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virtual	
  bridges:	
  	
  
mobile	
  augmented	
  reality	
  games	
  
	
  in	
  informal	
  spaces	
  
Serious	
  Play	
  Conference	
  –	
  Aug.	
  21,	
  2013	
  
Judy	
  Perry,	
  MIT	
  STEP	
  Lab	
  
Eric	
  Klopfer,	
  Director,	
  MIT	
  STEP	
  Lab	
  	
  
How	
  do	
  we	
  cra6	
  powerful	
  experiences	
  in	
  real	
  places?	
  
How	
  do	
  these	
  experiences	
  foster	
  deep	
  learning?	
  engagement?	
  
Photo:	
  PolarBearsInterna?onal.org	
   Photo:	
  Town	
  of	
  Lexington	
  website	
  
pieces	
  of	
  informal	
  learning?	
  
•  Outside	
  “formal”	
  classroom	
  
•  O6en	
  playful	
  	
  
•  Self-­‐directed	
  or	
  facilitated	
  	
  
– rather	
  than	
  “teacher	
  led”	
  
•  Frequently	
  involve	
  parJcipant’s	
  choices	
  
•  Voluntary	
  (“I	
  can	
  leave!”)	
  
•  Ad	
  hoc	
  (aren’t	
  set	
  Jmes)	
  
	
  
	
  
informal	
  learning?	
  
•  How	
  to	
  engage	
  learners	
  informally?	
  
•  Right	
  level	
  of	
  structure?	
  Role	
  of	
  technology?	
  
it’s	
  not	
  easy…	
  
•  “Explainer”	
  not	
  always	
  
available	
  
•  Free	
  exploraJon	
  isn’t	
  
always	
  opJmal,	
  
appealing	
  
•  Want/need	
  more	
  
scaffolding…	
  
•  Physical	
  locaJons,	
  
encourage	
  engagement	
  
of	
  places	
  “off	
  the	
  beaten	
  
path”	
  
So	
  how	
  do	
  you	
  encourage	
  
learning?	
  
Image	
  courtesy	
  of	
  Red	
  BuIe	
  	
  
Visitor
 place*
“bridging experience”
(s)	
  
*people, objects, structures, landscape
EffecJve	
  “bridges”	
  can	
  be	
  hard	
  to	
  build…	
  
Challenge	
  to	
  build	
  interesJng*	
  bridges	
  
*what	
  do	
  effecJve	
  bridges	
  look	
  like?	
  	
  
*how	
  do	
  organizaJon/visitors	
  benefit?	
  
	
  
Share	
  some	
  of	
  our	
  experiences	
  
WHAT	
  TOOLS	
  MIGHT	
  BE	
  USEFUL?	
  
portability	
  
social	
  interacJvity	
  
context	
  sensiJvity	
  
connecJvity	
  
Individuality	
  
mobile	
  
BUT	
  WHAT	
  DOES	
  IT	
  LOOK	
  LIKE?	
  
informal	
  learning	
  with	
  mobile	
  devices?	
  
What	
  I	
  don’t	
  mean	
  
•  Flash	
  cards/thin	
  quiz	
  on	
  a	
  mobile	
  phone	
  
•  This	
  ≠	
  “Read	
  the	
  sign	
  and	
  answer	
  a	
  mul?ple	
  
choice	
  ques?on”	
  
•  This	
  IS	
  a	
  toe	
  in	
  the	
  water,	
  but…	
  
I	
  think	
  we	
  can	
  do	
  a	
  lot	
  beer...	
  
We	
  learn	
  from	
  games	
  all	
  the	
  ?me…	
  
	
  
•  Playful,	
  yet	
  challenging	
  
(Papert’s	
  “hard	
  fun”)	
  
•  Pace	
  is	
  typically	
  set	
  by	
  player	
  
•  InteresJng	
  choices	
  
•  Meaningful	
  feedback	
  
It’s	
  just	
  good	
  PEDAGOGY!	
  	
  
what	
  games/gameplay	
  offer	
  
•  O6en	
  highly	
  social	
  
•  Fun,	
  playful	
  
•  Acceptable	
  to	
  explore	
  and	
  to	
  “fail”	
  
•  Able	
  to	
  try	
  on	
  idenJJes	
  (role-­‐playing)	
  
	
  
One	
  approach	
  locaJon-­‐based	
  
educaJon…augmented	
  reality	
  (AR)	
  
“Loca?on-­‐aware	
  digital	
  overlay	
  of	
  
informa?on	
  in	
  a	
  real-­‐world	
  context”	
  
	
  
Learning	
  
Real	
  
World	
  
Context	
  
Games/
Sims	
  
Typically	
  played	
  on	
  
smart	
  phone	
  or	
  
other	
  mobile	
  
computer	
  (GPS)	
  
AR	
  toolkits	
  
•  Non/Novice	
  Programmers	
  can	
  make	
  AR	
  games	
  
using…	
  
A	
  short	
  video…	
  
Gaminess
•  What features are important to structure games?
–  Interesting decisions (Sid Meier)
–  Consequences to decisions (+/- value)
–  Clearly defined goals (rules/constraints)
–  Visible measurable feedback (quantifiable outcome)
–  Underlying model/system (coherent system of rules)
Little Gaminess Lots of Gaminess
Scavenger Hunt
The Sims
Little Gaminess Lots of Gaminess
Movies
Dolls
Books
Scavenger Hunt
The Sims
WoW
Risk
AR:	
  Environmental	
  DetecJves	
  
•  First	
  Example	
  -­‐	
  Part	
  of	
  G2T	
  
•  “Environmental	
  DetecJves”	
  
–  Players	
  briefed	
  about	
  rash	
  of	
  local	
  
health	
  problems	
  linked	
  to	
  the	
  
environment	
  
–  Need	
  to	
  determine	
  source	
  of	
  
polluJon	
  by	
  drilling	
  sampling	
  
wells,	
  interviewing	
  virtual	
  
witnesses	
  
AR:	
  Environmental	
  DetecJves	
  
•  First	
  groups	
  of	
  students	
  (MIT)	
  
–  Tried	
  to	
  plan	
  strategies	
  for	
  sampling	
  
–  Competed	
  with	
  each	
  other	
  someJmes	
  
and	
  collaborated	
  others	
  
–  Evaluated	
  incoming	
  informaJon	
  
–  Wanted	
  to	
  come	
  up	
  with	
  the	
   best 	
  
soluJon	
  
–  Used	
  previous	
  experience	
  to	
  opJmize	
  in	
  
the	
  face	
  of	
  constraints	
  
•  Second	
  group	
  of	
  students	
  (HS	
  Field	
  
Trip)	
  
–  Tried	
  to	
  collect	
  as	
  many	
  points	
  as	
  they	
  
could	
  
–  Planned	
  route	
  from	
  one	
  point	
  to	
  the	
  next	
  
based	
  on	
  proximity	
  
–  Wanted	
  to	
  complete	
  the	
  experience	
  
Gaminess	
  
•  For the MIT students…
–  Interesting decisions "
–  Consequences to decisions (+/-) þ
–  Clearly defined goals þ
–  Visible measurable feedback ý
–  Underlying model/system ý
Little Gaminess Lots of Gaminess
Movies
Dolls
Books
Scavenger Hunt
The Sims
WoW
Risk
LiIle	
  Gaminess	
   Lots	
  of	
  Gaminess	
  
Movies	
  
Dolls	
  
Books	
  
Scavenger	
  Hunt	
  
The	
  Sims	
  
WoW	
  
Risk	
  
Gaminess	
  
Little Gaminess Lots of Gaminess
Movies
Dolls
Books
Scavenger Hunt
The Sims
WoW
Risk
•  For the HS students…
– Interesting decisions þ
– Consequences to decisions (+/-) ý
– Clearly defined goals ý
– Visible measurable feedback ý
– Underlying model/system ý
LiIle	
  Gaminess	
   Lots	
  of	
  Gaminess	
  
Movies	
  
Dolls	
  
Books	
  
Scavenger	
  Hunt	
  
The	
  Sims	
  
WoW	
  
Risk	
  
Audience’s	
  
perspecJve	
  
(expectaJons,	
  
markeJng)	
  
*what	
  do	
  interesJng	
  bridges	
  look	
  like?	
  	
  
The	
  Joy	
  of	
  Gaming?	
  
The	
  Joy	
  of	
  Gaming	
  
2
Photos:	
  Phillip	
  
Toledano’s	
  photo	
  
essay	
  of	
  gamers	
  
Ecology	
  of	
  Play	
  and	
  Work	
  
•  A	
  game	
  helps	
  structure	
  an	
  experience,	
  and	
  ideally	
  
includes	
  open-­‐ended	
  play	
  and	
  structure	
  and	
  
support	
  for	
  learning	
  
Work
Learning
Structure
Play
Fun
Open-ended
c/o Scot
Osterweil
Ecology	
  of	
  Play	
  and	
  Work	
  
•  A	
  game	
  helps	
  structure	
  that	
  experience	
  and	
  ideally	
  
includes	
  open-­‐ended	
  play	
  and	
  structure	
  and	
  support	
  
for	
  learning	
  
Fun/Play
Learning/Structure
In	
  games	
  we	
  willingly	
  submit	
  to	
  arbitrary	
  rules	
  
and	
  structures	
  in	
  pursuit	
  of	
  mastery,	
  but	
  only	
  if	
  
we	
  can	
  conJnue	
  to	
  be	
  playful.	
  
Structured,	
  goal-­‐oriented,	
  
feedback-­‐driven	
  can	
  be	
  fun	
  
	
  
The Fun of Structure
In	
  games	
  we	
  willingly	
  submit	
  to	
  arbitrary	
  rules	
  
and	
  structures	
  in	
  pursuit	
  of	
  mastery,	
  but	
  only	
  if	
  
we	
  can	
  conJnue	
  to	
  be	
  playful.	
  
Structured,	
  goal-­‐oriented,	
  
feedback-­‐driven	
  can	
  be	
  fun	
  
	
  
The Fun of Structure
Moving	
  Indoors:	
  
Mystery	
  @	
  the	
  Museum	
  
•  Indoor	
  game	
  played	
  at	
  the	
  
Boston	
  Museum	
  of	
  Science	
  
•  Used	
  802.11	
  for	
  posiJoning	
  
•  Defining	
  roles	
  to	
  enhance	
  
collaboraJon	
  
•  Introducing	
  an	
  element	
  of	
  
Jme	
  to	
  make	
  it	
  feel	
  more	
  like	
  
a	
  game	
  
•  Solving	
  a	
  mystery	
  using	
  
scienJfic	
  informaJon	
  from	
  the	
  
museum	
  
LocaJon	
  InformaJon	
  
Click	
  on	
  items	
  in	
  the	
  
room	
  to	
  select	
  them	
  
for	
  viewing	
  or	
  picking	
  
up	
  
	
  
Click	
  on	
  people	
  in	
  
the	
  room	
  to	
  select	
  
them	
  for	
  
interviewing	
  or	
  
showing	
  objects	
  to	
  
To	
  show	
  an	
  item	
  that	
  
you	
  already	
  have	
  to	
  a	
  
Virtual	
  Character,	
  click	
  
on	
  the	
  person,	
  then	
  click	
  
Show	
  and	
  then	
  choose	
  
the	
  item	
  that	
  you	
  want	
  
to	
  show.	
  
	
  
All	
  screens	
  tell	
  you	
  
what	
  room	
  you’re	
  
currently	
  in	
  
	
  
To	
  view	
  an	
  item	
  in	
  
the	
  room,	
  click	
  on	
  
the	
  item	
  and	
  then	
  
click	
  the	
  View	
  
buon.	
  
	
  
To	
  pick	
  up	
  an	
  item	
  in	
  
the	
  room,	
  click	
  on	
  
the	
  item	
  and	
  then	
  
click	
  the	
  Pick	
  Up	
  
buon.	
  
	
  
To	
  interview	
  a	
  
virtual	
  character	
  
click	
  on	
  the	
  person	
  
and	
  then	
  click	
  
Interview	
  
	
  
Context	
  and	
  Tools	
  Analyze	
   Communicate	
  
InvesPgate	
   Decide	
  
Mystery	
  @	
  The	
  Museum	
  -­‐	
  Game	
  Play	
  
Parents	
  and	
  Kids	
  CollaboraJng	
   Fostering	
  CollaboraJon	
  Through	
  Roles	
  
CollecJng	
  Virtual	
  Samples	
  
Using
Contextual
Information
“[The	
  game]	
  was	
  fun.	
  	
  
This	
  was	
  the	
  longest	
  
I’ve	
  spent	
  with	
  my	
  
[teenage]	
  son	
  without	
  
arguing	
  with	
  him...”	
  
-­‐parent	
  
Experiment	
  with	
  
collaboraJon	
  
Audience’s	
  
perspecJve	
  
(expectaJons,	
  
markeJng)	
  
*what	
  do	
  interesJng	
  bridges	
  look	
  like?	
  	
  
What	
  is	
  POSIT?	
  
•  (Developing)	
  Public	
  Opinion	
  of	
  Science	
  using	
  InformaJon	
  
Technologies	
  
•  POSIT	
  is	
  a	
  wireless	
  client-­‐server	
  system	
  
•  Aimed	
  at	
  creaJng	
  authenJc	
  experiences	
  that	
  explore	
  complex	
  
issues	
  in	
  science,	
  technology	
  and	
  society.	
  
•  Built	
  on	
  exisJng	
  AR	
  infrastructure	
  developed	
  in	
  the	
  STEP	
  Lab	
  to	
  
combine	
  locaJon	
  based	
  “Augmented	
  Reality”	
  experiences	
  with	
  
opinion	
  dynamics	
  scenarios	
  using	
  Windows	
  Mobile	
  devices.	
  
•  POSIT	
  seeks	
  to	
  engage	
  people	
  in	
  STS	
  issues.	
  
1st	
  POSIT	
  Game	
  Overview	
  
	
  
–  Briefing	
  -­‐	
  PotenJal	
  biohazard	
  facility	
  in	
  Boston	
  
–  Roles	
  -­‐	
  Playing	
  realisJc	
  roles	
  from	
  scienJst	
  to	
  resident	
  
–  IniPal	
  Opinion	
  -­‐	
  Opinions	
  “in	
  role”	
  are	
  registered	
  
–  CollecPng	
  Data	
  -­‐	
  Players	
  collect	
  informaJon	
  from	
  
virtual	
  characters,	
  and	
  real	
  arJfacts/places	
  
–  Sharing	
  Opinions	
  -­‐	
  Players	
  share	
  informaJon	
  that	
  
they	
  have	
  collected	
  to	
  convince	
  others	
  of	
  their	
  
[character’s]	
  point	
  of	
  view	
  
–  Influencing	
  Others	
  and	
  Changing	
  Opinions	
  -­‐	
  
Influence	
  key	
  individuals	
  to	
  sway	
  the	
  vote	
  
–  Final	
  Decision	
  -­‐	
  voJng	
  
Game	
  is	
  focused	
  around	
  a	
  single	
  yes/no	
  policy	
  ques?on	
  
(fic?onalized).	
  	
  
E.g.,	
  “Should	
  we	
  build	
  a	
  biohazard	
  level	
  4	
  research	
  
facility	
  in	
  our	
  community?”	
  
POSIT	
  Walkthrough	
  
•  Players	
  are	
  assigned	
  roles	
  and	
  receive	
  a	
  briefing	
  
–  A	
  decision	
  must	
  be	
  reached	
  on	
  whether	
  or	
  not	
  to	
  build	
  the	
  research	
  facility.	
  
–  Every	
  role	
  has	
  a	
  story	
  (e.g.	
  out	
  of	
  work	
  biotech,	
  concerned	
  parent)	
  
•  Register	
  iniJal	
  opinions	
  
•  Team	
  up	
  with	
  allies	
  and	
  target	
  the	
  opposiJon	
  
POSIT	
  Walkthrough	
  
Players…	
  
•  conJnue	
  to	
  collect	
  informaJon,	
  and	
  change	
  their	
  own	
  
opinions	
  accordingly.	
  
•  interact	
  with	
  each	
  other,	
  use	
  their	
  evidence	
  to	
  sway	
  players	
  
their	
  way.	
  
•  constantly	
  monitor	
  the	
  way	
  the	
  group	
  is	
  leaning	
  and	
  target	
  
parJcular	
  other	
  players	
  with	
  informaJon	
  that	
  they	
  collect.	
  
AR	
  Tracking	
  Progress	
  
POSIT	
  -­‐	
  End	
  Game	
  
•  Players	
  in	
  the	
  end	
  vote	
  (based	
  on	
  their	
  
final	
  opinions)	
  on	
  the	
  issue	
  at	
  hand.	
  
•  In	
  a	
  discussion	
  following	
  the	
  game,	
  the	
  
facilitator	
  leads	
  a	
  discussion	
  around:	
  
•  The	
  real	
  controversy	
  on	
  which	
  the	
  game	
  is	
  based	
  
•  The	
  experience	
  of	
  role	
  playing	
  different	
  opinions,	
  and	
  
how	
  it	
  relates	
  to	
  their	
  personal	
  opinion	
  
•  Evidence,	
  scien?fic	
  arguments,	
  and	
  persuasiveness	
  
•  Factors	
  that	
  caused	
  opinions	
  to	
  change	
  over	
  ?me	
  
•  A	
  histogram	
  of	
  the	
  opinions	
  of	
  the	
  group	
  at	
  different	
  
?mes	
  during	
  the	
  game	
  
•  This	
  was	
  a	
  lot!	
  
•  But	
  players	
  liked	
  it!	
  
Deeply	
  
engaging,	
  
challenging	
  
“hard	
  fun”	
  
Audience’s	
  
perspecJve	
  
(expectaJons,	
  
markeJng)	
  
Experiment	
  with	
  
collaboraJon	
  
*what	
  do	
  interesJng	
  bridges	
  look	
  like?	
  	
  
Timelab 2100
•  It is the year 2100 and Climate
Change has spun out of control
•  Head back to 2012 to make small
changes to the past
•  Location specific information – e.g.
–  By the river - Location is now
under water
–  By the bus stop – Consider
incentives to increase use
•  Also includes face to face discussion
41
	
  
Zoo	
  Scene	
  InvesJgators	
  (ZSI)	
  
During the AR game ZSI, students…
ª Play during field trips to Columbus Zoo &
Aquarium
ª Navigate the Asia Quest area to gather
evidence mysterious nighttime intruder
ª Learn about the “illegal wildlife trade”
ª Collaborate across roles to share information
ª Observe real animals and exhibits
ª Gather virtual evidence and consult virtual
experts	
  
Leverage	
  
physical	
  
environment;	
  
ConnecJons,	
  
contrasts	
  
exhibits/spaces	
  
Audience’s	
  
perspecJve	
  
(expectaJons,	
  
markeJng)	
  
Experiment	
  with	
  
collaboraJon	
  
Deeply	
  
engaging,	
  
challenging	
  
“hard	
  fun”	
  
*what	
  do	
  interesJng	
  bridges	
  look	
  like?	
  	
  
Old	
  Sturbridge	
  Village	
  
•  Dollars	
  &	
  Sense,	
  an	
  economic	
  history	
  
game	
  
•  Living	
  history	
  museum	
  (costumed	
  
interpreters,	
  buildings,	
  animals,	
  etc.)	
  
•  Take	
  perspecJve	
  of	
  1830s	
  rural	
  New	
  
England	
  farm	
  family	
  
•  Role-­‐playing	
  game	
  (factory	
  work,	
  
investments,	
  buy	
  property)	
  
Choices,	
  
consequences	
  
ParJcipaJon	
  is	
  
the	
  reward	
  
“no	
  one	
  fails	
  
museums”	
  
Audience’s	
  
perspecJve	
  
(expectaJons,	
  
markeJng)	
  
Experiment	
  with	
  
collaboraJon	
  
Deeply	
  
engaging,	
  
challenging	
  
“hard	
  fun”	
  
Leverage	
  
physical	
  
environment;	
  
ConnecJons,	
  
contrasts	
  
exhibits/spaces	
  
*what	
  do	
  interesJng	
  bridges	
  look	
  like?	
  	
  
TO	
  MAKING	
  GAMES	
  
Moving	
  beyond	
  playing	
  games…	
  
Learning	
  
Real	
  
World	
  
Context	
  
Games/
Sims	
  
CSI	
  (Community	
  Science	
  InvesJgators)	
  
Making	
  AR	
  Games	
  1.0	
  
Collabora?on	
  with	
  Missouri	
  Botanical	
  Garden	
  
Funded	
  though	
  NSF	
  ITEST	
  Award	
  #0833663	
  
iCSI	
  (Informal	
  Community	
  Science	
  
InvesJgators)	
  
3-­‐year	
  NSF	
  funded	
  partnership	
  between:	
  Missouri	
  
Botanical	
  Garden	
  (MO);	
  MIT	
  (MA);	
  Columbus	
  Zoo	
  (OH),	
  
San	
  Diego	
  Zoo	
  (CA),	
  Red	
  Bue	
  Botanical	
  Gardens	
  (UT)	
  
1.  Engage	
  informal	
  visitors	
  playing	
  AR	
  games	
  
2.  Tweens/teens	
  making	
  AR	
  games	
  (summer	
  camps)	
  
–  Leverage	
  AR	
  games	
  to	
  promote	
  STEM	
  knowledge/
engagement,	
  showcase	
  research,	
  foster	
  community	
  
engagement	
  (ciJzen	
  science),	
  develop	
  21st	
  cent.	
  skills.	
  
–  Create	
  replicable	
  model,	
  best	
  pracJces	
  &	
  tools	
  for	
  
other	
  informal	
  learning	
  insJtuJons	
  
Funded	
  by	
  NSF	
  ISE	
  Grant	
  #	
  1223407	
  
Send	
  out	
  the	
  pioneers!	
  
So	
  as	
  we	
  conJnue	
  to	
  explore	
  this	
  space:	
  
•  Best	
  pracJces	
  (game	
  design)	
  
•  Powerful	
  tools	
  (making	
  powerful	
  games)	
  
•  Research	
  findings	
  
Fall/Winter	
  2013	
  –	
  TaleBlazer	
  will	
  be	
  available	
  
coming	
  to	
  an	
  App	
  Store	
  or	
  Google	
  Play	
  near	
  you!	
  	
  
•  If	
  you’re	
  a	
  “pioneer”	
  (esp.	
  Android),	
  
please	
  talk	
  with	
  me…	
  
QUESTIONS?	
  
Thanks!	
  
Thanks!	
  
Judy	
  Perry,	
  MIT	
  STEP	
  Lab	
  <jperry@mit.edu>	
  
hp://TaleBlazer.org	
  
hp://educaJon.mit.edu	
  
•  Many	
  thanks	
  to	
  Eric	
  Klopfer	
  (Director,	
  MIT	
  STEP	
  Lab),	
  Lisa	
  Stump	
  	
  &	
  the	
  
TaleBlazer	
  development	
  team	
  (MIT),	
  Josh	
  Sheldon	
  (MIT/STEP);	
  Renata	
  
Pomponi	
  &	
  Drew	
  Buckley	
  (Mass	
  Audubon);	
  Rhys	
  Simmons	
  and	
  his	
  team	
  
(OSV);	
  Columbus	
  Zoo	
  &	
  Aquarium	
  
•  Funded	
  in	
  part	
  by	
  NSF	
  Grants	
  #	
  0833663,	
  #1223407;	
  and	
  the	
  Columbus	
  
Zoo	
  &	
  Aquarium.	
  

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Judy Perry- MIT Scheller Teacher, Education Program Lab

  • 1. virtual  bridges:     mobile  augmented  reality  games    in  informal  spaces   Serious  Play  Conference  –  Aug.  21,  2013   Judy  Perry,  MIT  STEP  Lab   Eric  Klopfer,  Director,  MIT  STEP  Lab    
  • 2. How  do  we  cra6  powerful  experiences  in  real  places?   How  do  these  experiences  foster  deep  learning?  engagement?   Photo:  PolarBearsInterna?onal.org   Photo:  Town  of  Lexington  website  
  • 3. pieces  of  informal  learning?   •  Outside  “formal”  classroom   •  O6en  playful     •  Self-­‐directed  or  facilitated     – rather  than  “teacher  led”   •  Frequently  involve  parJcipant’s  choices   •  Voluntary  (“I  can  leave!”)   •  Ad  hoc  (aren’t  set  Jmes)      
  • 4. informal  learning?   •  How  to  engage  learners  informally?   •  Right  level  of  structure?  Role  of  technology?  
  • 5. it’s  not  easy…   •  “Explainer”  not  always   available   •  Free  exploraJon  isn’t   always  opJmal,   appealing   •  Want/need  more   scaffolding…   •  Physical  locaJons,   encourage  engagement   of  places  “off  the  beaten   path”   So  how  do  you  encourage   learning?   Image  courtesy  of  Red  BuIe    
  • 6. Visitor place* “bridging experience” (s)   *people, objects, structures, landscape
  • 7. EffecJve  “bridges”  can  be  hard  to  build…   Challenge  to  build  interesJng*  bridges   *what  do  effecJve  bridges  look  like?     *how  do  organizaJon/visitors  benefit?     Share  some  of  our  experiences  
  • 8. WHAT  TOOLS  MIGHT  BE  USEFUL?   portability   social  interacJvity   context  sensiJvity   connecJvity   Individuality   mobile  
  • 9. BUT  WHAT  DOES  IT  LOOK  LIKE?   informal  learning  with  mobile  devices?  
  • 10. What  I  don’t  mean   •  Flash  cards/thin  quiz  on  a  mobile  phone   •  This  ≠  “Read  the  sign  and  answer  a  mul?ple   choice  ques?on”   •  This  IS  a  toe  in  the  water,  but…   I  think  we  can  do  a  lot  beer...  
  • 11. We  learn  from  games  all  the  ?me…     •  Playful,  yet  challenging   (Papert’s  “hard  fun”)   •  Pace  is  typically  set  by  player   •  InteresJng  choices   •  Meaningful  feedback   It’s  just  good  PEDAGOGY!    
  • 12. what  games/gameplay  offer   •  O6en  highly  social   •  Fun,  playful   •  Acceptable  to  explore  and  to  “fail”   •  Able  to  try  on  idenJJes  (role-­‐playing)    
  • 13. One  approach  locaJon-­‐based   educaJon…augmented  reality  (AR)   “Loca?on-­‐aware  digital  overlay  of   informa?on  in  a  real-­‐world  context”     Learning   Real   World   Context   Games/ Sims   Typically  played  on   smart  phone  or   other  mobile   computer  (GPS)  
  • 14. AR  toolkits   •  Non/Novice  Programmers  can  make  AR  games   using…  
  • 16. Gaminess •  What features are important to structure games? –  Interesting decisions (Sid Meier) –  Consequences to decisions (+/- value) –  Clearly defined goals (rules/constraints) –  Visible measurable feedback (quantifiable outcome) –  Underlying model/system (coherent system of rules) Little Gaminess Lots of Gaminess Scavenger Hunt The Sims Little Gaminess Lots of Gaminess Movies Dolls Books Scavenger Hunt The Sims WoW Risk
  • 17. AR:  Environmental  DetecJves   •  First  Example  -­‐  Part  of  G2T   •  “Environmental  DetecJves”   –  Players  briefed  about  rash  of  local   health  problems  linked  to  the   environment   –  Need  to  determine  source  of   polluJon  by  drilling  sampling   wells,  interviewing  virtual   witnesses  
  • 18. AR:  Environmental  DetecJves   •  First  groups  of  students  (MIT)   –  Tried  to  plan  strategies  for  sampling   –  Competed  with  each  other  someJmes   and  collaborated  others   –  Evaluated  incoming  informaJon   –  Wanted  to  come  up  with  the   best   soluJon   –  Used  previous  experience  to  opJmize  in   the  face  of  constraints   •  Second  group  of  students  (HS  Field   Trip)   –  Tried  to  collect  as  many  points  as  they   could   –  Planned  route  from  one  point  to  the  next   based  on  proximity   –  Wanted  to  complete  the  experience  
  • 19. Gaminess   •  For the MIT students… –  Interesting decisions " –  Consequences to decisions (+/-) þ –  Clearly defined goals þ –  Visible measurable feedback ý –  Underlying model/system ý Little Gaminess Lots of Gaminess Movies Dolls Books Scavenger Hunt The Sims WoW Risk LiIle  Gaminess   Lots  of  Gaminess   Movies   Dolls   Books   Scavenger  Hunt   The  Sims   WoW   Risk  
  • 20. Gaminess   Little Gaminess Lots of Gaminess Movies Dolls Books Scavenger Hunt The Sims WoW Risk •  For the HS students… – Interesting decisions þ – Consequences to decisions (+/-) ý – Clearly defined goals ý – Visible measurable feedback ý – Underlying model/system ý LiIle  Gaminess   Lots  of  Gaminess   Movies   Dolls   Books   Scavenger  Hunt   The  Sims   WoW   Risk  
  • 21. Audience’s   perspecJve   (expectaJons,   markeJng)   *what  do  interesJng  bridges  look  like?    
  • 22. The  Joy  of  Gaming?  
  • 23. The  Joy  of  Gaming   2 Photos:  Phillip   Toledano’s  photo   essay  of  gamers  
  • 24. Ecology  of  Play  and  Work   •  A  game  helps  structure  an  experience,  and  ideally   includes  open-­‐ended  play  and  structure  and   support  for  learning   Work Learning Structure Play Fun Open-ended c/o Scot Osterweil
  • 25. Ecology  of  Play  and  Work   •  A  game  helps  structure  that  experience  and  ideally   includes  open-­‐ended  play  and  structure  and  support   for  learning   Fun/Play Learning/Structure
  • 26. In  games  we  willingly  submit  to  arbitrary  rules   and  structures  in  pursuit  of  mastery,  but  only  if   we  can  conJnue  to  be  playful.   Structured,  goal-­‐oriented,   feedback-­‐driven  can  be  fun     The Fun of Structure
  • 27. In  games  we  willingly  submit  to  arbitrary  rules   and  structures  in  pursuit  of  mastery,  but  only  if   we  can  conJnue  to  be  playful.   Structured,  goal-­‐oriented,   feedback-­‐driven  can  be  fun     The Fun of Structure
  • 28. Moving  Indoors:   Mystery  @  the  Museum   •  Indoor  game  played  at  the   Boston  Museum  of  Science   •  Used  802.11  for  posiJoning   •  Defining  roles  to  enhance   collaboraJon   •  Introducing  an  element  of   Jme  to  make  it  feel  more  like   a  game   •  Solving  a  mystery  using   scienJfic  informaJon  from  the   museum  
  • 29. LocaJon  InformaJon   Click  on  items  in  the   room  to  select  them   for  viewing  or  picking   up     Click  on  people  in   the  room  to  select   them  for   interviewing  or   showing  objects  to   To  show  an  item  that   you  already  have  to  a   Virtual  Character,  click   on  the  person,  then  click   Show  and  then  choose   the  item  that  you  want   to  show.     All  screens  tell  you   what  room  you’re   currently  in     To  view  an  item  in   the  room,  click  on   the  item  and  then   click  the  View   buon.     To  pick  up  an  item  in   the  room,  click  on   the  item  and  then   click  the  Pick  Up   buon.     To  interview  a   virtual  character   click  on  the  person   and  then  click   Interview    
  • 30. Context  and  Tools  Analyze   Communicate   InvesPgate   Decide  
  • 31. Mystery  @  The  Museum  -­‐  Game  Play   Parents  and  Kids  CollaboraJng   Fostering  CollaboraJon  Through  Roles   CollecJng  Virtual  Samples   Using Contextual Information “[The  game]  was  fun.     This  was  the  longest   I’ve  spent  with  my   [teenage]  son  without   arguing  with  him...”   -­‐parent  
  • 32. Experiment  with   collaboraJon   Audience’s   perspecJve   (expectaJons,   markeJng)   *what  do  interesJng  bridges  look  like?    
  • 33. What  is  POSIT?   •  (Developing)  Public  Opinion  of  Science  using  InformaJon   Technologies   •  POSIT  is  a  wireless  client-­‐server  system   •  Aimed  at  creaJng  authenJc  experiences  that  explore  complex   issues  in  science,  technology  and  society.   •  Built  on  exisJng  AR  infrastructure  developed  in  the  STEP  Lab  to   combine  locaJon  based  “Augmented  Reality”  experiences  with   opinion  dynamics  scenarios  using  Windows  Mobile  devices.   •  POSIT  seeks  to  engage  people  in  STS  issues.  
  • 34. 1st  POSIT  Game  Overview     –  Briefing  -­‐  PotenJal  biohazard  facility  in  Boston   –  Roles  -­‐  Playing  realisJc  roles  from  scienJst  to  resident   –  IniPal  Opinion  -­‐  Opinions  “in  role”  are  registered   –  CollecPng  Data  -­‐  Players  collect  informaJon  from   virtual  characters,  and  real  arJfacts/places   –  Sharing  Opinions  -­‐  Players  share  informaJon  that   they  have  collected  to  convince  others  of  their   [character’s]  point  of  view   –  Influencing  Others  and  Changing  Opinions  -­‐   Influence  key  individuals  to  sway  the  vote   –  Final  Decision  -­‐  voJng   Game  is  focused  around  a  single  yes/no  policy  ques?on   (fic?onalized).     E.g.,  “Should  we  build  a  biohazard  level  4  research   facility  in  our  community?”  
  • 35. POSIT  Walkthrough   •  Players  are  assigned  roles  and  receive  a  briefing   –  A  decision  must  be  reached  on  whether  or  not  to  build  the  research  facility.   –  Every  role  has  a  story  (e.g.  out  of  work  biotech,  concerned  parent)   •  Register  iniJal  opinions   •  Team  up  with  allies  and  target  the  opposiJon  
  • 36. POSIT  Walkthrough   Players…   •  conJnue  to  collect  informaJon,  and  change  their  own   opinions  accordingly.   •  interact  with  each  other,  use  their  evidence  to  sway  players   their  way.   •  constantly  monitor  the  way  the  group  is  leaning  and  target   parJcular  other  players  with  informaJon  that  they  collect.  
  • 38. POSIT  -­‐  End  Game   •  Players  in  the  end  vote  (based  on  their   final  opinions)  on  the  issue  at  hand.   •  In  a  discussion  following  the  game,  the   facilitator  leads  a  discussion  around:   •  The  real  controversy  on  which  the  game  is  based   •  The  experience  of  role  playing  different  opinions,  and   how  it  relates  to  their  personal  opinion   •  Evidence,  scien?fic  arguments,  and  persuasiveness   •  Factors  that  caused  opinions  to  change  over  ?me   •  A  histogram  of  the  opinions  of  the  group  at  different   ?mes  during  the  game   •  This  was  a  lot!   •  But  players  liked  it!  
  • 39. Deeply   engaging,   challenging   “hard  fun”   Audience’s   perspecJve   (expectaJons,   markeJng)   Experiment  with   collaboraJon   *what  do  interesJng  bridges  look  like?    
  • 40. Timelab 2100 •  It is the year 2100 and Climate Change has spun out of control •  Head back to 2012 to make small changes to the past •  Location specific information – e.g. –  By the river - Location is now under water –  By the bus stop – Consider incentives to increase use •  Also includes face to face discussion
  • 41. 41   Zoo  Scene  InvesJgators  (ZSI)   During the AR game ZSI, students… ª Play during field trips to Columbus Zoo & Aquarium ª Navigate the Asia Quest area to gather evidence mysterious nighttime intruder ª Learn about the “illegal wildlife trade” ª Collaborate across roles to share information ª Observe real animals and exhibits ª Gather virtual evidence and consult virtual experts  
  • 42. Leverage   physical   environment;   ConnecJons,   contrasts   exhibits/spaces   Audience’s   perspecJve   (expectaJons,   markeJng)   Experiment  with   collaboraJon   Deeply   engaging,   challenging   “hard  fun”   *what  do  interesJng  bridges  look  like?    
  • 43. Old  Sturbridge  Village   •  Dollars  &  Sense,  an  economic  history   game   •  Living  history  museum  (costumed   interpreters,  buildings,  animals,  etc.)   •  Take  perspecJve  of  1830s  rural  New   England  farm  family   •  Role-­‐playing  game  (factory  work,   investments,  buy  property)  
  • 44. Choices,   consequences   ParJcipaJon  is   the  reward   “no  one  fails   museums”   Audience’s   perspecJve   (expectaJons,   markeJng)   Experiment  with   collaboraJon   Deeply   engaging,   challenging   “hard  fun”   Leverage   physical   environment;   ConnecJons,   contrasts   exhibits/spaces   *what  do  interesJng  bridges  look  like?    
  • 45. TO  MAKING  GAMES   Moving  beyond  playing  games…   Learning   Real   World   Context   Games/ Sims  
  • 46. CSI  (Community  Science  InvesJgators)   Making  AR  Games  1.0   Collabora?on  with  Missouri  Botanical  Garden   Funded  though  NSF  ITEST  Award  #0833663  
  • 47. iCSI  (Informal  Community  Science   InvesJgators)   3-­‐year  NSF  funded  partnership  between:  Missouri   Botanical  Garden  (MO);  MIT  (MA);  Columbus  Zoo  (OH),   San  Diego  Zoo  (CA),  Red  Bue  Botanical  Gardens  (UT)   1.  Engage  informal  visitors  playing  AR  games   2.  Tweens/teens  making  AR  games  (summer  camps)   –  Leverage  AR  games  to  promote  STEM  knowledge/ engagement,  showcase  research,  foster  community   engagement  (ciJzen  science),  develop  21st  cent.  skills.   –  Create  replicable  model,  best  pracJces  &  tools  for   other  informal  learning  insJtuJons   Funded  by  NSF  ISE  Grant  #  1223407  
  • 48. Send  out  the  pioneers!   So  as  we  conJnue  to  explore  this  space:   •  Best  pracJces  (game  design)   •  Powerful  tools  (making  powerful  games)   •  Research  findings   Fall/Winter  2013  –  TaleBlazer  will  be  available   coming  to  an  App  Store  or  Google  Play  near  you!     •  If  you’re  a  “pioneer”  (esp.  Android),   please  talk  with  me…  
  • 50. Thanks!   Judy  Perry,  MIT  STEP  Lab  <jperry@mit.edu>   hp://TaleBlazer.org   hp://educaJon.mit.edu   •  Many  thanks  to  Eric  Klopfer  (Director,  MIT  STEP  Lab),  Lisa  Stump    &  the   TaleBlazer  development  team  (MIT),  Josh  Sheldon  (MIT/STEP);  Renata   Pomponi  &  Drew  Buckley  (Mass  Audubon);  Rhys  Simmons  and  his  team   (OSV);  Columbus  Zoo  &  Aquarium   •  Funded  in  part  by  NSF  Grants  #  0833663,  #1223407;  and  the  Columbus   Zoo  &  Aquarium.