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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Play and Learn about Your Learners to Early Form your TEL Design</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>T. di Mascio</string-name>
          <email>tania.dimascio@univaq.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>R. Gennari</string-name>
          <email>gennari@inf.unibz.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>A. Melonio</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>P. Vittorini</string-name>
          <email>pierpaolo.vittorini@univaq.it</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>CS Faculty - Free University of Bozen-Bolzano - P.za Domenicani</institution>
          ,
          <addr-line>3 - 39100 Bolzano, IT -</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>DIEI - University of l'Aquila - V.le Gronchi</institution>
          ,
          <addr-line>30 - 67100 l'Aquila, IT -</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>MISP - University of L'Aquila - P.le S. Tommasi</institution>
          ,
          <addr-line>1 - 67100 Coppito, L'Aquila, IT -</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>TERENCE is an FP7 ICT European project that developed a technology enhanced learning system for supporting its learners, who are primary school children, and their educators. In the course of the project, we run field studies with a large number of learners for analysing the context of use of the system. This paper explains what triggered the gamification of the field studies, as well as how the field studies were conducted. It then explains how the gamified field studies were used to inform the early design of the TERENCE system. This paper ends by rummaging over the pros and contras of gamifying field studies as in TERENCE.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>Constructivism states that learning depends on the specific learners and the context
in which they learn. TERENCE is an FP7 ICT European project that is developing a
technology enhanced learning (TEL) system for supporting primary-school children
in learning to read and comprehend texts, in the main context in which this form of
learning takes place—schools.</p>
      <p>
        A similar TEL system should be designed so as to be usable and pedagogically
effective for its learners, according to the learning context. As there is not a single
design methodology that takes care of both the usability and pedagogical effectiveness
of a TEL system, the TERENCE consortium mixes two design methodologies: one,
the user centred design (UCD), that is iterative and places users at the centre of the
design process for attaining usability; the other, the evidence based design (EBD), that
stresses the role of empirical evidence for attaining pedagogical effectiveness. See [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
The methodologies are used throughout TERENCE: the system is iteratively designed,
starting with the analysis of the context with all the TERENCE users, and revising
prototypes of the system through evaluations with users again.
      </p>
      <p>More specifically, the TERENCE analysis of the learning context is concerned with
(1) the characteristics and preferences of the TERENCE learners, (2) the learning tasks
and their organisation into a stimulation plan by domain experts for the TERENCE
learners, (3) the environment. Now, the main sources for learning about the
characteristics and preferences of the learners are the learners themselves, their referent adults,
such as parents and school teachers and domain experts of our learners’ characteristics,
e.g., education psychologists. Thus the TERENCE consortium planned field studies in
UK and Italy with c. 550 learners for “learning about learners”, specifically, their
characteristics and preferences for the system design, besides contextual inquiries with their
school teachers and parents, e.g., via diaries, as well as with domain experts.</p>
      <p>
        However, the TERENCE learners are children, aged 7–11 year old. There are a
number of data gathering methods for interacting with learners that are adults, however,
the same methods cannot be often used “as is” when learners are young children [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]:
for example, [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] explains that children might become anxious at the thought of taking
a test, and test taking may conjure up thoughts of school. Hanna et al. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] give
suggestions for interacting with children, in particular, they suggest that you should not ask
children if they want to play the game or do a task, that gives them the option to say no.
Instead use phrases such as “Now I need you to. . . ” or “Let’s do this. . . ” or “It’s time
to play. . . ”. However, the better thing is playing with them. Druin [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] moves along the
same lines, and suggests to use indirect methods to interact with children when children
play the “user” role. More in general, co-design offers a series of suggestions for
gathering data with children as users, where co-design is defined as “collective creativity
[. . . ] applied across the whole span of a design process” [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
      </p>
      <p>
        When situated at school and within school activities, however, co-design has some
limitations, in particular, if it is done with many learners and strict timings. See [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] for
the organisational school constraints of TERENCE. For instance, schools may impose
that all children of a class are involved at the same time in the data gathering, as well as
that the timing of the gathering is less than a given time. Such constraints place severe
limitations on the data gathering methods one can use in a project. In order to overcome
such constraints, one can try to engage classes of learners as best as possible in the data
gathering, so as to optimise the time constraints and the quality of the gathered data.
One way for engaging classes of learners is to gamify the data gathering. Gamification
is the usage of game concepts from game design in order to engage learners and solve
problems in non-game situation. Therefore, in TERENCE, we planned the data
gathering for the context of use (which is not a game situation per se) by using gamification.
More specifically, we gamified field studies, borrowing and adapting methods from
codesign. The results of the analysed data were used to inform the early design of the
TERENCE system.
      </p>
      <p>This paper starts outlining the essentials of co-design and gamification and, stronger
with that, moves on outlining how we gamified the TERENCE field studies for the
context of use analysis. It then sketches how early design decisions were taken in light
of the knowledge acquired of users. The paper ends by briefly assessing the pros and
contras of our gamified approach to gathering data about learners, that are children, to
form the early design of a TEL system for them.
2</p>
    </sec>
    <sec id="sec-2">
      <title>The Essentials of Co-design and Gamification</title>
      <p>This section serves to outline the essence of co-design and gamification, necessary for
the remainder of the paper.</p>
      <sec id="sec-2-1">
        <title>Co-design Overview</title>
        <p>
          Co-design [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] evolves from cooperative design and participatory design. It attempts to
actively involve all users in the design process in order to help ensure that the product
under design meets the users’ needs, and is usable. Involvement of users early in the
research and ideation phases of the design of a new product is often equated to “asking
users what they want”. However, therein, the key and the main goal of a cooperative
session is the collaboration between users for supporting anybody to imagine, express and
access their experience and expectations [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]. Co-design sessions can allow us to create
a shared understanding and shared language between participants and the designers so
as to understand the new product from the point of view of the participants [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. The
outputs are sources of both inspiration and information for designers and participants.
        </p>
        <p>
          Specifically, in the area of co-designing with children, the work of Alison Druin [
          <xref ref-type="bibr" rid="ref6 ref7">6,7</xref>
          ]
has provided many frameworks and methods that allow us to work with children as
partners during a product design. Several co-design methods can be used with children at
different stages of the product design and the appropriate methods may vary depending
on the purpose of the research [
          <xref ref-type="bibr" rid="ref10 ref21 ref8">8,10,21</xref>
          ].
        </p>
        <p>
          There are also examples of co-design at school, with users that are school learners.
For instance, in [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ], the authors explore the applications of co-design methods with 7–
9 children. In [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] the authors describe the empirical studies conducted with 36 children
at home and in a school environment.
        </p>
        <p>However, to the best of our knowledge, there are no co-design studies with hundreds
of school learners and strict timings as required in the TERENCE project.
2.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Gamification Overview</title>
        <p>
          From both theoretical and empirical points of view, nowadays learners are usually more
motivated to participate in school-class activities if these are shaped like games, e.g.,
see [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. Gamifing a school class activity requires to introduce specific game elements
in the activity [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] in order to motivate students to more actively engage in the learning
process, e.g., see [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ].
        </p>
        <p>From a purely game-theoretic view point, the necessary elements for turning an
activity into a game are the actions or moves of the players, with their outcomes, so that
an action of the players makes the game progress from state to state.</p>
        <p>
          However, from a motivation theory perspective, those elements are not sufficient
for making a game engaging. Other elements of digital games such as points, levels,
and rewards are therein considered, and have been used to engage learners as players
in formal learning contexts. The authors of [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] propose a motivational model that
explains more general key factors of game engagement, which encompass other studies
in the field. They overview research findings investigating the correlations between the
appeal of games and the psychological need satisfaction that play can provide. The
surveyed results demonstrate that at least three factors make, in the short term, independent
contributions to game engagement:
– autonomy, that amounts to experiencing a sense of choice and psychological
freedom in playing games;
– competence, that is, an individual’s inherent desire to feel effective in playing;
– relatedness needs, satisfied when learners experience a sense of communion with
others.
        </p>
        <p>Autonomy, competence and relatedness needs can be realised by means of diverse game
elements. Autonomy can be provided by allowing the player to take decisions, for
instance, concerning the player’s game levels to play, game avatar or game scenario.
Competence is generally realised by carefully balancing the game challenges to the players’
skills, providing motivating rewards and feedback. Relatedness needs can be satisfied
by allowing collaboration, cooperation or competition, for instance, by means of a
personal guide in the form of an avatar or by playing with or against other peers.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>The Gamified Field Study</title>
      <p>
        The TERENCE data gathering was run as part of the regular school activities in UK
and Italy from May to July 2011. The studies involved 2 schools in UK and 5 in Italy,
for a total of 282 learners in Italy and 226 in UK. Learners were aged 7–11 year. Like
in co-design, the data were gathered class per class, with c.a 20 children per class,
two facilitators and the school class teacher, working as informant for the facilitators
and familiar referent figure for children. See [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] and [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Due to organisational
constraints, e.g., minimising changes to school activity schedules, the data gathering with
each school class could not last longer than 1 hour and required to involve the entire
class.
      </p>
      <p>
        Despite the number of learners in each school and the strict timing, we aimed at
gathering high quality data from learners: we needed genuine and dependable
information from children concerning their characteristics, environment and life-style for
profiling the learners for the TERENCE system. See [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In order to gather high quality
data, the data gathering was gamified so as to engage the learners as best as possible
and comply with the time constraints. In the planning stage, the protocol of gamified
activites was checked and assessed with school teachers so as to meet the needs of school
learners and constraints. For instance, if a challenge was deemed too difficult or too
boring for a school class, it was then revised according to the teachers’ feedback.
      </p>
      <p>The data gathering was organised as 6 different game challenges, and each of these
was organised a self-referential independent game. There were 2 collaborative games,
involving all class learners at the same time, and 4 single-player games. At the start of
each game challenge, the facilitators explained the goal and the learner’s moves for
advancing through the game. Autonomy, competence and relatedness needs were pursued
across the various challenges.</p>
      <p>Autonomy was elicited by allowing the learners to choose among several options
for tackling a challenge or to take the decision to skip it. Competence was pursued by
stimulating diverse skills across game challenges, for instance, some games required
mainly verbal skills whereas others required mainly drawing skills. The presence of a
facilitator working as guidance through the games helped to satisfy relatedness needs;
in two challenges, these were achieved by stimulating the school class to work together.</p>
      <p>A framework was created for each challenge specifying the goal of the challenge,
its moves, and how autonomy, competence and relatedness needs are pursued. Table 1
is an example of an instantiation of the framework for a specific challenge.</p>
      <sec id="sec-3-1">
        <title>Goals:</title>
        <p>the goal of the challenge is to describe popular video
game characters.</p>
      </sec>
      <sec id="sec-3-2">
        <title>Moves:</title>
        <p>each learner has to choose a card from the container. A
card depicts a character of a popular console game. The
entire class then discuss what they like or dislike about
that character.</p>
      </sec>
      <sec id="sec-3-3">
        <title>Autonomy:</title>
        <p>each learner can choose whether to extract the card and
participate, or not, in the game; each learner can choose
what to tell about the selected character.</p>
      </sec>
      <sec id="sec-3-4">
        <title>Competence:</title>
        <p>each learner can express their verbal skills.</p>
      </sec>
      <sec id="sec-3-5">
        <title>Relatedness needs:</title>
        <p>each learner can feel part of the class by telling about
console games characters, or listening to others’
preferences.
In TERENCE, the gathered data were analysed so as to inform the early design of
the TERENCE system. The knowledge of users so acquired was enriched with data
acquired from educators, parents and experts of text comprehension. Profiles of users
were thus created using Chi2 and Fisher analysis. Such profiles were then represented
via personas, that is, fictional characters representing real user profiles.</p>
        <p>Methods for creating user representations had not been systematically applied to
work with children. There are several barriers, which make the direct application of
these methods to child audiences either difficult or unrealistic. For instance, these
methods rely on market research and fieldwork. Market research for children is rarely
segmented beyond broad age ranges and gender. Fieldwork often relies only on the
interpretation of adult-caregivers and teachers and can lack a true ethnographic focus,
leaving interpretation susceptible to observer assumptions and biases.</p>
        <p>
          The child-persona framework used in TERENCE [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] was instead derived from
theories about children and practice-based experience about what it is important to know
about children in design, as well as the results of the analysis of the context of use,
mainly, via the gamified field study reported above.
        </p>
        <p>The three main dimensions considered in the TERENCE persona framework are
– child characteristics such as biographical information and personality traits,
– information concerning the environment, e.g., in which learners typical read,
– information concerning learners’ life-style, e.g., if they often play outdoors or not.
For an example of a persona for TERENCE, see 1.</p>
        <p>
          Consistently with the UCD literature, learner personas were used to make the learner
profiles seem more real, and to help designers keep realistic ideas of users throughout
the early design process of the TERENCE system. An example of a design decision
based on the results of the context of use analysis goes as follows. Preferences for
avatars of learners are age-range and gender dependent, therefore learner profiles were
differentiated for age-range and gender. Therefore the system was designed so as to
presents avatars to a learner according to the profile the learner pertains to, that is,
depending on the learner’s age and gender. For more on this, see [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ].
5
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Discussion: Pros and Contras of the Method</title>
      <p>In the remainder of this paper, we reflect on the pros and contras of the approach adopted
for analysing the context of use and hence forming the early design of a TEL product.
Pros. The data gathered via gamified field studies were qualitatively genuine (a child
could express his or her true self), and dependable for creating fine-grained profiles of
the learners, also considering the preferences of the TERENCE learners. The reliability
of data gathered from learners is supported by evidence gathered from teachers and
parents of the involved learners, and the data were integrated with knowledge acquired
from domain experts, all via diverse types of contextual inquiries such as diaries for
teachers. Now, our gamification of data gathering with learners was definitely engaging
for children and their teachers to the point that schools became more and more interested
in the project, and volunteered to participate in the prosecution of all the TERENCE
activities. Moreover, since all children actively participated in the activities under the
expert guidance of the facilitator, school constraints for time were respected.
Contras. On the other hand, gamification of field studies require considerable expert
human resources and time for constructing material for playing with children, besides
integrating the acquired knowledge with information sought by domain experts, e.g.,
education psychologists, and referent adults of the involved children. Last but not least,
the collected data are only semi-structured, therefore their analysis and rendering into
useful information for the early design of a TEL system, such as personas, can be long
and expensive.
6</p>
    </sec>
    <sec id="sec-5">
      <title>Conclusions</title>
      <p>In the European TERENCE project, we run field studies with young children for analysing
the context of use of the TERENCE system. This paper explains why and how we
gamified the data gathering activities with learners, by borrowing and adapting methods from
co-design to the specific context of use. Then, we outline how the collected data were</p>
      <sec id="sec-5-1">
        <title>Characteristics</title>
        <p>Persona Name: Carla.</p>
        <p>Age: 11.</p>
        <p>Gender: Female.</p>
        <p>Classroom: III.</p>
        <p>Comprehension skill: Poor Comprehender.</p>
        <p>Deaf/hearing: Deaf.</p>
        <p>Summary of the class
represented
by</p>
        <p>this
persona</p>
        <p>Represents the class of children aged between 7 and 11 years old.
Deaf belonging to an Italian school. Has passion for drawing. She
writes every day in her secret diary. Good use of technologies for
research on Internet.</p>
        <p>Personality
Role in classroom
Role out of the class
Console/Technology
Socio-Cultural Level of</p>
        <p>High.
his/her own family
School performance</p>
        <p>She is polite and quiet.</p>
        <p>She is active, careful, and diligent.</p>
        <p>She is nice, responsible and kind.</p>
        <p>She plays with the Nintendo WII and DS; she uses the computer
to browse and chat with friends. She uses the technology alone.
She learns very easily. Differently than 2 years ago, her level of
frustration is increased with age.</p>
      </sec>
      <sec id="sec-5-2">
        <title>Environment</title>
      </sec>
      <sec id="sec-5-3">
        <title>Life style</title>
        <p>Time spent with family
Time spent with friends</p>
        <p>She does her homework with her parents, she spends her time
with her mother and she draws and reads stories with her father.</p>
        <p>She meets her cousin every day to do homework or to play with
her. She goes out with her friends after her homework.</p>
        <p>Homework</p>
        <p>She does her homework in the afternoon supported by parents.</p>
        <p>Outdoors Activities
Indoors Activities
Home activities
Sport activities</p>
        <p>She likes to see friends regularly, she likes to going out and plays
with her dog, and she likes to do shopping with her grandmother.</p>
        <p>She plays with Nintendo WII, and DS, She read, writes, and
draws. She likes to play with her cousin.</p>
        <p>She read fairy tales with dad, she watch TV and she chat with her
friends.</p>
        <p>She loves walking and cycling with her mom.
analysed as well as how the results were supported and integrated with other types of
data collections with adults. Finally, we explain how the early design of the TERENCE
TEL system was informed by the results of the analysis. We concluded the paper by
analysing the pros and contras of a gamification of a data collection for analysing the
context of use and hence forming the design of a TEL system.</p>
        <p>Acknowledgments. The authors’ work was supported by the TERENCE project.
TERENCE is funded by the European Commission through the Seventh Framework
Programme for RTD, Strategic Objective ICT-2009.4.2, ICT, Technology-enhanced
learning. The contents of the paper reflects only the authors’ view and the European
Commission is not liable for it. Gennari work was also supported by the DARE project,
financed by the Province of Bozen-Bolzano.</p>
      </sec>
    </sec>
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