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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Gothenburg (Sweden), October</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>A Three-Year Long Journey Across the Fields of Participatory Game Design</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Rosella Gennari</string-name>
          <email>gennari@inf.unibz.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alessandra Melonio</string-name>
          <email>alessandra.melonio@unibz.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Faculty of Computer Science, Free University of Bozen-Bolzano Piazza Domenicani 3</institution>
          ,
          <addr-line>39100 Bolzano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <volume>23</volume>
      <issue>2016</issue>
      <fpage>35</fpage>
      <lpage>41</lpage>
      <abstract>
        <p>Primary school contexts pose their own requirements to participatory game design with children, and challenge the engagement of all children in what is often a prolonged and fragmented design process. The challenge led to a three-year long journey, outlined in this paper, which tells: how the challenge led to experiences of participatory game design in primary schools; how experiences led to re ections on how to better engage and motivate children over time in game design at school.</p>
      </abstract>
      <kwd-group>
        <kwd>participatory design</kwd>
        <kwd>game design</kwd>
        <kwd>action research</kwd>
        <kwd>empirical research</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Di erent design approaches have been devised for eliciting children's ideas
concerning interaction design products for them. Participatory Design (PD), in
particular, is used for involving children in di erent (early) design tasks, with diverse
generative toolkits or probes, e.g., [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Lately, practitioners and researchers alike
have also explored gami cation of design tasks to playfully engage children so
as to elicit their \true ideas" [2{4].
      </p>
      <p>
        Diverse PD methods assume that intergenerational small teams of children
and adults design together outside schools; they may also require a dedicated
designer for each group of children, e.g., [
        <xref ref-type="bibr" rid="ref5 ref6">5, 6</xref>
        ]. The PD literature also counts PD
studies with few design experts conducted within school hours and classrooms,
e.g., [7{9], in line with the manifesto of [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], which foresaw that \elementary
school children [will] learn about designing and co-designing through practical
and fun hands-on experiences". This paper moves along such lines. It considers
how to bring early Game Design (GD) with PD in primary schools.
      </p>
      <p>
        School contexts pose their own constraints to GD. Even early GD requires
participants to perform diverse and intertwined design tasks, ranging from the
so-called high-level conceptualisation of the game to the design of the core
mechanics for the rules and progression across game levels [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Moreover, GD
takes time and hence, due to organizational school constraints (e.g., rigid school
timetables), a GD process at school is likely to be split across di erent weeks,
which may work as \wash out periods" for children. The perceived challenge
of design tasks as well as their fragmentation over time, when not forming a
      </p>
      <p>
        meaningful continuum, can greatly endanger children's engagement in GD over
time [
        <xref ref-type="bibr" rid="ref11 ref12">11, 12</xref>
        ].
      </p>
      <p>Three years ago we faced the challenge of engaging di erent primary school
classes in a Participatory GD (PGD) process, split across several weeks. This
workshop paper tells how we tackled the challenge, and how we found whether
children were motivated, or not to perform GD together. Speci cally, along three
years of PGD in the eld, in primary schools, we de ned and incrementally
rened a PGD method for conducting early PGD with primary school children,
older than 8 years|GaCoCo. The underlying research question was: how to
engage primary classes in a prolonged PGD experience at school, fragmented over
time? The GaCoCo method was grounded on speci c reference theories, and
it is brie y presented in the following. It was re ned along three-year
experiences using an Action Research (AR) approach, as explained next in the paper.
The experiences allowed us to repeatedly gather and analyse quantitative and
qualitative data related to children's engagement in PGD tasks; considerations
related to the results of the data analysis are put forward at the end of the paper.
2</p>
      <p>GaCoCo in a Nutshell and Its Reference Theories
GaCoCo places special emphasis on children's engagement in design tasks,
treating it as a goal to plan for and an outcome to assess. In order to achieve it,
GaCoCo envisions that the design process and its tasks are organised for groups
of children at school with gami cation and cooperative learning. In order to
assess children's engagement in design tasks, GaCoCo relies on qualitative and
quantitative data gathering, and speci c reference frameworks. The remainder
explains them.
2.1</p>
    </sec>
    <sec id="sec-2">
      <title>Organisation of Design Tasks</title>
      <p>
        Gami cation. Gami cation for learning, in this paper, is the usage of GD
principles and elements in school contexts so as to engage and motivate PGD
participants over time. Self determination theory is the reference theory for
gami cation in GaCoCo [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]: accordingly, gami cation should sustain a sense of
progression, control and relatedness through design tasks in order to engage children
over time. In GaCoCo, design tasks are thus presented as structured missions
with clear goals for children, through ad-hoc generative design toolkits (e.g.,
prototyping frames) and gami ed probes (e.g., paper-based progression maps) for
conveying children a tangible sense of progression and a sense of control over
design tasks. An example is the progression map in Fig. 1, developed in the third
year of the GaCoCo experience in order to orientate children across a design
process, fragmented over time; the map is made of paper and wood, and it is
enhanced with micro-controllers in order to interact with children and track
progression information. GaCoCo also uses gami ed probes to convey speci c social
roles and norms, and hence to sustain a sense of social relatedness through the
entire design process. An example is the turn-taking probe for sharing the turn
36
Proc. of Fourth International Workshop on Cultures of Participation in the Digital Age - CoPDA 2016
Gothenburg (Sweden), October 23, 2016 (published at http://ceur-ws.org).
      </p>
      <p>Copyright © 2016 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.</p>
      <p>
        in speaking in class that is illustrated in Fig. 1, which was initially developed
as a non-technology probe, then as a technology gami ed probe [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], and lately
turned into interactive prototypes for sustaining di erent social needs [
        <xref ref-type="bibr" rid="ref15 ref16">15, 16</xref>
        ].
Such social roles and norms are inherited from cooperative learning and adapted
to PGD tasks as explained in the following.
Cooperative learning. GaCoCo also adopts cooperative learning as reference
theoretical framework, and speci cally its social norms and roles for
participants, children and adults alike. In fact, in view of our own experience and of
similar concerns raised by other PD researchers, e.g. [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], participatory
designers need guidelines for managing social interactions with children, especially in
school contexts. Therein di erent voices are present and a ect the design process
also in unpredicted manners if not properly planned for and regulated through
shared social roles and norms [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. An example of a crucial social norm for groups
of children is that group members should all take a turn in designing, which
GaCoCo tangibly conveys through speci c gami ed probes, such as the one in
Fig. 1. Assigning speci c roles for children can also aid in promoting that norm
and similar norms; an example is the role of participation controller, who is
in charge of ensuring fair participation, and of ambassador, who manages the
communication with adults on behalf of the group.
2.2
      </p>
    </sec>
    <sec id="sec-3">
      <title>Data Gathering in Design Tasks</title>
      <p>Finally, for assessing children's engagement in design tasks, GaCoCo
recommends that researchers use quantitative and qualitative methods.</p>
      <p>37
Proc. of Fourth International Workshop on Cultures of Participation in the Digital Age - CoPDA 2016
Gothenburg (Sweden), October 23, 2016 (published at http://ceur-ws.org).</p>
      <p>Copyright © 2016 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.</p>
      <p>
        To this end, [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] o er a tested protocol for eld observations with various
indicators of engagement that can be adapted to the speci c learning context,
for instance, speci c on-task or o -tasks behaviours (e.g., if a child is on-task
working alone, on-task but participating in conversation, or o -task) and a ect
indicators (e.g., confused facial expressions). Observers base their judgment of a
child's engagement on the context, actions, utterances, facial expressions, body
language, and interactions with adults or peers, using multiple cues for maximum
accuracy rather than attempting to select individual cues.
      </p>
      <p>
        Moreover, research in traditional learning domains has documented explicit
links between engagement and emotions, emerging in competence relevant tasks,
e.g., [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. Pekrun's control-theory [
        <xref ref-type="bibr" rid="ref20 ref21">20, 21</xref>
        ] o ers a valuable reference theoretical
framework. In the control-theory, emotions related to engagement in tasks are
distinguished by valence (positive, negative) and activation (activating,
deactivating). In relation to engagement in tasks, the theory posits that enjoyment is
positive and activating, relaxation is positive and deactivating, boredom is
negative and deactivating, whereas anxiety is negative and activating. The available
evidence in traditional learning domains supports the theory and also stresses
the relevance of contextual factors, such as the domain tasks and goals, which
motivate participants to engage as well as the standard against which they re ect
on their own success in tasks [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. Therefore the investigation of emotions for
engagement in the GD domain is not only relevant for the PD community but
also a novel topic for education research. Di erent surveys are available for
gathering data concerning intensity of emotions in tasks. An example is the GR-AES
for Italian school contexts, which is a standardised verbal-pictorial survey for
children [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. Note that the focus of GR-AES is on investigating children's
emotions in a process with tasks for children, which is di erent than assessing their
perception or preferences for games or other technology solutions, and for which
speci c instruments are available in the child-centred design literature [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ], e.g.,
the Fun Toolkit [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ].
3
      </p>
      <p>GaCoCo along the Journey: an AR Approach Based on</p>
      <p>
        Mixed Data
AR is based under the principle that complex social processes can be studied
best by introducing changes into these processes and observing the e ects of
these changes in their natural context. In view of this, Baskerville observes that
an ideal AR domain is given by new or adapted technology development methods
for complex social contexts [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. Thereby, for developing the GaCoCo method
and the associated guidelines for primary school contexts, we adopted an AR
mind-frame and approach, yet we grounded AR on empirical data. Our data
were concerned with children's engagement across a GD process and its design
tasks. Guided by the research question of concern for researchers and \clients"
(how to engage primary classes in a fragmented GD process, in our case), AR
interleaved actions in the natural context of clients (PGD experiences at school)
and research re ections (driven by the collected engagement data) for
produc38
Proc. of Fourth International Workshop on Cultures of Participation in the Digital Age - CoPDA 2016
Gothenburg (Sweden), October 23, 2016 (published at http://ceur-ws.org).
      </p>
      <p>Copyright © 2016 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.</p>
      <p>
        ing scholarly knowledge (the GaCoCo method and guidelines) and bene ts for
\clients" (children's engagement) [
        <xref ref-type="bibr" rid="ref27 ref28">27, 28</xref>
        ].
      </p>
      <p>AR with empirical data allowed us to tackle our research question and deepen
it by investigating, from multiple sources, what GD tasks were (dis)engaging for
children, over time. Speci ally, the GaCoCo PGD studies gathered data related
to engagement in the PGD process by means of a protocol for observations of
behaviours and through the GR-AES self-report instrument for emotions, both
described above. According to the gathered quantitative and qualitative data,
overall children were engaged in the GD experiences, conducted across the years,
which speaks positively of the organisation of the GD process with GaCoCo,
and suggest the presence of a state of wellbeing in children's perceptions of their
experience.</p>
      <p>
        However, results also pinpoint areas critical for participatory GD with
children. Crucially, disengagement was tracked when children were asked to
conceptualise their game level idea, by starting from a storyline and with speci c
generative toolkits. Then positive emotions decreased in intensity and negative
emotions increased in intensity, and signi cantly so. Such results were found
across the years and were backed up by observation data, which report that
children seemed to perceive the task as over-challenging. In the future, this and
similar conceptualisation tasks will require further considerations and research
in PGD with children. For instance, PGD researchers may consider to support
such conceptualisation tasks with additional sca olding opportunities, e.g., by
alternating the conceptualisation work with the sharing of preliminary game
level ideas at the class level. Further considerations are discussed in [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ].
Proc. of Fourth International Workshop on Cultures of Participation in the Digital Age - CoPDA 2016
Gothenburg (Sweden), October 23, 2016 (published at http://ceur-ws.org).
      </p>
      <p>Copyright © 2016 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.
Proc. of Fourth International Workshop on Cultures of Participation in the Digital Age - CoPDA 2016
Gothenburg (Sweden), October 23, 2016 (published at http://ceur-ws.org).</p>
      <p>Copyright © 2016 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.</p>
    </sec>
  </body>
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