Beruflich Dokumente
Kultur Dokumente
Prospectus
Daniel J. Pool
Table of Contents
Abstract Pg. 3
References Pg. 10
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Abstract
This proposal describes a research study in which a game will be created to teach
Standards. The proposed research will utilize several fields of research in order to build a
framework for future instructional design. The study will present a sample of students with a
video game that they will play on their own. Afterward, they will answer a few short survey
questions and a test. A second group of students will only take the survey and the test as a
control. The test will be based on the research instrument Tool for Real-Time Assessment of
Information Literacy Skills as developed by Kent State University. The research proposed builds
on a current research need in the field information literacy instruction in regards to games.
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Research Problem
How can games be designed to instruct information literacy? There is a wide range of
research supporting that games can teach complex tasks to a player (Chou, 2015), and many of
these reports promise results that suggest games will revolutionize the field of education (Pettey,
2012). However, many of these positive reports come from businesses that specialize in creating
gamified programs for corporations at a cost (Walz & Deterding, 2015). Empirical studies do
overwhelmingly suggest that gamification has a positive effect on increasing desired behaviors
(Hamari, Koivisto, & Sarsa, 2014). There is little peer-reviewed theoretical structure to
understand why games succeed or fail at the design level. Experiments have offered radical
results ranging from ‘games are the best teaching tool ever conceived’ to ‘games are a waste of
time’ (Zichermann, 2013). The varying results could be because of a lack of theoretical structure
in designing courses. Which elements elicit these changes are understudied. A framework is
needed in order to codify what design elements can elicit desired responses.
instruction (Koufogiannakis and Wiebe, 2006). Likewise, in Education fields, there have been
several studies on the use and design of games for teaching many subjects (Clark, Tanner-Smith,
and Killingsworth, 2016). Using both disciplines, this study proposes to use information literacy
Conceptual Framework
The field of Information Science has several frameworks for discussing information
seeking behavior. Kuhlthau’s Information Search Process (ISP) model incorporates thoughts,
feelings, and actions of the user as they search to fulfill information need (Kuhlthau, 1999).
Users begin their search with uncertainty about what they need or are looking for and then move
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toward finding what they need. The end result is not always satisfactory but the user narrows
their search over repeated cycles. This model is applicable to how players learn game mechanics.
At first, a player may not understand how to interact with a game. Over time, however, the game
introduces elements to them that build upon one another till they understand how to play. When
they fail, the game often has immediate feedback to guide the player toward what they should do
Games have been studied in the Education field for decades largely in regards to
motivation (Ebner & Holzinger, 2005). The theory being that because games are intrinsically
motivating then students would want to play them and would learn as a side effect thereof. This
was largely implemented through gamification or the introduction of game design ideas in
nongame contexts (Brigham, 2015). This would be like gaining points for every completed
assignment in a class. Gamification in this way is often treated as adding game-like elements out
of context to a non-game task (Burke, 2014). Detractors point out that this kind of gamification
often can actually harm players because the design does not add understanding or entertainment
The goal of this study is to combine education and information science principles to
optimize the design of an educational information literacy games. Information Science and
Education have strong theories on how students learn and find the information they need.
Together, these theories can describe the design features that have the potential to create a
working model information literacy lessons through games. The proposed framework for this
study is a combination of Kuhlthau’s Information Search Process and the ACRL standards. The
Information Search Process will be used as a theoretical philosophy for the design of the game.
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The ACRL standards will be used as an assessment instrument for measuring student
performance.
Review of Literature
Games in education have been in vogue as it was found that students may spend as much
as ten or fifteen hours per week playing them voluntarily (Eichenbaum, Bavelier, & Green,
2014). Finding a way to motivate students to spend that much on their studies would ‘change the
game’ of education. Games are found to be intrinsically motivating to players as they reward
them in small doses over the course of a play session. Schools, like Quest to Learn, have used
these game design mechanics to inform their programs and help involve students actively in their
own studies (Toppo, 2015). Gamifying learning with scores and badges can encourage students
through competition (Brigham, 2015). This kind of engagement creates mastery of subjects
through a sense of self-efficacy (McGonigal, 2010). Students learning through games tend to
learn more, quicker, and for longer than other mediums (Young et al, 2012).
Libraries have sought to use games as a way to involve patrons in programs for several
years (Cote, Kraemer, Nahl, & Ashford, 2012). Even creating virtual reference desks online to
help patrons. Games require users to perform many complex mechanics to operate within the
virtual world but operate below the user’s passing perception (Becker, 2013). This means that
games can instruct players on how to navigate their worlds without additional materials, study
For example, libraries have used Minecraft to teach subjects such as digital citizenship
(Hill, 2014). One study took several elementary age children and let them play the popular block
placing game without direction until they understood the game. Once they understood the game,
they were given a task to work towards as a group. Then the librarians overseeing the project let
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them create their own groups, manage their own projects, and settle disputes with supervision. At
the end of the project, the students were able to verbalize the role of digital citizenship and
Educational games have come under fire recently as their results have been overstated
(Hamilton, 2010). The issue being that research shows positive learning in the specific task that
the game centers. That learning, however, does not seem to carry over to other subjects or
learning areas. Lumosity, for example, is one of the largest ‘brain games’ companies that
advertised being able to stop dementia, reverse Alzheimer’s, and increase memory (Noё, 2016).
After a lawsuit, the company is having to pay customers back after misleading. An investigation
found that the company did not have significant research to support their claims. The scientific
community is conflicted over these ‘brain games’, however, as studies show but positive and
negative results (Dvorsky, 2016). This is because games have overwhelmingly shown to increase
knowledge in subjects as long as they were only tested on the specific task covered in the game.
One meta-analysis suggested this is because of poor evaluation and scientific process in the
games field (Simons et al, 2016). These findings suggested that more studies with proper
procedures are necessary to understand the underlying principles that previous research has
missed.
Study Proposal
For this study, a video game based on the information literacy instruction standards will
be created. A control group and an experimental group will be chosen at random from the
respondents to complete the research. The control will be given a survey and a short test over
information literacy objectives. The experimental group will be presented with information
literacy problems based on ACRL standards in a digital library environment and then complete
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the survey and short test. The surveys will ask for basic demographic information. The short tests
The game will mimic a library setting. There will be distinct sections found in real
libraries. Students will be presented a series of problems that they have to solve using
information literacy skills. The problems in game will mimic real world applications of using a
library. Each problem will be tied to an ACRL standard. To successfully complete the game,
each player will have to complete at least one performance indicator for each of the five
standards. The research will be considered successful if the experimental group shows an
average higher score on their post intervention assessment than the control group without an
intervention.
For this research, the game will be set in a fantasy world in which the player takes on the
role of a student completing an assignment within a timelimit. The student will have to complete
five tasks that align to the five ACRL standards of an information literate student. The five
5. Understand economic, legal, and social issues surrounding the use of information
In the game, this will be represented by the player researching a task. They will be
presented a research problem and will have to use the resources available to them to decide how
best to complete that task. First, the player will need to identify what they need in order to
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complete their task (Eisenberg, Lowe, and Spitzer, 2004). Then they will determine their
research strategy with the resources available to them in the game. After which, they will follow
through on this strategy by locating sources in game to fulfill the information need that they
have. They will collection and extract the information they need from the sources they collect.
They will then organize the information they need into a logical order. Lastly, they will present
In game terms, this will take on the form of two students in a magical school completing
a ‘spell’. These spells can only be completed with well researched information that is properly
cited and organized. The player will have to collect notes, references, resources, and information
from multiple sources in the game to complete this spell. Different sections of the game will
have periodicals, fiction works, non-fiction works, reference items, and computer resources that
be similar to real-life research materials a student might encounter. Completing each standard
will reward the player with immediate feedback so as to the extent that they understood their
task.
Both the experimental group and the control group will take a brief survey afterwards to
assess their use of games and general demographics. The questions will not ask for personal
information beyond self-reported sex and age group. In addition, the experimental group will rate
Lastly, both groups will be take a short test over the materials in the game. The test will
be the standardized TRAILS (Tool for Real-Time Assessment of Information Literacy Skills)
assessment tool. It utilizes 30 multiple-choice items, 6 questions over each of the 5 ACRL
standards and is aligned to Common Core Standards. Specifically, the 12th Grade General
Content module will be used. The test has been used by instructional librarians to measure
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student knowledge of information literacy skills. The tool is checked regularly by subject matter
Participants will be recruited from the University of Science and Arts of Oklahoma’s
school population. All students will be sent an invitation to join the research. Those that reply
will be divided randomly into control and experimental groups based on their college
classification. Each group will attempt to have approximately similar numbers of freshmen,
sophomores, juniors, seniors, non-degree seeking, and post graduate students. The target size for
References
http://www.ala.org/acrl/standards/informationliteracycompetency.
Becker, Bernd. "Gamification of Library Instruction." Behavioral & Social Sciences Librarian
http://www.gamasutra.com/view/feature/134735/persuasive_games_exploitationware.php
Brigham, Tara J. 2015. "An Introduction to Gamification: Adding Game Elements for
Burke, Brian. "How Gamification Motivates the Masses." Forbes & Gartner Inc. 2014.
http://www.forbes.com/sites/gartnergroup/2014/04/10/how-gamification-motivates-the-
masses/#1ffd57bd660f.
http://www.slate.com/articles/technology/gaming/2011/03/i_dont_want_to_be_a_superhe
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Chou, Yu-kai. "A Comprehensive List of 90+ Gamification Cases with ROI Stats." 2013.
http://yukaichou.com/gamification-examples/gamification-stats-figures/.
Clark, Douglas B, Emily E Tanner-Smith, and Stephen S Killingsworth. 2016. "Digital Games,
Denise Cote, Robin Ashford, Beth Kraemer, and Diane Nahl. "Academic Librarians in Second
Dvorsky, George. "New Study Could Be the Death Knell of Brain-Training Games." Gizmodo.
2016.
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Eichenbaum, Adam, Daphne Bavelier, and C. Shawn Green. 2014. "Video Games: Play That
Eisenberg, Michael B., Carrie A. Lowe, and Kathleen L. Spitzer. Information Literacy: Essential
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