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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Learning from User Experience in the Design of a Playful Peer Feedback Tool</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Vibeke Vold</string-name>
          <email>Vibeke.Vold@uni.no</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Barbara Wasson</string-name>
          <email>Barbara.Wasson@uib.no</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Information Science and Media, Studies, University of Bergen</institution>
          ,
          <addr-line>Norway, +47 55584120</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Uni Digital, Uni Research</institution>
          ,
          <addr-line>Allégaten 27, 5020 Bergen, Norway, +47 90013289</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>Today's youth thrive in informal participatory communities where they not only consume but also act as contributors or producers. In a participatory culture of learning, students' active contributions to their learning are stressed and peer assessment is considered as an important component. In this paper we investigate which user experiences should be supported in a playful peer feedback tool within a participatory culture of learning.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;User Experience (UX)</kwd>
        <kwd>participatory culture of learning</kwd>
        <kwd>active learning</kwd>
        <kwd>peer feedback</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        INTRODUCTION
Today’s youth participate in a variety of social media
where they create and disseminate ideas or news,
collaborate and connect with people. Examples of social
media software are numerous and enable communication,
collaboration, multimedia and entertainment through blogs,
and social networking (Facebook, MySpace), wikis, Flickr,
YouTube, Second Life, etc. Through their participation in
these informal communities today’s youth develop new
media skills [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]. In their 2006 report on Confronting the
Challenges of a Participatory Culture Jenkins et al. [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]
identify 10 new skills—Play, performance, Simulation,
Appropriation, Multitasking, Distributed Cognition,
Collective Intelligence, Judgement, Transmedia Navigation,
Negotiation, Networking—developed through collaboration
and networking.
      </p>
      <p>
        While there is an increasing view of learning as a
participative activity in the learning community [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ],
schools and institutions have been slow to react to the
emergence of this new participatory culture [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. An
important component in the design of learning
environments is implementing this contemporary culture of
learning [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Peer assessment is used as a means to
empower students and peers by enabling students to take
charge of their learning and become active learners who
take responsibility for, and manage, their own learning [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
In our work on peer assessment we are inspired by the ease
and playfulness with which participants interact and give
each other feedback in participatory environments . We try
to harness this and draw on the new media skills the
students are developing in our design of a playful peer
assessment tool. A review of current research in the field of
peer assessment and feedback, and observation of user
experiences during a field trial, are used to inform the
design of a playful peer feedback tool in a participatory
culture of learning.
      </p>
      <p>
        LEARNING IN SCY
The EU 7th framework SCY (Science Created by You;
www.scynet.eu) project addresses learning in science
offering learners a learning experience based on real life,
challenging assignments [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. In SCY-Lab (the SCY
learning environment) learners work individually and
collaboratively on “Missions” which are guided by
socioscientific questions such as “How can we design a
climatefriendly house?” [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Learners have to gather and process
information, design and conduct experiments, make
interpretations and abstractions, communicate their
conclusion or, in other words, engage in processes of active
learning, based on inquiry, knowledge building, and
learning by design [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ].
      </p>
      <p>
        SCY uses a pedagogical approach that centres around
products called “emerging learning objects” (ELOs) that
are created by learners [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The ELOs, such as a
CO2friendly house design or a concept map, are the vehicles for
gaining an understanding of the general science skills,
social and presentations skills, and domain concepts the
student has developed [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]. Thus assessment in SCY is
centred on these ELOs.
      </p>
      <p>
        PEER ASSESSMENT IN A PARTICI-PATORY CULTURE
OF LEARNING
Peer assessment enables students to take charge of their
learning, and become active learners who could take
responsibility for, and manage, their own learning [
        <xref ref-type="bibr" rid="ref1 ref2 ref26 ref30 ref4">1, 2, 4,
26, 30</xref>
        ]. For example, it enables students to learn to assess
and to develop assessment skills, either when they enact
peer assessment themselves or when receiving an
assessment from their peers, and at the same time, it
enhances students’ learning through knowledge diffusion
and exchange of ideas, even when they are incorrect [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ].
Peer assessment has also been found to motivate students to
engage in the learning process [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. Research on students’
views about peer assessment has shown that students are
motivated by the fact that they want to impress their peers
[
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] and by the fact that peer assessment is productive. It
makes them think, learn more, be critical, and be structured
[
        <xref ref-type="bibr" rid="ref2 ref23 ref24 ref6">2, 6, 23, 24</xref>
        ]. In addition, peer assessment introduces the
students to the perspective that the focus of instruction is
not only on the end product(s) but also on the process, and
it highlights the value of collaboration (e.g., social
interactions, trust in others; [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. Peer feedback is a form of
peer assessment where peers give opinions, suggestions for
improvements, ideas, etc. to each other. It has been found
that students are more willing to accept feedback given in
“student-speak” and students may be more willing to accept
feedback from peers [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. It has also been emphasized that
the accuracy of the peer feedback may not be that crucial
[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] and that the consequence of variety of accuracy in peer
feedback might just be a benefit [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ].
      </p>
      <p>
        A PLAYFUL PEER FEEDBACK TOOL
In our work in the SCY project we are focused on
providing “playful” peer assessment possibilities in a
science learning environment and in this manner empower
the users to become active learners who take responsibility
for, and manage, their own learning [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]. The tool is
“playful” because it is lightweight and designed to take
advantage of new media skills.
      </p>
      <p>
        User experience
Over the last decade “user experience” became the
buzzword in the field of human-computer interaction (HCI)
and interaction design [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. It has become a catchphrase,
calling for a holistic perspective and an enrichment of
traditional quality models with non-utilitarian concepts,
such as fun [
        <xref ref-type="bibr" rid="ref18 ref5">18, 5</xref>
        ], joy [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], pleasure [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], hedonic value
[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] or ludic value [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        Good user experience (UX) is the goal of most product
development projects today [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. Hassenzahl [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] argued
that future HCI must be concerned about the pragmatic
aspects of interactive products (i.e. fit to behavioral goals)
as well as about hedonic aspect, such as stimulation (i.e.)
personal growth, an increase of knowledge and skills),
identification (i.e. self-expression, interaction with relevant
others) and evocation (i.e. self-maintenance, memories).
Focus on the positive aspects of technology use has also
been a trend in psychology [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] and within UX this idea
has been adopted outlining one of HCI’s main objectives to
contribute to our quality of life by designing for pleasure
(by creating outstanding quality experiences) rather than
for absence of pain (or preventing usability problems) [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
How to sustain a good user experience?
Many UX researchers argue that good UX comes from the
value and meaning of the product concept itself [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. In
order to select the right concept, we need to evaluate the
concept ideas, the potential value of the concept idea itself
(experiential evaluation) and how the concept idea would
fit into participant’s own context of living [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. According
to Roto et al. [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] the value of the anticipated interaction
outcome can be evaluated even thought there is no user
interface or interaction design available.
      </p>
      <p>In this paper we address: How can we design a playful peer
feedback tool to sustain good user experiences?
FIELD RESEARCH
During a March 2010 field trial of the SCY Mission
“Create a CO2 Friendly House” we observed how peers
interact and give each other feedback. The trial was
arranged at Sandvika Upper Secondary School in Oslo. It
ran for 20 hours, divided over 4 successive Wednesdays, 5
hours each day.</p>
      <p>Participants
Three science classes of approximately 30 first year high
school students (16-17 years old) were introduced to the
SCY project and volunteers for the 4-week field trial were
solicited. A selection of 20 students from the volunteers
across these classes was chosen to participate. The 3
teachers divided the students in 4 person design teams, each
of which chose their own name:
• BioNorway (3 girls and 1 boy)
• New energy (3 boys and 1 girl)
• Power puff (4 girls)
• PikenesJens (2 girls and 2 boys)
• ThumbsUp (2 girls and 2 boys)
Learning Environment
The learning environment comprised SCY-Lab (with its
resources and tools) Google search engine, Google
SketchUp (for 3D drawings), PowerPoint and Word. No
feedback tool was available in SCY-Lab; feedback was
given spontaneously and orally within and between groups
Figure 1 shows a student working with SCYSimulation in
SCY-Lab.
The Student Mission and Tasks Given
The Mission challenge given to the students, “Your job is
to design a CO2 friendly house”, included 9 tasks:
1. Create one concept map where you explain the
importance of reducing global CO2-levels.
2. Create one concept map where you brainstorm on
the design aspects of a CO2 -friendly house.
3. Make an initial plan on how your design group
will proceed with the tasks to ensure a successful
project.
4. Become an expert in one of the four fields:
a. Production of energy,
b. Laws of energy,
c. Solar cells and solar thermal collectors,</p>
      <p>and
d. Heat pumps.
5. Experts present their work in their original design
groups.
6. Revise the initial plan.
7. Design, build and analyze your CO2 friendly house
using different tools that will be provided for you.
8. Write a report for the mayor of your town.
9. Present your group’s findings in front of your
classmates.</p>
      <p>Data Collection
Empirical data, collected during the field trial through
observations, videos, and data recordings, included: field
notes, video recordings, reports, power point presentations
and the collection of ELOs.</p>
      <p>Analysis for Assessment Design
During the field trial we were interested in the following
questions: Are the students active and take initiative in their
own learning process? Do they look at each others ELOs
and engage in peer interaction? Do they give feedback? Do
they need any support to share and give feedback on each
other’s ELOs?
Thus the analysis of the empirical data focused on whether
the students:
1) shared their ELOs
2) asked questions or presented an argument
3) gave feedback to one another
4) took the feedback into consideration
and the implications of these for the design of a feedback
tool.</p>
      <p>Episode 1:
Student Jens looked at another team’s house design on their
screen and asked a question. The other student, Magnus,
pointed at their ELO (see Figure 2) on his computer screen.
Excerpt 1 (from Field Notes):
Jens (PikenesJens): Do you have a CO2 reason for
building a round house?
Magnus (NewEnergy): We have chosen to design a round
house with one floor. We did this to save area and by this
also energy. Because the smaller square footage of exterior
walls we don’t need to insulate as much. We also chose to
only use one floor in the house. In this manner we don’t
have the problem that the heat rises to the 2nd floor and we
get an even heat throughout the whole house.</p>
      <p>Excerpt 1 shows the how a student question “Do you have
a CO2 reason for building a round house?” triggered a
discussion about why Team New Energy made a circular
house.</p>
      <p>The relevance of this for the design of SCY assessment is
that:
1) This dialogue should be supported by a SCYFeedback
tool
2) The content of the dialogue illustrates that a) Jens can
ask a question (skill: formulate questions) and b) Magnus
can explain and argue for their choice of design (skill:
argumentation/reasoning). This shows some of the skills
that the teacher will look for in a summative evaluation.
Episode 2:
Student Jens looked at other team’s house simulation in
SCY-Lab (see Figure 3) on his own computer and got a
reply from the teacher.
Excerpt 2 (from Field Notes):
Jens (PikenesJens): How can the walls have less surface
area (96 m2) than the floor and roof (both 172 m2)?
Teacher: You have to use the formula for calculating the
surface area for circles instead of rectangles.</p>
    </sec>
    <sec id="sec-2">
      <title>Jens (PikenesJens:</title>
      <p>What
is
the
forumula?</p>
    </sec>
    <sec id="sec-3">
      <title>Teacher:</title>
      <p>Jens (PikenesJens): I have now calculated and I think that
their answer is correct. The walls do have less surface area
when using a circle than a rectangle!!!
Teacher: Laughing. Yes that is correct. You did not expect
that did you?
Jens (PikenesJens): No, humm well then I guess that I
have understood something new.</p>
      <p>Excerpt 2 shows how a student question “How can the
walls have less surface area (96 m2) than the floor and roof
(both 172 m2)?” triggered a discussion between the student
and the teacher.</p>
      <p>The relevance of this for the design of SCY peer feedback
is that:
1) This dialogue should be supported by the SCYFeedback
tool. The peers designing the round house could just as well
as the teacher help the students with information about how
to calculate the surface area of a circle.
2) The content of the dialogue shows that Jens found that
Team New Energy correctly had used the formula and
calculated the area and volume of a circle (mathematics
domain). It is also plausible that after the communication
with the teacher Jens also has gained this skill in geometry
of calculating area and volume from complex shapes.
Episode 3
Students’ sharing of house simulations generates discussion
around the elements in the data simulation of a CO2
friendly house. Figure 4 shows the house simulation of
team</p>
      <p>New
Excerpt 3 (from Field Notes)
Jens (PikenesJens): Wow! Your graph bar for the door is
very small compared to ours! The door area is 2 m2 and the
doors material is glass. How many m2 does a door need to
be? Is 2 m2 enough? Is glass door better than wood?
Teacher: I would think that wood is better isolation
material than glass.</p>
      <p>Jens (PikenesJens): I have checked and you get better
values for glass than for door. But the glass is triple!!!
Teacher: Ok that might explain it. Tipple glass door might
provide better isolation than a single wood door.
Jens (PikenesJens): But is 2 m2 enough for the door?
Teacher: How big is the door into the classroom? And how
big are you?
Jens (PikenesJens): Checking the classroom door and
2
walking through it. I do not think that it is more than 2 m .
Great then I can reduce the door sixe and get a better heat
coefficient. I will also experiment will various door
materials.</p>
      <p>Excerpt 3 shows that the student Jens displays general
science skills such as being able to visualize, interpret and
make judgements about data. By investigating the
simulation of another team and comparing this with their
own a student gains experience in interpreting data and in
investigating how the house simulation variables are related
to the overall heat transfer coefficient. The application of
the concept of overall heat transfer coefficient with the
transfer of heat is a skill within Physics and
Thermodynamics. The student discussion and application
of this concept in their house simulation model could
demonstrate that they have gained this skill.</p>
      <p>The skills of interpreting another team’s (Team ThumbsUp)
house simulation proved to be useful for Jens (Team
PikenesJens) as he got a new perspective on how low the
heat loss coefficient for the door could be. Based on the
comparison of the two teams’ simulation model and
feedback from the other student Team ThumbsUp changed
their values and managed to reduce the heat loss coefficient
for their door.</p>
      <p>The relevance of this for the design of the SCY assessment
is that:
1) The commenting and questioning of a student made
ELO could be supported by the SCYFeedback tool. The
students in team New Energy might just as well as the
teacher answer questions related to their simulation ELO
and the choices behind their selection of values.
2) The ELO sharing led to changes in student ELO and the
discussion shows that the student displays skills like for
example being able to visualize, interpret and make
judgements about data.</p>
      <p>Episode 4
Students’ presentation of their house design gave a good
opportunity for peer feedback in a plenum. Figure 5 shows
the students in Team New Energy presenting their use of
isolation in their house design.
Excerpt 4 (from Field notes):
Team ThumbsUp: We see that you have chosen tar paper for roof
but is that an environmental friendly material?
Team New Energy: It is perhaps not the most environmental
friendly, but it is very isolating and thus we do not have to use too
much electricity to heat the house.</p>
      <p>Team ThumbsUp: We think that you should avoid using a
material that is not environmental friendly.</p>
      <p>Excerpt 3 shows that Team ThumbsUp is questioning the
environmental friendliness of their choice of tarpaper as
one of the roof materials. Team ThumbsUp and New
Energy discuss if a material that is not environmental
friendly can be used. The discussion and peer feedback
could be supportive for the students in gaining general
science skills such as being able to reflect on one’s own
knowledge and interpret data.</p>
      <p>The relevance of this for the design of SCY assessment is
that:
1) This student dialogue should be supported by the
SCYFeedback tool.
2) The student questions would then be documented and
the teacher could look back at the student dialogue when
assessing the student skills.</p>
      <p>CONCLUSIONS AND SUMMARY
In this paper we have explored which user experiences
should be designed for and supported by a playful peer
feedback tool within a participatory culture of learning.
Today’s youth participate in a variety of social media and
develop new skills (e.g., play, simulation, judgement,
multitasking). Within learning research the view of learning
as a participatory activity where the students themselves
participate actively in the learning community has been
increasing. Peer assessment has been suggested as a
method to be used to empower students to take charge of
and manage their own learning.</p>
      <p>UX researchers argue that good UX comes from the value
and meaning of the product itself. The concept of
participatory peer feedback has been further investigated in
a school setting with the SCY-Lab learning environment
and “Create a CO2 friendly house” Mission in order to see
if the concept idea would fit into participant’s own context
of learning.</p>
      <p>The field study showed that:
- students were looking at each others products (ELOs)
and took initiative by asking each other questions
- students naturally engaged in peer feedback dialogues
- students were able to make judgements about other
students ELOs and use this to further develop their own
skills
- the students seemed to be comfortable with switching
between working on own ELOs and investigating other
students ELOs
- the students seems to be motivated by playing with
other students simulations
- students need support to communicate with each other
and give each other feedback on ELOs
- students showed skills in their discussions (e.g.
collaboration, formulate questions, argumentation,
reasoning, mathematical calculation, judgement,
simulation)
The idea of creating a good user experience and also
cultivate the students as active learners with a peer based
assessment tool seems promising. Findings show that
students act, take initiative and they also seem to take
pleasure in sharing their products (ELOs) and engaging in
peer discussions. Students do not seem to need instructions
and guidance as this playfulness falls naturally for them.
However, a need for a means to link peer feedback to ELOs
was identified. The goal for the design of the playful
SCYFeedback tool for peer assessment should be to
facilitate student sharing of ELOs together with
opportunities for student feedback on the ELOs. The tool
should lay the foundation for a good user experience where
student themselves can engage in ELO sharing and take
charge of having fun and creating their own pleasure.
ACKNOWLEDGMENTS
This study was conducted in the context of Science Created
by You (SCY), which is funded by the European
Community under the Information and Communication
Technologies (ICT) theme of the 7th Framework
Programme for R&amp;D (Grant agreement 212814). This
document does not represent the opinion of the European
Community, and the European Community is not
responsible for any use that might be made of its content.
We like to acknowledge the contributions of the large list
of people working on SCY to the work presented here.
Education Academy. Retrieved from
http://www.heacademy.ac.uk/resources/detail/id437
establishing learning effects</p>
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