Semester 2 Contributions
  • Conducted a Performance Analysis with team members

  • Co-wrote PA document

  • Created PA presentation with team

  • Co-wrote Design Document

  • Worked with team members to make Design Presentation

  • Conducted weekly workshops with team to guide design and development of game prototypes

  • Devised weekly workshop lesson plans both individually and with team

  • Designed activity sheets for workshops to gather input from students regarding prototypes

  • Communicated with MML programmers and graphic designers to guide development of baseball prototype and character

  • Co-designed team website

  • Communicated with MML web-designer to guide development of team site

  • Built new personal portfolio site

  • Conducted formative evaluation and usability testing with team members in weekly workshops

  • Worked individually and with team members to write final design document

  • Cooperated with team members to create and present our final presentation
Semester 2 Reflections

May 2007

Immersion has officially ended. our final presentation took place on May 10th. I must say I'm proud of what my team accomplished considering many of the obstacles that we faced, as well as the fact that we were novices. Our team site is attractive and user friendly and contains all information pertinent to our project. We followed the five phases of ADDIE and didn't lose site of the importance of research and the target audience. We delivered on all three parts of our proposed solution and offered practical and achievable recommendations for future growth of the project.

This practical experience has equipped me with the knowledge and tools I will need to be successful in the field of instructional design. i am confident that I will be capable of performing the duties required of me in an actual work setting because of the skills I've acquired throughout the past year of immersion.

April 2007

The importance of an adequate amount of time to work with the target audience in order for PD to be effective has become abundantly clear. The hour design workshops are really only 45 minutes once you take into account time for transitioning from the first portion of the program, which is homework help and snack, into design. I also feel that the students are losing interest, or feeling disappointed in the game we've developed. The lack of programming capabilities is making the game a bit more basic and less interactive than the students would like as well. The level of difficulty of the content embedded in the games, which follows SOL standards, increases quickly which is frustrating for many of the kids. I wish we could've had different grade appropriate levels to accommodate their abilities and avoid frustration.

On a more positive note, the usability testing and formative evaluation that has taken place during the design workshops has allowed for intuitive features that meet player needs to be incorporated as well as an attractive look. The turn around time for revisions to the baseball prototype has decreased since another programmer has started working on our game. The timely changes have really helped us fine tune the look and feel of the prototype.

I've also recognized the importance of communication. There are so many people involved in this project on some level that getting everyone on the same page has proven to be almost impossible. Everyone's motive for involvement is different as well, which makes decision making, cooperation and compromise hard to achieve.

Our team site continues to be tweaked as decisions on content and aesthetics continue to change. I'm quite pleased with the way it looks and have gained a much better understanding of what you must consider when designing a website.

March 2007

A couple of project changes have been made based on team capabilities, resources and our timeframe. We've decided that we will have two game prototypes to deliver to our client at the end of the semester, instead of just one. It's also been determined that Jason will head the design and development of the basketball game while Rhonda and I will be responsible for the baseball game. Doing it this way will allow Jason to fulfill requirements for non-immersion classes he's taking. While Rhonda and I will use our knowledge as well as input from the students at the weekly design workshops we've bee conducting to design the look and feel of the baseball game, programmers from the Mason Media Lab will develop it. The instructional content that will be embedded in the games will be math only. After meeting with a SME it was decided we would focus on fractions.

The design approach we're taking is called Participatory Design and it involves the end user in all levels of design and development to ensure the end product (the games) will meet their wants and needs, so it will be worthwhile and usable. While this approach is ideal, seeing as it takes into account what we've discovered from our research, we're struggling to fully implement it. We conduct design workshops with students in our target audience for one hour on Thursdays in the Educational Technology Center at HMSA. This is not enough time to gather the most thorough and insightful feedback for revisions for both prototypes as well as teach about game and game design elements and principles. We're also having trouble getting the development and design y're full time undergraduate students. We're also having trouble finding a programmer who is capable of making a fully functioning prototype. with our team site with the help of MML though. The student who is working with us has offered extremely helpful advice and works quickly. We are continually revising the design for the site as we realize what is not only possible but also sensible.

Zodie, who is Dr. Clark's doctoral research assistant, and Shelton, who is a past immersion student, are working on the project as well. Zodie is using the fall research on implementation models, as well as research she's found, to choose after school program models that may work for our client, while Shelton is gathering and organizing capacity building and sustainability resources. he is also conducting the one hour technical workshops on Tuesdays to equip the students with knowledge of computer application and web features.

February 2007

The analysis for our project was concluded in the Fall, providing the foundation for the design, development, implementation and evaluation, which will take place this spring semester. We will begin actually creating the games that we think will help us accomplish our goal of increasing STEM motivation. From our Fall research we discovered that the number of kids capable or wanting to work in these field is decreasing. Also, from our Fall analysis we found that the interest in digital games across all ethnic backgrounds and socioeconomic status is extremely high. Taking the advice of many educational researchers, we chose to change the traditional context in which STEM content is being delivered, and instead embed it in a more fun context that will meet the needs of the learners of today. For the design and development of the gaming prototype, we will be conducting workshops with a group of students, hopefully in our target audience (determined to be third through sixth grade students) to allow them to guide the framework and design of features within the game.

I'm eager to begin, however I do have a few reservations. The size of my team has decreased from four members in the fall to only three now, while the workload has increased. It also seems that we may not have an adequate amount of time to work with the students to get the type of information we'll need for our project. We're also being asked to learn Flash (on our own time) to assist in the actual creation of the game, which seems a bit unrealistic, considering the time frame, as well as design and build a new team website. I'm not overly concerned though, because from last semester I've learned that expectations and our plans are bound to change throughout the semester.

Semester 1 Contributions
  • Created weekly meeting agendas for September, 2006.

  • Kept meeting minutes and wrote status reports for October, 2006.

  • Webmaster for November, 2006: Updated site

  • Communicated with client for December, 2006

  • Client Presentation-9/26/2006: This was a team effort. We worked together to write all parts of the presentation, as we were just gaining an understanding of the ADDIE process. I presented the slides that explained the ADDIE model and the definition and steps of the Performance Analysis.

  • Client Presentation-10/23/2006: I was responsible for the gaming portion of this presentation. I also collected and compiled the slides.

  • Client Presenation-12/11/2006: Created and wrote text for Introductory slides, parts of the performance solution, all gaming related slides, design recommendations, and closing slides (slides 3-6, 12-13, 19, 27, 37, 38-41, and 44-46). I presented the design recommendations and closing portion of the presentation.
    I contributed significantly to the revision and editing of the presentation.

  • Briefing Report Document: I was responsible for all sections related to "Digital Natives" and gaming as an educational intervention. I also contributed to the drafting, revising, and editing of a large portion of the document. I was responsible for compiling the document and creating the title and client information page.

  • Treatment Document: Partnered with team member (R. Hopkins) on the Task Analysis. I was responsible for all parts related to today's learners and gaming and compiling the Design portion of the document. I also contributed significantly to the drafting, revising, and editing of a large portion of the document.

  • Gaming and Achievement Powerpoint Research Presentation for Client

  • Gaming and Achievement White Paper
Semester 1 Reflections

December 15, 2006

Our final presentation was on December 11. I'm so relieved that it's complete. My team really struggled to compile and organize all that we'd done throughout the semester, and present it in a logical, understandable order. It was really frustrating and exhausting at times...I'm hoping that we can figure out to make the most of our team and individual time in the spring.

October 27, 2006

We presented our briefing report presentation this past week and completed the briefing report document. We had quite a few obstacles along the way but the end product was thorough. My understanding of the ADDIE process continues to grow as we are learning about it and putting it to use simultaneously.

We've been discussing what we'd like to do once we've finished this program. Most of my team seems to have some sort of idea of how they'll use this degree, but I'm still not sure...

September 26, 2006

Over the past couple of weeks, my team has accomplished quite a few things. Our team vision, mission and goals are FINALLY complete, and we've met with our client twice and have constructed a timeline for the semester.

Our client is really excited about the project, which is motivating for me. Knowing that what we are working on is real and will serve an important purpose and (hopefully) make a difference is incredibly exciting.

We had an online discussion instead of a face-to-face class in EDIT 732 last week. It was very time consuming, but I know that I have a much clearer understanding of the theories we were discussing. Participating in the face-to-face classes is hard for me when I haven't had enough time to digest the information and form my comments and/or questions. Listening to input from those around me is certainly helpful, but reading what they had to say proved to be more so for me.

September 7, 2006

My team really made a lot of headway this week. We've determined our project vision, mission, and goals. We also decided on our roles and norms. I felt good about the way we worked together. It was a very easy atmosphere to share and voice our opinions and ideas and we were able to build on one another's thoughts.

We are still deciding on our team vision, mission, and goals. We felt a little pressed for time knowing that we wouldn't be reconvening as a team until next week but we had to have those items posted before then. However, it is a "work in progress"; so I know that we can revise whatever we post.

I'm looking forward to meeting with the client and getting a better idea about what they want so that we can really begin gathering data and setting a timeline for ourselves.

September 1, 2006

I am feeling a bit overwhelmed as the first week of immersion comes to a close. I am an avid reader, but an avid “pleasure” reader, so the amount of text that needs to be read, comprehended, processed, and applied, is a bit unnerving.

We are still trying to figure out what “roles” each person will fill. There is only one of us who is comfortable/capable of creating web-pages (at least in a timely fashion), which has me a bit nervous seeing as the final goal of the Hoop Magic project is to create gaming templates. However, the other three members of my team, including myself, have set individual goals of increasing our tech abilities so I'm sure we'll be successful, and not have to rely too much on one person for that responsibility. Also, the Hoop Magic project is in the very initial stages, so I'm not sure how involved in the designing of the actual gaming templates we will be.

I suppose that next week we will really focus on creating team norms/visions, and setting up our project web-site.


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