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Collaborative
Information Seeking
in theWild:
Student-Initiated
Solutions and
Strategies to Support
Game Design
2013 CISSL Conference
Rebecca Reynolds, Assistant Professor
School of Communication & Information, Dept. of Library and
Information Science, Rutgers University
Globaloria is a guided discovery-based game design program and
curriculum offered by the WorldWide Workshop, a NYC non-profit.
MS, HS, CC teachers and students gain experience and expertise in
a range of agential digital practices.
Globaloria is currently active
in 4 U.S. states: CA,TX, NY,WV, >2000 students
E-Learning Environment as Information System
Flash software, Wiki
Environment, Curriculum, Tutorials
“Hands On” Training Sessions (virtual, local)
• Globaloria Academy – In-person, intensive trainings (3)
• Online Mini Webinars - Web-based workshops (7)
Globaloria Mentors Program
Experienced educators take on a leadership role by
supporting other educators
“24/7” Virtual Support
• Expert Support via wikis, blogs, email, WebEx
• Educator Community Development – private
educators community wiki, peer-to-peer mentoring, weekly
educators newsletter, sharing teaching & learning reports
Rewards and Recognition
•Teachers: Stipends and Graduate credits are earned
•Students: Nationally-Recognized Game Design
Competitions
Learning Supports for Students and Educators:
Domains of Learning and Expertise
• Game Example
• Constructionist digital literacy (skills needed in knowledge economy =>
6-CLAs)
• Computational thinking through game design in Flash and programming in
Actionscript
• Core curricular subject matter:
o When game subjects are linked to core curriculum and students deepen
knowledge about topic through online research and design
• STEM career interests: Technology & Engineering; Computer Science
• Motivation, Affect, Attitudes, Life Choices, New Possibilities and Horizons
Globaloria Game Design Program Learning Objectives:
Cultivate the Six Contemporary Learning Abilities (6CLAs)
Developing games in a social e-learning system cultivates participatory
practices that simulate productive engagement in today’s digital cultures
and knowledge-based economy
The Six Contemporary Learning Abilities (6CLAs):
Developing games in a wiki-supported social learning system cultivates
participatory practices that simulate productive engagement in today’s
digital cultures and knowledge-based economy
Means-focused rather than ends-oriented
• Instead of identifying a set of prescribed outcome *skills* like
most info/digital literacy models, emphasizes a set of
*practices* in which learners can gain *expertise*
• Proposes that coordinated engagement in the 6 dimensions
in parallel has particular value, is synergistic
• Digital content creation and computation (programming)
• Resource use / info-seeking with a task-driven purpose
• Social media use for productivity
• Online communication for work not leisure
• Gives educators guidance for specific activities, rather than
exhorting them to meet outcome objectives with little further
support (e.g., AASL Standards for the 21st Century Learner;
NETS Standards)
What’s Unique About the CLAs Model?
Curriculum & syllabus integrates learning about
game subject topic AND
Game design, programming and mechanics
Syllabus
Topics
Addressing
Game Subject
Syllabus Topics
Addressing Game
Design, Programming
and Mechanics
• In Constructionist / discovery-based / inquiry-based learning:
Learners
• a) engage with and learn a core content domain, AND,
• b) engage with and find resources to support their
learning
• Simulates informal, naturalistic learning
• Gives students experience with autonomous, agentive
inquiry and creation
• In Constructionist learning, in particular, creative
production, design and programming are the central
purposes that drive the inquiry.
My Research: Issues of Structure and Agency
in Socio-Technical e-Learning Systems Research
• History of positive results around student computational
thinking, engagement, affect, meta-cognition in
Constructionist contexts (e.g., Kafai, 1995; Bruckman &
Resnick, 1995; Kafai & Resnick, 1996; Urrea, 2001, 2002; Cavallo, 2004; Kafai
& Ching, 2004; Kafai, 2006; Peppler, Kafai & Chiu, 2007; Klopfer, 2008;
Reynolds, 2008).
• Learning Sciences: Productive failure (Kapur & Kinzer)
• Psychology: Self-determination theory, intrinsic motivation
(Deci & Ryan), goal theory literature (performance vs.
mastery goals, Dweck)
Issues of Structure and Agency
in Socio-Technical e-Learning Systems Research
Kirschner, Sweller & Clark (2006):
Why Minimal Guidance During Instruction Does Not Work: An
Analysis of the Failure of Constructivist, Discovery, Problem-
Based, Experiential, and Inquiry-Based Teaching
• Staunch objection to constructivist learning on basis of
cognitive load research
• Objection criticized for over-simplifying “constructivism”
(Hmelo-Silver, Duncan, Chinn, 2007)
• Cue the Debate!
• Reflective of ongoing disciplinary siloes:
• Cognitive psych, motivation / dev psych, educational
psychology, psychometrics, design-based research in the
learning sciences, etc.
Issues of Structure and Agency
in Socio-Technical e-Learning Systems Research
Results so far in the Globaloria context:
Reynolds & Harel Caperton (ETR&D, 2011): Student affect and
attitudes vary towards the autonomy-supportive, semi- and ill-
structured activities in Globaloria
• Some +, some -
• Why the variation?
Reynolds (ICA, 2011): intrinsic motivation positively correlated
with game quality (measured thru content analysis); extrinsic
motivation negatively correlated
Reynolds & Chiu (ICLS, 2012): Multi-level analysis model at
team level of analysis supports 2011 findings for intrinsic
motivation positive contribution to team outcome scores
Issues of Structure and Agency
in Socio-Technical e-Learning Systems Research
How does Globaloria structure and scaffold students?
Our current research team’s story:
• Took inventory of Globaloria curriculum & resources
• Information Science perspective:
• Task and cognitive load
• Literature review
• Primary tasks supported, secondary unsupported
• Finding:
• Collaboration & Inquiry meta-processes are
under-structured
• Discovery not scaffolded. . .
• Information scientists to the rescue . . . Guided Inquiry
anyone? 
[Task Driven Search videos]
Videos: Search to Support Programming
Videos: Search to Support Design
Videos: Search to Support Game Subject Narrative
Videos: Discussion of System Limitation
• Design-based research
• Acknowledging issues of cognitive load and lack of structure
• Kids are not getting these skills elsewhere, so we have to
build it in. . .
• Does the setting as it stands still yield positive results?
o Other research we’re conducting indicates statistically significant
increases in student self-efficacies across most CLA dimensions;
many are learning.
BUT: Can we make Globaloria work better? Reach more kids?
Shift from less intrinsic to more?
• With additional support for Inquiry and Collaborative meta-processes, we
hypothesize yes.
• Grant proposal to test new scaffolds
How Information ScienceTheory Contributes. . .
Next Steps
• Think more about generalizability of these findings:
• Information systems for e-learning
• Refine CIB model as explanatory model for project-
based e-learning contexts
• Work with WWW to refine scaffolds
• Analyze full observational dataset, publish
• Continue refining quantitative explanatory multi-level analysis
models
• Review year over year results, as structures have improved
• In the next 3 years, continue strengthening evidence base
towards understanding this type of learning context
(Design, and, Outcomes)
Rebecca.reynolds@gmail.com
Rutgers University website
http://comminfo.rutgers.edu/directory/rbreynol/index.html
Thanks to IMLS!
Thanks to my partners!
CISSL at Rutgers
Globaloria.org
Worldwideworkshop.org
Thank you!

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Collaborative Information Seeking in the Wild: Student-Initiated Solutions and Strategies to Support Game Design

  • 1. Collaborative Information Seeking in theWild: Student-Initiated Solutions and Strategies to Support Game Design 2013 CISSL Conference Rebecca Reynolds, Assistant Professor School of Communication & Information, Dept. of Library and Information Science, Rutgers University
  • 2. Globaloria is a guided discovery-based game design program and curriculum offered by the WorldWide Workshop, a NYC non-profit. MS, HS, CC teachers and students gain experience and expertise in a range of agential digital practices.
  • 3. Globaloria is currently active in 4 U.S. states: CA,TX, NY,WV, >2000 students
  • 4. E-Learning Environment as Information System
  • 5. Flash software, Wiki Environment, Curriculum, Tutorials “Hands On” Training Sessions (virtual, local) • Globaloria Academy – In-person, intensive trainings (3) • Online Mini Webinars - Web-based workshops (7) Globaloria Mentors Program Experienced educators take on a leadership role by supporting other educators “24/7” Virtual Support • Expert Support via wikis, blogs, email, WebEx • Educator Community Development – private educators community wiki, peer-to-peer mentoring, weekly educators newsletter, sharing teaching & learning reports Rewards and Recognition •Teachers: Stipends and Graduate credits are earned •Students: Nationally-Recognized Game Design Competitions Learning Supports for Students and Educators:
  • 6. Domains of Learning and Expertise • Game Example • Constructionist digital literacy (skills needed in knowledge economy => 6-CLAs) • Computational thinking through game design in Flash and programming in Actionscript • Core curricular subject matter: o When game subjects are linked to core curriculum and students deepen knowledge about topic through online research and design • STEM career interests: Technology & Engineering; Computer Science • Motivation, Affect, Attitudes, Life Choices, New Possibilities and Horizons
  • 7. Globaloria Game Design Program Learning Objectives: Cultivate the Six Contemporary Learning Abilities (6CLAs) Developing games in a social e-learning system cultivates participatory practices that simulate productive engagement in today’s digital cultures and knowledge-based economy
  • 8. The Six Contemporary Learning Abilities (6CLAs): Developing games in a wiki-supported social learning system cultivates participatory practices that simulate productive engagement in today’s digital cultures and knowledge-based economy
  • 9. Means-focused rather than ends-oriented • Instead of identifying a set of prescribed outcome *skills* like most info/digital literacy models, emphasizes a set of *practices* in which learners can gain *expertise* • Proposes that coordinated engagement in the 6 dimensions in parallel has particular value, is synergistic • Digital content creation and computation (programming) • Resource use / info-seeking with a task-driven purpose • Social media use for productivity • Online communication for work not leisure • Gives educators guidance for specific activities, rather than exhorting them to meet outcome objectives with little further support (e.g., AASL Standards for the 21st Century Learner; NETS Standards) What’s Unique About the CLAs Model?
  • 10. Curriculum & syllabus integrates learning about game subject topic AND Game design, programming and mechanics Syllabus Topics Addressing Game Subject Syllabus Topics Addressing Game Design, Programming and Mechanics
  • 11. • In Constructionist / discovery-based / inquiry-based learning: Learners • a) engage with and learn a core content domain, AND, • b) engage with and find resources to support their learning • Simulates informal, naturalistic learning • Gives students experience with autonomous, agentive inquiry and creation • In Constructionist learning, in particular, creative production, design and programming are the central purposes that drive the inquiry. My Research: Issues of Structure and Agency in Socio-Technical e-Learning Systems Research
  • 12. • History of positive results around student computational thinking, engagement, affect, meta-cognition in Constructionist contexts (e.g., Kafai, 1995; Bruckman & Resnick, 1995; Kafai & Resnick, 1996; Urrea, 2001, 2002; Cavallo, 2004; Kafai & Ching, 2004; Kafai, 2006; Peppler, Kafai & Chiu, 2007; Klopfer, 2008; Reynolds, 2008). • Learning Sciences: Productive failure (Kapur & Kinzer) • Psychology: Self-determination theory, intrinsic motivation (Deci & Ryan), goal theory literature (performance vs. mastery goals, Dweck) Issues of Structure and Agency in Socio-Technical e-Learning Systems Research
  • 13. Kirschner, Sweller & Clark (2006): Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem- Based, Experiential, and Inquiry-Based Teaching • Staunch objection to constructivist learning on basis of cognitive load research • Objection criticized for over-simplifying “constructivism” (Hmelo-Silver, Duncan, Chinn, 2007) • Cue the Debate! • Reflective of ongoing disciplinary siloes: • Cognitive psych, motivation / dev psych, educational psychology, psychometrics, design-based research in the learning sciences, etc. Issues of Structure and Agency in Socio-Technical e-Learning Systems Research
  • 14. Results so far in the Globaloria context: Reynolds & Harel Caperton (ETR&D, 2011): Student affect and attitudes vary towards the autonomy-supportive, semi- and ill- structured activities in Globaloria • Some +, some - • Why the variation? Reynolds (ICA, 2011): intrinsic motivation positively correlated with game quality (measured thru content analysis); extrinsic motivation negatively correlated Reynolds & Chiu (ICLS, 2012): Multi-level analysis model at team level of analysis supports 2011 findings for intrinsic motivation positive contribution to team outcome scores Issues of Structure and Agency in Socio-Technical e-Learning Systems Research
  • 15. How does Globaloria structure and scaffold students? Our current research team’s story: • Took inventory of Globaloria curriculum & resources • Information Science perspective: • Task and cognitive load • Literature review • Primary tasks supported, secondary unsupported • Finding: • Collaboration & Inquiry meta-processes are under-structured • Discovery not scaffolded. . . • Information scientists to the rescue . . . Guided Inquiry anyone?  [Task Driven Search videos]
  • 16. Videos: Search to Support Programming
  • 17. Videos: Search to Support Design
  • 18. Videos: Search to Support Game Subject Narrative
  • 19. Videos: Discussion of System Limitation • Design-based research • Acknowledging issues of cognitive load and lack of structure • Kids are not getting these skills elsewhere, so we have to build it in. . . • Does the setting as it stands still yield positive results? o Other research we’re conducting indicates statistically significant increases in student self-efficacies across most CLA dimensions; many are learning. BUT: Can we make Globaloria work better? Reach more kids? Shift from less intrinsic to more? • With additional support for Inquiry and Collaborative meta-processes, we hypothesize yes. • Grant proposal to test new scaffolds
  • 20. How Information ScienceTheory Contributes. . .
  • 21. Next Steps • Think more about generalizability of these findings: • Information systems for e-learning • Refine CIB model as explanatory model for project- based e-learning contexts • Work with WWW to refine scaffolds • Analyze full observational dataset, publish • Continue refining quantitative explanatory multi-level analysis models • Review year over year results, as structures have improved • In the next 3 years, continue strengthening evidence base towards understanding this type of learning context (Design, and, Outcomes)
  • 22. Rebecca.reynolds@gmail.com Rutgers University website http://comminfo.rutgers.edu/directory/rbreynol/index.html Thanks to IMLS! Thanks to my partners! CISSL at Rutgers Globaloria.org Worldwideworkshop.org Thank you!

Notas do Editor

  1. This presentation reports on work being done in the context of . . . .
  2. How do we plan to grow exponentially in a way that is sustainable? Strong and innovative Professional Development programs for educators, principals and students ensure the community can self-manage, grow and develop.Hands-on training: Mentor program – cascading and taken to scaleVirtual support – sustainable, scalable – walking our talkRewards & Recognition – we pay
  3. In addition to the amazing impact we have seen over the past few years researching and evaluating the Globaloria program we…We are in unique position of having everything we do be rooted in years of academic research and real-world practice. In the 1980s and 1990s, while at Harvard and the MIT Media Lab, Idit really founded the concept that children learn best by designing – when they are programming computers instead of computers programming them. Ground breaking research with children in Bronx, showing how software designing could change their relationship to education and their engage them in learning in a way that had not been seen before
  4. In addition to the amazing impact we have seen over the past few years researching and evaluating the Globaloria program we…We are in unique position of having everything we do be rooted in years of academic research and real-world practice. In the 1980s and 1990s, while at Harvard and the MIT Media Lab, Idit really founded the concept that children learn best by designing – when they are programming computers instead of computers programming them. Ground breaking research with children in Bronx, showing how software designing could change their relationship to education and their engage them in learning in a way that had not been seen before
  5. In addition to the amazing impact we have seen over the past few years researching and evaluating the Globaloria program we…We are in unique position of having everything we do be rooted in years of academic research and real-world practice. In the 1980s and 1990s, while at Harvard and the MIT Media Lab, Idit really founded the concept that children learn best by designing – when they are programming computers instead of computers programming them. Ground breaking research with children in Bronx, showing how software designing could change their relationship to education and their engage them in learning in a way that had not been seen before
  6. In addition to the amazing impact we have seen over the past few years researching and evaluating the Globaloria program we…We are in unique position of having everything we do be rooted in years of academic research and real-world practice. In the 1980s and 1990s, while at Harvard and the MIT Media Lab, Idit really founded the concept that children learn best by designing – when they are programming computers instead of computers programming them. Ground breaking research with children in Bronx, showing how software designing could change their relationship to education and their engage them in learning in a way that had not been seen before
  7. In addition to the amazing impact we have seen over the past few years researching and evaluating the Globaloria program we…We are in unique position of having everything we do be rooted in years of academic research and real-world practice. In the 1980s and 1990s, while at Harvard and the MIT Media Lab, Idit really founded the concept that children learn best by designing – when they are programming computers instead of computers programming them. Ground breaking research with children in Bronx, showing how software designing could change their relationship to education and their engage them in learning in a way that had not been seen before
  8. In addition to the amazing impact we have seen over the past few years researching and evaluating the Globaloria program we…We are in unique position of having everything we do be rooted in years of academic research and real-world practice. In the 1980s and 1990s, while at Harvard and the MIT Media Lab, Idit really founded the concept that children learn best by designing – when they are programming computers instead of computers programming them. Ground breaking research with children in Bronx, showing how software designing could change their relationship to education and their engage them in learning in a way that had not been seen before
  9. Site visits, interviews, observationsBeing up close and personal yielded insightsPrimary task: Game designSecondary tasks: Other CLAsRange of resourcesCollaboration as practiceE-Learning platform hosts
  10. Site visits, interviews, observationsBeing up close and personal yielded insightsPrimary task: Game designSecondary tasks: Other CLAsRange of resourcesCollaboration as practiceE-Learning platform hosts
  11. Site visits, interviews, observationsBeing up close and personal yielded insightsPrimary task: Game designSecondary tasks: Other CLAsRange of resourcesCollaboration as practiceE-Learning platform hosts
  12. Site visits, interviews, observationsBeing up close and personal yielded insightsPrimary task: Game designSecondary tasks: Other CLAsRange of resourcesCollaboration as practiceE-Learning platform hosts
  13. Site visits, interviews, observationsBeing up close and personal yielded insightsPrimary task: Game designSecondary tasks: Other CLAsRange of resourcesCollaboration as practiceE-Learning platform hosts
  14. Site visits, interviews, observationsBeing up close and personal yielded insightsPrimary task: Game designSecondary tasks: Other CLAsRange of resourcesCollaboration as practiceE-Learning platform hosts
  15. In addition to the amazing impact we have seen over the past few years researching and evaluating the Globaloria program we…We are in unique position of having everything we do be rooted in years of academic research and real-world practice. In the 1980s and 1990s, while at Harvard and the MIT Media Lab, Idit really founded the concept that children learn best by designing – when they are programming computers instead of computers programming them. Ground breaking research with children in Bronx, showing how software designing could change their relationship to education and their engage them in learning in a way that had not been seen before