Stakeholders Stakeholder Role Primary Concerns 1. Paul Lindley (ISD/ CRM/ SME) 1. Professor at Walker University who approached a local alternative high school principal about the development of an educational video game for Social Studies classrooms
2. Specializes in Educational Technology
1. Securing funding for game development of an educational video game for an alternative high school 2. Establishment of objectives/ learning goals to drive the video game design 3. Wants to really focus on exploring ideas and get an idea of the constraints they are up against, so that they match up the learning with each states standards Must gather information about standards to establish some learning goals Get a better sense of the players (interview students) Figure out how the game will be used (interview teachers- needs analysis) Technology accessibility Must build background 3. Creation of teaching guides to make the implementation of the game easy- narrowing down the ideas to make this game an effective educational tool 2. Bob Reckowski (client, partner) 1. Principal and teacher at an alternative high school 2. Used interest to develop an instructional module for examining the internment of Japanese Americans during WW2 and baseballs role in the camps they were placed in 3. Focuses on teaching using Project Based Learning (student focused and real-world learning experiences, strategies, and methodologies) 1. The games must reflect the learning goals and there needs to be an interesting story with choices that are connected to learning (standards) with real events
2. Meeting the standards and creating objectives
3. Creating objectives and tying down a design revolving around baseball Paul Lindley Case Analysis 2
Paul Lindley Case Analysis
2
3. Graduate Students (partners) 1. Walker University students of Paul Lindley who are responsible for designing an educational video game for an alternative high school and develop and conduct interest surveys, needs assessments, and Devils advocates (why do teachers or dont teachers use gaming in the classroom)- investigators and barnstormers 2. Experience varies Kevin: considered a hard- core gamer Linda: Library Science student who was working on problem solving about how to implement games within the context of the modern libraries Bo: student former teacher from China, plays games to better understand the medium of games. Strong interest in motivating students Jamie: almost no experience with video games, except that her children play video games
1. None of the students have ever worked on educational game design 2. Linda was worried about violence in the games being an issue 3. Very little experience with games in the classroom nor the content 4. Little experience 5. Jamie wants to make sure they focus on real events, violence needs to be nonexistent for her to buy-in 6. Difficulty agreeing on the module design Paul Lindley Case Analysis 3
Paul Lindley Case Analysis
3 4. Teachers & Students (target audiences/ clients & teachers could be SMEs) 1. Teachers: Implementers, planners, SMEs (excited about the game) 2. Students: Users, beta-testers as well 1. Concerned with the primary goals- need to meet the standards they must teach 2. Students have difficulty making connections to history-interested in the game- but they found that some were only interested due to the baseball 3. Time constraints teaching content and are in need of feedback (scores) to track student progress 4. Availability of technology- limited access Design Challenges & Potential Solutions B: Weak Project Charter (Implementation Phase of ADDIE) Priority: 2 Description: There is a question as to whether or not the designers should work with commercially produced game designers because they lack the resources to produce a high quality and engaging game at the same quality level. Issues: There is very little experience as far as the design of games is concerned. They also are bantering back and forth as to what the game should look like, how to track progress as students finish, and build background knowledge and content knowledge as they play. Justification: Unless there is dependency and consensus between the stakeholders, the project will continue to be out of synch with Pauls idea and the Bobs vision of the game. Priority: 1 Description: Create objectives for learning through gaming by narrowing down the content and matching it to state standards which are relevant across the curriculum as well as engaging. Issues: A large inventory of interest and needs was collected and shared, but there has been no establishment of a framework. They need to develop instructional strategies for teaching content within the game that is historically accurate and racially sensitive. Justification: Adapting the working methodology and framework to one more adequate to development of a game that will allow for the group to design a game with meaningful and engaging content within timeframes that need the parameters of the teachers schedules and Paul Lindley Case Analysis 4
Paul Lindley Case Analysis
4 Prioroties & Recommendation
Solution 1: Create objectives to drive development.
Outline: Work with project team on defining learning goals, timelines, and tasks of remaining work to be done. Set clear goals based on the needs and interests of those interviewed. Pros: An integrated plan and design based on solid learning goals will have a higher likelihood to achieve success and gain support for implementation. Cons: Revisiting the planning stage might be seen as a step backward. Challenges: Clearly moving forward through the development of objectives / learning goals implementation needs to occur. Following the outline above, the team can identify critical points of dependency and overlap in content. With objectives identified, a scope of implementation can be planned ahead of time, and the games can meet the needs of the students while building their content knowledge.
Solution 2: Discuss with commercial gaming produces to help develop the framework for developing web-based learning that incorporates the challenges of implementation and the lack of resources and meet with teachers to design web-based guides to accompany the game and track the increase of content knowledge.
Outline: Loop teachers into the discussion with commercial gaming designers about the overall architecture and delivery for a new batch of teacher web-based guides to accompany the game. Highlight lessons learned about need for more integrated project management with gaming and product Pros: Paul and Bob will be seen as leaders taking gaming in a new strategic direction. It will address the need to adopt a new architecture that will support the new content in the most engaging way. Cons: Releasing control and opening the game up to a new direction that might involve more provocative liabilities. Challenges: Simply moving knowledge dissemination into an online game does not mean it is engaging and students are learning. The advantage of gaming is engagement and relevance, which allows for connections to be made more easily. Furthermore, there is a larger architecture question at hand. The current game modules are not adequate and students dont like it.
Final Recommendation Meet with commercial designers after establishing objectives created with the assistance of classroom teachers and Bob. Implement the game in a testing environment to provide them with feedback to drive the modifications. Address the immediate need for project management and scope of implementation into the alternative school. Strategy forward Paul Lindley Case Analysis 5
Paul Lindley Case Analysis
5 Meet with Bob, other teachers interviewed, and students interviewed to explore issues and suggestions with regards to the content. Refer to experience of staff members and execute a needs analysis for gaming methods at for specific demographics in to producing web-based learning and guides.
Paul Lindley Case Analysis 6
Paul Lindley Case Analysis
6 References
Ertmer, P. A., & Quinn, J. (2007). The ID Casebook: Case Studies in Instructional Design (3rd ed.). Upper Saddle River: Pearson/Merrill Prentice Hall.