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Page 1 Reflective Case Study: Michael Bishop
Case Analysis Michael Bishop: Implementing Gaming Technologies K-12
Prepared for:
IMD67200-008
Advanced Design
By:
Linda Ensign
October 20, 2013
Page 2 Reflective Case Study: Michael Bishop
Stakeholders
Primary Stakeholder: Michael Bishop
Michael Bishop is the director of a project that is pilot testing educational games
developed for middle school science classes. The school that was pilot testing the games
experienced a large drop in the standardized test scores for science and decided to
withdraw from the pilot test program. Michael met with four district administrators in
an attempt to find a district to continue pilot testing the games. The main issues raised
by the administrators included the amount of time necessary to complete the games, the
deviation of game-based learning from common curricula, lack of guided instruction for
the students, and potential disruption to the students. Their suggestion to pilot test the
games during after-school, summer school or with gifted students was contrary to
Michaels goal of refining the game based learning model to increase scientific inquiry of
all students in their science classes.
Secondary Stakeholders: Advisory Group
Craig Dawson, the director of science education for the state education agency, is
concerned that the games do not provide teachers with proof that learning is taking
place. He recommends adding checkpoints, dated assignments, and quizzes to provide
proof of learning.
Bob Blanchard, a triple-A game designer working for a local midsize company, is
concerned that modifying the games to provide proof of learning will interrupt
gameplay, distract the players and reduce motivation. He recommends that the teachers
Page 3 Reflective Case Study: Michael Bishop
receive training on how to guide learning through gameplay and suggests that reports
can be extracted on student gameplay statistics if required to prove learning took place.
Antonia Fisher, the professor of science education at Michaels University, is
concerned that the failure of the pilot program in regular classrooms, will lead to game-
based learning as a viable alternative for teaching critical thinking to be dismissed
outright by schools. She recommends that he pilot the program in summer camps and
homeschools before attempting to test them in regular schools and suggests that
teachers need to be trained to use game-based learning effectively.
Design Challenges
Implementing the project is the primary challenge in this case. The
implementation of this project is faced with two major obstacles including proving
learning takes place and ensuring the problem-based learning approach is implemented
correctly by the teachers.
Providing proof of learning without modifying gameplay and thereby reducing
student motivation to play is the most important challenge because the program was
dropped by the first school that run the pilot due to a drop in their standardized test
scores. If Michael can succeed in providing proof of learning to educators, he has a
better chance of having the program be widely adopted in regular schools.
Ensuring that teachers guide learning instead of directing it is important so that
the project meets its goals of developing critical thinking skills in students.
Page 4 Reflective Case Study: Michael Bishop
Case Challenges
The case specific issues all relate to communication in one form or another, and
include a lack of consensus on the best approach for implementing the pilot program,
the apparent failure of the initial pilot, and the rejection of the program by school
districts who cited time and resource constraints as their major concerns. Effectively
communicating the resolution of the two design challenges will go a long way to the
successful implementation of the pilot project in a regular school environment.
Readings and Prior Experience
Both articles helped me understand the concerns that educators have with using
game-based learning. While discussing the pilot program with school administrators
Michael had to deal with negative stakeholder perceptions, concerns about hardware,
concerns about time, the lack of tracking learning, and concerns regarding lack of
alignment with state and local learning objectives. The one concern that was also voiced
within the advisory group was the inability to adequately track learning objectives.
My previous experience as project manager helped me identify that the case
specific issues can all be related to communication and that developing an effective
communication strategy on how the design issues are resolved will assist Michael with
meeting his goal of completing the pilot program in a regular school environment.
Page 5 Reflective Case Study: Michael Bishop
Recommendations
Recommendation 1: Enhance the Game
In order not to interrupt gameplay and reduce student motivation, the game
designers should add the following elements discussed below to the game.
Tracking and Reporting
Providing proof of learning is not a simple task, but one that is of vital
importance for the pilot project to succeed. The game can be modified to record the
activities performed by each individual student including which tasks were performed,
how many times the tasks were performed, how long the student took to complete a
task successfully and which additional options (videos, instructions, etc.) the student
accessed. This is assuming that each student has an individual logon to the game.
A program can be written to summarize the data collected for each student and
provide statistics when requested by the teacher. The report program can be run for
each student or for the class as a whole on a scheduled or requested basis.
Guides and Help
Provide the teacher with both a teachers guide to gameplay and their own
logon. The teachers guide will detail how to guide the students to find answers by
directing them where the answer may be found, and the teacher logon will allow them
to experience the gameplay and experiment with different solutions.
Page 6 Reflective Case Study: Michael Bishop
Add a help icon on the screen or menu so that students can easily find
instructions, videos, audio, or any other guiding information when they need it.
Programming this will take a little work but will benefit both the student and the
teacher. The key principle here is to make the help unobtrusive so that students who
dont need guidance can ignore it, but visible enough so that students who do can find
it.
Pros
Provides proof of learning to educators.
Allows uninterrupted gameplay to maintain engagement and motivation.
Provides help to students who need extra guidance.
Reduces time spent figuring out how to play.
Statistics will also provide game developers information about which aspects of
the game may require modifications
Cons
This option will require additional programming that will be time-consuming for the
developers.
Recommendation 2: Train the Trainers
Michael can develop a training program for teachers on how the game should be
implemented in the classroom. The training program will cover the following:
The features of the game
Page 7 Reflective Case Study: Michael Bishop
The benefits of the game
How the game teaches critical thinking skills
How to guide students during gameplay
The training program can be structured much like the short gameplay session
attended by the advisory team where teachers are encouraged to play the game and
discuss it with their peers. This will allow teachers to experience how collaboration and
discussion enhances gameplay.
Pros
Provides proof that critical thinking skills are being taught
Develops a sense of ownership of the game by the teachers
Illustrates how collaboration and discussion can be used in the classroom
Cons
Developing a training program will be costly
All teachers using the game will need to be trained
The time-commitment for the training may be negatively perceived by educators and
administrators
Final Recommendation
My initial recommendation is #2 Train the Trainers. By training the teachers,
Michael will be creating a pool of advocates for the program teachers who have received
Page 8 Reflective Case Study: Michael Bishop
training talk to their peers and cohorts. This is assuming that the training is well designed
and well received.
The short 45-minute gameplay session used by the advisory group can be the
basis of the training program. Limiting the training session to an hour or less will also
reduce the concerns of administrators and educators on the time necessary to receive
training.
As the program will initially be rolled out as a pilot program, the number of
teachers who require training will not be a significant factor.
Page 9 Reflective Case Study: Michael Bishop
References
Pedersen, S., Arslanyilmaz, A., & Williams, D. (2007). Teachers assessment-related local
adaptations of a problem-based learning module. Education Tech Research Dev, 57,
229-249.
Pedersen, S. (2012). Michael Bishop: Implementing Gaming Technologies in Traditional
K-12 Contexts. In Ertmer, P.A., Quinn, J.A., & Glazewski, K.D. (Eds), The ID Case
Book: Case Studies in Instructional Design (29-38). Boston: Pearson Education Inc.
Rice, J.W. (2007). New media resistance: Barriers to implementation of computer video
games in the classroom. Journal of Educational Multimedia and Hypermedia, 16(3),
249-261.