets
  • Became tired
  • Preferred sitting
  • Confused by

untraditional navigation

2nd – 5th Grade (ages 8-11)

  • Enjoyed tablet experience
  • Easily interacted with fish
  • Excited to take pictures
  • Wanted more fish
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More Imagica Playtest Iterations

  • Modified 3-touch mechanism to 2-touch

(juiciness, surprise)

  • Emphasized player

discovery: revised terrain

  • Teacher

resources

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Imagica UI: Menu

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Imagica UI: Explore

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Imagica UI: Explore Quest

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Imagica: Redesigned Quests

  • Quests initially shifted focus away from

exploration

  • Revised quests:

– Can be turned on or off – Quests don’t start immediately (explore first) – Quests can be abandoned – Quests can be shown again – Quests tied to sea creatures and fun facts

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Imagica: Child Reactions

83 playtesters in grades 3-5 (ages 8-11) Response to “I know more about the ocean.”

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Imagica: Child Reactions

83 playtesters in grades 3-5 (ages 8-11) Response to “I know more about the fish.”

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Imagica: Child Reactions

83 playtesters in grades 3-5 (ages 8-11) Response to “Solving quests is ….”

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Imagica: Updated Quests

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YETI and the Arctic Tundra

  • High visual fidelity, high navigational

freedom tablet experience

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Y.E.T.I. Classroom Playtest

  • ~65 children (grades 3-5)
  • Main playtest goals

– Response to mechanics – Response to objectives – Information retention

  • Data collection

– Observation – Interviews – Written surveys – Data from Amazon Web Server game logs

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Y.E.T.I. Playtest Lesson

Virtual joystick was generally well understood

Sneak button was initially a source of confusion

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Y.E.T.I. Revised Clue Feedback

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Teaching Standards

  • SC.O.4.2.8 - Construct and explain models of habitats,

food chains, and food webs

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Teaching Standards

  • SC.O.4.2.8 - Design and conduct simple investigations;
  • bserve, collect and record information
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Teaching Standards

  • SC.O.4.2.8 - Describe the different characteristics of

plants and animals, which help them to survive in different niches and environments

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Y.E.T.I. Later Playtests

  • 14 children ages 8-11 outside of school
  • 71 students in 4 classrooms at the client school (2

classes who saw the earlier version and 2 fresh classes)

  • 20 students at the school who saw an earlier version for

their commentary on the final release

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Y.E.T.I. Playtest Insights

  • Persistent attempts to use gestural and

touch input (e.g., binoculars, zoom)

  • Lack of tactile aspect for virtual joystick

affected usability

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Y.E.T.I. Interface Adjustments

Snap to Finger Finger-guided camera

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Y.E.T.I. Revised Terrain

500 x 500 1000 x 1000 500 x 500

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Y.E.T.I. Highlights

  • Revised terrain more interesting and “vast”
  • Animations between animals rewarding
  • “Juicy” surprise elements rated highly:

– Animal vocalization in the logbook – 3D rotating of scat clues in field – Richly colored thermal view

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Y.E.T.I. Final Interface

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Playtesting

  • Product development, e.g., testing an iteration cycle
  • Playtest to explore, to refine, and to prove
  • See playtestingworkshops.com
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For Further Information

  • ETC: www.etc.cmu.edu
  • Playtesting: playtestingworkshops.com
  • Hello Ocean from ETC Project Imagica,

http://www.etc.cmu.edu/projects/imagica/

  • Arctic Stars: The Far North from ETC Project

Y.E.T.I., http://www.etc.cmu.edu/projects/yeti/ Other questions? Email Mike Christel, christel@cmu.edu