How well does it appear to deliver on its educational objectives?
(This is is an analysis performed without user studies, so it is not possible to verify this here. That is left to other methodologies.)
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Instructional Strategies Are the instructional strategies appropriate for the learning outcome(s)?
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This relates to gameplay, but is specifically focused on how well the gameplay matches the intended educational objectives. For example, a guessing game or drill and practice may be appropriate for for learning anatomy, but not for Mendelian genetics.
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Instructional Design Is the design in keeping with Merrill's 1st Principles of Instruction? Each principle is assessed pass/fail, and the score is the sum.
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| Problem | Learning is facilitated when learners are engaged in solving real-world problems. |
| Activation | Learning is facilitated when existing knowledge is activated as a foundation for new knowledge. |
| Demonstration | Learning is facilitated when new knowledge is demonstrated to the learner. |
| Application | Learning is facilitated when new knowledge is applied by the learner. |
| Integration | Learning is facilitated when new knowledge is integrated into the learner’s world. |
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Objectives Does it appear to meet the educational objectives?
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It is not possible to guarantee that any particular objective will be met in an educational object like this, but it is possible to assess whether or not it provides the necessary 'raw materials'.
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Integration In a serious game it is essential that the desired learning outcomes be part of the required interactions of the game.
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Does it pass Becker's Lazy Test (BLT)? It should not be possible to get through by brute force or by random chance.
Are the educational objectives included among the required learning in the game? It should not be possible to get through the game while ignoring the learning objectives. The required learning in the game should be PART of the game and not only found in pop-up screens of text.
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Accuracy Does the game contain accurate information?
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Even though no game can be completely accurate, it is crucial that all of the facts associated with the learning objectives be correct, and that the needed concepts and principles are clear. There should be nothing here that is misleading.
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Assessment
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Is scoring in the game related to the learning content?
explain
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Where possible, links to studies using this game in educational settings are listed and studies cited.
How does it fare when viewed through the lens of the Magic Bullet Model?
This section examines the game through the lens of the Magic Bullet model to see how well the various learning elements are balanced. This looks at both the overall balance and the educational components
In each of these categories the rating is determined by how well the balance of the elements fits the type of game it is, its intended use and audience.
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Overall Balance
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Is the relationship between the 4 main categories appropriate for this game given its intended use?
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Can vs. Must
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Is it possible to get through the game without learning anything (i.e. without meeting any of the educational objectives)?
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Operational vs Educational
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Is the required operational learning appropriate for the game's intended purpose?
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Educational vs Discretionary
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Is there an appropriate balance of learning and fun?
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General explanation goes here.
Not Scored
What theories, models, or principles were used in the design of this game?
Constructivist, and Inquiry Based Learning Theories
This particular game was analyzed as part of a course requirement. The theories for the week included:
Assimilation and Accommodation (Piaget)
Developmental Learning (Piaget)
Zone of Proximal Development(Vygotsky)
Behaviorism (Skinner)
Facts, Concepts, and Schemas
Constructivism (Papert)
It's possible to superimpose virtually every one of these theories onto the game, but at some point it becomes very much like Astrology: people can always find aspects that apply to them which gives the appearance of validation. However, if we take a stricter view, then we get this:
Assimilation and Accommodation (Piaget)
This assumes at least some prior concepts or theories on the part of the player.
If the player already knows about osmosis, then this theory may apply in that players may use their experiences in the game to adapt their existing notions about how osmosis works.
On the other hand, if they don't already know about the subject matter it is quite possible that playing this game will not help, at least not without considerable additional outside (read: teacher or other facilitator) help.
Developmental Learning (Piaget)
This game is claimed to be targeted at all ages, so differences in the player's stage of developmental learning should not play a role. That having been said, it seems quite clear that this game will work better with some age groups than others. I would say the ideal age group for this game would be middle school (G4-8)
Zone of Proximal Development(Vygotsky)
This theory predicts that optimal learning happens when the difficulty of the activity is just on the edge of the player's ability, often requiring the help of others in order for the player to succeed. As this is not particularly a social game and there is not readily available community of learners, this theory doesn't really apply.
Again, just as was said regaring Assimilation and Accomodation, WITH help, this theory might apply, but without the help of someone who actually knows the subject matter and who can accurately explain what's going on in the game, ZPT is not at play here.
Behaviorism (Skinner)
Facts, Concepts, and Schemas
It may well be that the designers were counting on the player's development of various schema in order to pick up the necessary concepts involved in the process of osmosis. I am not convinced that they succeeded. There is insufficient scaffolding in this game to facilitate the necessary concept building. There is a very short page explaining the process of osmosis, which I find somewhat confusing. Some sort of teacher's guide could go a long way towards making this game viable as a learning object.
Constructivism (Papert)
This is likely the primary theory that was employed in the development of this game. The main idea was to permit players to explore and play around with Osy, and through discovery, to figure out the concepts - thus constructing understandings for themselves. As in with the previous theory, I am unconvinced that the designers succeeded.
I'm building a list of theories and principles here.
(At the time of this writing, it is still empty. Sorry.)