Diana LauÂrilÂlard, UCL
@thinksitthrough
Full TranÂscript:
Diana LauÂrilÂlard:
… And first of all, I want to thank CaulÂdron very much for this inviÂtaÂtion and also for being such a great partÂner to work with to creÂate games on the GorilÂla platÂform. It’s been realÂly eight years, Joe. I can’t believe it. Okay. So this is about designÂing and testÂing the ConÂstrucÂtionÂist approach to games for basic maths, as Joe mentioned.
Diana LauÂrilÂlard:
So why do we need games for basic math? Well, speÂcial needs learnÂers with dyscalÂcuÂlia, that’s 6% of learnÂers of all ages, can learn to count. But they solve all probÂlems by countÂing. And to give you a sense of what this is like, what they will do is to say, which is the largÂer of two playÂing cards showÂing 5 and 8. They’ll count all the symÂbols on each card. And then to count down from 10 in ones, they’ll count 1 to 10, and then 1 to 9, and then 1 to 8. And so on. They can’t count backÂwards one by one, as most of us find quite easy. So they have no sense of the interÂnal strucÂture of numÂbers is what this means. The numÂber sequences for them is a litÂtle like the alphaÂbet, it’s just a ranÂdom sequence. And so of course that makes arithÂmetic very difficult.
Diana LauÂrilÂlard:
So our quesÂtion now is, can we design a game that would help dyscalÂcuÂlia and earÂly learnÂers to underÂstand the interÂnal strucÂture of numbers?
Diana LauÂrilÂlard:
Why ConÂstrucÂtionÂist? Well, ConÂstrucÂtionÂist was defined origÂiÂnalÂly by SeyÂmour Pa pert at MIT. And it’s since been interÂpretÂed as the learnÂing sitÂuÂatÂed in a meanÂingÂful conÂtext. It must have a meanÂingÂful goal in view, meanÂingÂful to the learnÂer, and achieved through learnÂers’ conÂstrucÂtions of someÂthing. The feedÂback must show the result of their action in relaÂtion to the intendÂed goal. The learnÂer then uses that direct feedÂback from the enviÂronÂment to improve their own conÂstrucÂtions. And so the learnÂer is able to work out how to improve their action withÂout help either from the teacher or from the comÂputÂer advice.
Diana LauÂrilÂlard:
Now, game mechanÂics and learnÂing goals. We know from research on game-based learnÂing that the game mechanÂics must be aligned with the learnÂing goals to be effecÂtive. What does that mean exactÂly? How, for examÂple, do we creÂate the game mechanÂics that will help learnÂers get a sense of the interÂnal strucÂture of numÂbers? What that means is that for each stage of the game, what we’re tryÂing to ask as designÂers is what kind of cogÂniÂtive proÂcessÂing do we want to try to elicÂit here?
Diana LauÂrilÂlard:
So one recent modÂel of game-based learnÂing is due to Lass, Homer and Kinder who proÂposed the relaÂtions that we can probÂaÂbly all agree on that almost any kind of game proÂvides a sequenÂtial strucÂture of chalÂlenge, response and feedÂback. RepeatÂing for difÂferÂent chalÂlenges. But of course, it’s the learnÂing theÂoÂry behind any eduÂcaÂtionÂal game that realÂly informs the design of each of these things. I’m going to focus on what makes a conÂstrucÂtionÂist game difÂferÂent, nameÂly the kind of cogÂniÂtive proÂcessÂing it elicits.
Diana LauÂrilÂlard:
So to help learnÂers underÂstand the interÂnal strucÂture of numÂbers, a conÂstrucÂtionÂist approach would define the chalÂlenge for this goal as being able to use givÂen sense to conÂstruct a tarÂget set. And the response secÂtion would then be to be able to join or split givÂen sets. And then immeÂdiÂate feedÂback is the result of that action. Either sets turn into othÂer sets which include the tarÂget or the sets turn into othÂer sets which don’t include the tarÂget. And that’s all. That has to be sufÂfiÂcient for the learnÂer to work out what to do next, if they don’t make a tarÂget. So the game designÂer has to ask what kind of cogÂniÂtive proÂcessÂing is being elicitÂed here? First of all, when the learnÂer is preÂsentÂed with a chalÂlenge and then when they received the feedÂback and have to do someÂthing with it. So let’s look at how those feaÂtures work in the conÂtext of a speÂcifÂic conÂstrucÂtionÂist game. And this one is called numÂber beads.
Diana LauÂrilÂlard:
Well, the learnÂing goal here is to give learnÂers, the earÂly learnÂers or dyscalÂcuÂlia of any age, that all imporÂtant sense of the interÂnal strucÂture of numÂbers. They have a play area here with sets of beads with difÂferÂent tuberosiÂties. And the goal is to try and make that tarÂget set at the top, the twos. And they can do this by joinÂing or splitÂting. Here they’ve split off some numÂbers and then put them togethÂer to make twos when they start getÂting clever and they realÂize they can do two sets at a time. And so they can comÂplete the run faster and get their [inaudiÂble 00:05:03].
Diana LauÂrilÂlard:
Then in the next stages, we can move on to lookÂing at, for examÂple, in this secÂond forÂmat. It’s slightÂly difÂferÂent. In this case, each of the sets has a digÂit assoÂciÂatÂed with it so they can begin to make that assoÂciÂaÂtion between tuberosÂiÂty of the numÂber of beads and the digÂit. And you can make your sixÂes here now in a variÂety of difÂferÂent ways. So adding a 5 and a 1 and then 4 and a 2, and they’ve hapÂpened to have made some is, and they can do that as well. And gradÂuÂalÂly the rewards of these stars are buildÂing up here so they can begin to see how it’s going. And then as the mechanÂics, as the game proÂgressÂes, we begin to fade some of those. We take away the colÂors, we take away the beads and they’re thrust in the final stages. They’re just left with the digÂits themÂselves as in this parÂticÂuÂlar case.
Diana LauÂrilÂlard:
So it’s a way of givÂing you a sense of what the game mechanÂic is here is what I’m tryÂing to do. Is that learnÂers are able to find out, they’re able to explore how to make numÂbers out of othÂer numÂbers, and then begin to have a sense of their interÂnal structures.
Diana LauÂrilÂlard:
So, if we menÂtion the game mechanÂics of chalÂlenge, response and feedÂback, what we’re tryÂing to elicÂit is thinkÂing about that relaÂtionÂship between givÂen sets of beads, and how you can conÂstruct the tarÂget by joinÂing and splitÂting them. And then when they see what hapÂpens as a result, they’re comÂparÂing the sets they’ve conÂstructÂed with the tarÂget set. If they’re difÂferÂent, the chalÂlenge is to decide on how to make one that is like the tarÂget. If they’re the same, they’ve made the tarÂget and they get a new challenge.
Diana LauÂrilÂlard:
So they have to reflect on how their actions made that set and how they might have to change their actions to make the tarÂget. So that’s a lot of thinkÂing going on. And supÂpose, instead, the learnÂing theÂoÂry was using a mulÂtiÂple choice quesÂtion mechanÂic. Well, in this case, the learnÂer just has to decide which of three posÂsiÂble sets must be added to give a numÂber, to make the tarÂget. So the only cogÂniÂtive proÂcessÂing needÂed is to decide between options A, B and C. That is, should I add a 3 or a 5 or a 6, for examÂple. And if it’s wrong, then they have to decide between the two choicÂes now left and that’s all. Now of course they may think hard about it, but that kind of comÂplex anaÂlytÂiÂcal thinkÂing is not elicitÂed by the game mechanÂics. And that’s realÂly what we’re tryÂing to do in any kind of game design.
Diana LauÂrilÂlard:
Well, what about the cogÂniÂtive goal of how do fracÂtions work? Well again, using the conÂstrucÂtionÂist approach, we try to align the game mechanÂics with the learnÂing goal. And that means again, askÂing what kind of thinkÂing we want to elicÂit from each of the learnÂers’ actions.
Diana LauÂrilÂlard:
Well, here we’re workÂing with difÂferÂent objects. These are unit rods and the game mechanÂic now is comÂbinÂing and splitÂting fracÂtions of that unit to conÂstruct a givÂen stairÂcase. So we’ve got to make these rods. I’m just going to move this all a litÂtle bit here. And you can see that the game mechanÂic here then is to try and split these rods. And this is a wonÂderÂful device inventÂed. We have to thank Nick [inaudiÂble 00:08:30] of CaulÂdron here for inventÂing this splitÂter, because it’s such a powÂerÂful embodÂied way of creÂatÂing fracÂtions out of fracÂtions. So they’re splitÂting this [inaudiÂble 00:08:39] into 3. They’re makÂing twelfths. Twelfths was too small, so they’re putting it back togethÂer again and havÂing anothÂer go. Got twelfths again, put it back togethÂer, be very careÂful and get eighths on you if you’ve got your smallÂer fracÂtion. And what’s so nice about that splitÂter is that it’s showÂing you that the more fracÂtions you’ve got, the smallÂer they are, even though the numÂber in the fracÂtion is bigÂger. I’m not going to try and move this on a bit.
Diana LauÂrilÂlard:
If I can narÂrow this to someÂthing like this, which is a latÂer part of the game where they have to match now the fracÂtions to these symÂbolÂic repÂreÂsenÂtaÂtions of fracÂtions. Here, they’ve tried to make an eighth and I’m just… Let me pause this. So they’re tryÂing to make an 8 and they’re not sure if these are eighths, so they can check by using anothÂer type of device from Nick which is a sort of ruler. And you can count how many of these we’ve got in the unit rod. And there are eight of them. So thereÂfore it must be an eighth and indeed it is. Okay. So you can get a sense again, that this is exactÂly the same kind of approach of designÂing the actions that elicÂit thinkÂing about what a fracÂtion is and how to make it out of othÂer numÂbers. OthÂer fracÂtions in this case.
Diana LauÂrilÂlard:
So to sumÂmaÂrize all that, a ConÂstrucÂtionÂist game proÂvides the type of ChalÂlenge, Response and FeedÂback, which is needÂed to elicÂit the cogÂniÂtive proÂcessÂing to help the learnÂer achieve the objecÂtive. Now, from the game designÂer’s point of view, that means you start with the learnÂing goal, decide what kind of thinkÂing it takes to achieve it, and what kinds of game mechanÂics elicÂit that thinkÂing. Here are the links to the two games if you’d like to try them out. Please take a look. And finalÂly, I just want to say a sinÂcere thank you to CaulÂdron for all that wonÂderÂful help with turnÂing our rubÂbish ideas into someÂthing that realÂly works. Thank you very much.
SpeakÂer 2:
You’re more than welÂcome. Not at all your rubÂbish ideas. Your absoluteÂly wonÂderÂful ideas. I’m always blown away by the idea of designÂing games to elicÂit the brain of the perÂson playÂing them. The thinkÂing and thought processÂes that are going to change how they think about the thing you want them to think about. It’s so neat and so clever. So if you were impressed by that, just type in the Chat that impressed or someÂthing like that. So Diana know you were blown away by this idea of designÂing your task to change how someÂbody thinks about someÂthing in the first place. Now, I have-
Diana LauÂrilÂlard:
The point is, Joe, that you got it. You and Nick got the idea and it just isn’t that easy necÂesÂsarÂiÂly if you were to get it. And that’s what we appreciate.
SpeakÂer 2:
Well, I just want to say that the Chat is blowÂing up with feedÂback from peoÂple who’ve been watchÂing, sayÂing they’re very impressed. Wow! TotalÂly impressed. They’re all very impressed as well. Now I have a quesÂtion for you, to what… So I get it, with math games I realÂly see it because maths aren’t… That you’re sort of playÂing with objects in your head. Could you use the same approach to designÂing lanÂguage games or someÂthing difÂferÂent? What could that look like?
Diana LauÂrilÂlard:
So good, because I think the basic idea of ConÂstrucÂtionÂist is that it capÂtures how we learn from the world around us. And when Pa pert introÂduced this idea, he talked about micro worlds. And essenÂtialÂly what we’re doing is we’re creÂatÂing these litÂtle worlds that behave. And as long as you can have a kind of modÂel of that world and what you’re tryÂing to learn withÂin it, then yes.
Diana LauÂrilÂlard:
And there’s aspects of lanÂguage learnÂing which are quite rule govÂerned. And I could imagÂine that you could put into that. Again, where you’re conÂstructÂing parts of lanÂguage to make othÂer parts of lanÂguage, for examÂple. I mean, that sort of ConÂstrucÂtionÂist approach is more or less what we do. And then simÂiÂlarÂly, you could have it in all sorts of othÂer areas, like havÂing it if you’ve got a good modÂel of inflaÂtion or cash flow in a busiÂness or cliÂmate change and things like that. You’ve got to have an artiÂfiÂcial micro world that you then manipÂuÂlate, but that would be very straightÂforÂward. I don’t think it would be so easy with things like for philoÂsophÂiÂcal disÂcusÂsion and interÂpretÂing poetÂry exactÂly. But those kinds of ideas about how you underÂstand the sysÂtem. Now that’s what you can use it for.


