A Practice for the Design of Interactive Multimedia Experiences Based on Gamification: A Case Study in Elementary Education
Abstract
:1. Introduction
2. Materials and Methods
2.1. Creation of Work Teams
2.2. Description of Key Stakeholders
2.3. Research Methodology for Designing the Solution
2.4. Practice for the Design of IME in Elementary Education
2.4.1. Creative Route
- To define the different elements that structure a story; these respond to the interests of the base problem identified, as well as to the learning objectives being studied.
- To define the foundations, as well as the structure of the design of the multimedia experience, focusing on the interests, needs and expectations of students and teachers.
- To produce a preliminary definition of the digital media, necessary physical environments, sensory perceptions, interaction patterns, information sources, gamification elements and technologies that will potentially be involved in the design of the IME.
- To perform the tests focused on the conception of the multimedia experience conceived.
- Pedagogical advisor: accompanies the work team to articulate the educational guidelines, competencies under study, game mechanics and gamification that drives the project in the multimedia experience. They also participate in the conceptualization, concretion, and specification of the interactive multimedia experience, by defining its narrative line and visual identity.
- ICT Manager: facilitates active communication within the work team that will implement the interactive experience with the stakeholders of the educational institutions. In addition, it promotes the active participation of teachers and students in the processes of conception, concretion and specification of the elements that make up the multimedia experience.
- Teacher: as an expert in the discipline where the problem under study is located, they can actively collaborate with the pedagogical advisor for the definition of the interactive multimedia experience, in such a way that the solution contributes to the teaching/learning process, through a series of well-defined activities.
- Students: as potential users of IME, they participate in the process of inquiry and subsequent conception of the IME, which will allow them to achieve the learning objectives under study. The participation of end users is vital to incrementally test the multimedia experience.
- Work team: refers to professionals from different fields of knowledge who participate in the pre-production of the multimedia experience. The team is responsible for designing the IME, as well as defining the information structure, the basis for the subsequent design, and the integration of the hardware and software components of the solution. In addition, the team includes people responsible for producing the multimedia content that the experience must offer.
2.4.2. Responsible Route
- To reference the main laws and regulations associated with the educational context at a local, regional, national, and global scale, and which may influence the design of the IME.
- To recognize the factors related to indirect and long-term effects that may occur because of the use of IME.
- To recognize and document possible patterns that respond to the design of the multimedia system development context and other existing solutions, as well as behavioral patterns in people.
- Rector, academic coordinator or pedagogical advisor: provides information on regulations, basic learning rights, learning standards in different areas (science, social, etc.) and current laws on education issued by government institutions, which the work team must consider in the design of the multimedia experience.
- ICT manager: accompanies the work team for the correct inclusion of the regulations in the elements that make up the IME, such as digital content, learning activities, game mechanics, gamification, and others.
- Work team: in charge of considering the current regulations in the pre-production of the multimedia experience.
2.5. Relationship between Practice Techniques and Gamification Elements
2.6. Case Study
- To develop interactive listening and English interpretation skills in transition grade students at La Fontaine School.
- To identify primary and secondary colors and their pronunciation in the English language.
- To identify a set of five geometric figures, their shape, and pronunciation in the English language.
- To develop mathematical notions associated with counting numbers from 1 to 20 for transition grade students, their notation, spelling, the quantities they indicate, and pronunciation in English.
- School administrators need interactive resources that incorporate activities of interest that promote the learning of English and associated content (vocabulary related to geometric figures, colors and counting).
- Managers need the proposed system to make use of electronic equipment, such as tablets, which are available in the classroom and/or playful objects that promote learning.
- Managers need the system to be designed to operate in the available space, expected classroom lighting conditions, and number of students in the classroom.
- Students need follow-ups in the process of learning English.
- Teachers need to have access to the record of activities performed with the system, in order to make pedagogical decisions based on the records.
- Teachers need these interactive resources to reinforce the topics studied in class, specifically colors (primary, secondary, black, and white), shapes (squares, circles, rectangles, triangles, and stars) and counting from 1 to 20, for transition grade students.
- Teachers need to match the activities to each student’s learning level, to achieve effective English learning in an interactive way.
2.7. Work Products
- Milestone 4: Development of figure activity
- Graphics: There are 2D animations and illustrations, in which the character of the experience performs the necessary actions during each activity and shows the context where they take place.
- Text: English statements necessary to carrying out the figure activities proposed in the interactive multimedia experience.
- Audio: Sound effects that accompany the actions of the main character and a voice-over that provides feedback to the students according to their answers.
- Basic English learning rights [39], associated with recognizing simple instructions related to their environment, and associating pictures with word sounds related to their home and classroom.
- Childhood and Adolescence Code, Law 1086 of 2006, Article 33 [40]. The right to privacy is vital to ensure that student data stored in the experience (such as name, date of birth, and grade level) does not violate their privacy in any way.
- Resolution No. 3158 of 2007 [41] establishes the safe and normative design of physical objects that integrate the multimedia experience. In the design and production of the physical objectives, the use of non-flammable materials, electrical voltage (not exceeding 24 volts), no sharp edges of glass or metal, and no access to electronic components (such as batteries) was considered by the students.
- Milestone 7: Development of exploratory level of colors
- Graphics: There are 2D animations and illustrations, in which Coco makes the combination of primary colors to obtain secondary colors, and the context where the activity takes place is shown.
- Text: Instructions during the development of the activity.
- Audio: Sound effects for the context in which the activities and actions performed by the character take place, voice-over requesting primary colors, and providing feedback on the actions performed by the students.
- Decree 975 of 2014, Article 3°, Rights of children and adolescents regarding information and advertising [42]. This regulation is relevant for the development of multimedia content that will be part of the experience, ensuring that it does not represent any form of violence, harassment, or discrimination.
- Milestone 11: Development of counting activities
- Graphics: Illustrations and 2D animations in which the main character in the experience is seen performing different actions proposed during the development of the counting activities; the answering options are shown on the screen.
- Audio: Sound effects related to the context in which the experience takes place.
- Text: Activity statements and answering options for counting activities.
- Basic mathematics learning rights [43]. They are important for the design of counting activities proposed in the multimedia experience, with the objective that students recognize the use of numbers to perform addition and subtraction operations, while being able to compare numbers and associate these with quantities.
2.8. Evaluation Method
- The teacher teaches 18 transition students the topics of colors, figures and counting in the morning (07:00 to 12:00), following the methodology defined by their experience and the school’s approach.
- Evaluation of the appropriation of knowledge through a mechanism defined by the teacher.
- The teacher stores the data for later analysis.
- In the afternoon (12:30 to 17:30), the teacher teaches 18 transition students the themes of colors, figures and counting, following the methodology; this is defined by his experience and using Coco-Shapes to accompany the activities associated with each theme.
- The application provides the teacher with a module in which they can consult quantitative information about each student; this includes the interaction time with the system, the number of levels achieved, the number of successful activities, the number of activities in which they made mistakes, the time spent on each activity, and the level.
- The teacher performs a field observation and takes note of the expressions and comments of the students.
- Evaluation of knowledge appropriation through the same mechanism defined in Stage 1.
- The teacher stores the data for later analysis.
- From the results obtained by the students in the control and experimental groups, the teacher contrasts the results between the first assessment (stage 1) and the second (stage 2).
- A discussion takes place with the teachers to learn how they perceived the contribution of the multimedia experience to the students’ English language learning process.
2.9. Population and Sample
3. Results
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Activity Code | Activities |
---|---|
A1 | Design of the structure and flow (narrative, temporal, events) of the story to be developed from the problem to be solved, describing the events it narrates, the characters involved, the time in which it develops and the space in which these events take place. |
A2 | Definition of the foundations that underlie the design of an IME based on the story and the problem(s) identified, specifying the milestones of the story where the multimedia system must produce a cognitive, emotional and sensory influence on the user. |
A3 | Definition of the types of digital media from which the production of multimedia content will be carried out, as well as the estimated physical environment settings necessary to engage the user in the continuum of the experience, before, during, and after interacting with the multimedia content. |
A4 | Identification and classification of the different sources and processes of information transformation that occur because of the interactive multimedia experience, before, during and after the user’s interaction with the solution. |
A5 | Conception of the different sensory perceptions, as well as the different styles of interaction, guided by the design of the IME and the types of digital media necessary to ensure the psychological, cognitive, and sensory influence on the user. |
A6 | Preliminary verification of the design conceived for the IME. |
Activity | Code Technique | Technique | Steps for Its Application | Tools |
---|---|---|---|---|
A1 | T1 | Video as a support for ethnography |
| Devices that allow video recording, according to the capture needs determined by the work team. |
A2 | T2 | Person definitions |
| Design of a format to store the metadata of the personal profiles. Tools for capturing or producing the visual elements of the format. |
A1, A2, A4 | T3 | Metaphor and analogy production |
|
|
A1, A2, A3 | T4 | Storyboard production |
| Tools for sketch generation. |
A2 | T5 | Map of compelling experiences |
| Space and resources available as a surface and elements for writing and working in a collaborative space. |
A2, A3, A4, A5 | T6 | Journey Map design for the experience |
| Office and design tools for the creation of the Journey Map design. |
A3 | T7 | Matrix for preliminary definition of digital media type |
|
|
A4, A6 | T8 | Analysis of information classification. |
|
|
A4 | T9 | Design for content structure and information. |
|
|
A4, A5 | T10 | Wireframes |
| Authoring and office IT tools to support the production of the listing. |
A5 | T11 | Asymmetric clustering matrix between sensory perceptions, interaction styles and digital media. |
| Office IT to support the production of the matrix. |
A6 | T12 | Behavioral prototyping |
|
|
A6 | T13 | Concept prototypes |
|
|
Activity Code | Activities |
---|---|
A7 | Identification, analysis and classification of the laws and regulations in force at the global, national, and regional levels that may influence the design of the solution. |
A8 | Identification of factors related to indirect and long-term effects that may occur as a result of the use of the multimedia system. |
A9 | Analysis, identification, and classification of possible patterns that respond to the conception of the development context of the multimedia system and other existing solutions, as well as behavioral patterns in people. |
Activity | Code Technique | Technique | Application Steps | Tools |
---|---|---|---|---|
A7 | T14 | Identification of policies and regulations |
| Brainstorming meeting. |
A8 | T15 | Non-directed use |
| Use the envisioning cards kit [33]. |
A9 | T16 | User feedback analysis |
| Matrix of user feedback patterns. |
A9 | T17 | Pattern identification |
|
|
Code Technique | Technique | Contribution to the Elements of Gamification | Related Hypothesis |
---|---|---|---|
T1 | Video to support ethnography | Detection of patterns in the context and behavior of users when performing individual or group activities, which can be used to define gamification elements that are familiar to them. | H1, H2 |
T2 | Definition of users | This technique represents a fictitious user of the experience, its demographics, interests, motivations, needs, frustrations, and other relevant information, which can be analyzed to define gamification elements in the learning activities. | H2 |
T3 | Metaphor and analogy production | Definition of the best metaphors and analogies for the design of the story/narrative of the multimedia experience that will be interesting and surprise users. | H2 |
T4 | Storyboard generation | Design of the structure and graphic representation of a story, characters, scenarios, and flow of events of the interactive multimedia experience, to direct the student’s progress, accompanied by the gamification elements defined in the learning activities. | H1 |
T5 | Map of compelling experiences | Creation of a novel experience that generates student motivation through the definition of challenges or problematic situations to be solved. | H1 |
T6 | Journey Map design for the experience | Description of key moments (milestones) of the multimedia experience. Each milestone defines the digital media, sensory perceptions, modes of interaction, emotions expected to be evoked in the user, and gamification elements. This technique helps to confirm clarity in the purpose of the activity and the motivation generated by the gamification elements, to confirm that the learner’s effort is well directed. | H1, H2 |
T7 | Matrix for preliminary definition of digital media type | Definition of digital media (such as text, audio, images, animations, videos, 3D objects, and others) to support the story of the multimedia experience and provide feedback to the user’s actions. | H2 |
T8 | Analysis and classification of information. | Grouping of gamification elements according to the competencies expected to be achieved in the learning activities defined in the multimedia experience. | H1 |
T9 | Design for content structure and information. | Organization of gamification elements according to the flow of actions, digital content and other information offered by the multimedia experience. | H2 |
T10 | Wireframes | Representation of the user interfaces in the experience through low-fidelity prototypes, which allow us to understand the flow of actions in the learning activities, represent and detail the defined gamification elements, and, among other design aspects, to ensure the achievement of the learning objectives and an attractive design. | H1 |
T11 | Asymmetric clustering matrix among sensory perceptions, interaction modalities, and digital media. | Definition of the sensory perceptions to be stimulated by the user throughout the experience, and the interaction styles to be used in front of the digital media and multimedia content, which contribute to the achievement of the activities and learning objectives. | H1 |
T12 | Behavioral prototyping | Observation and documentation of user behavior with respect to the interaction and use of the gamification elements; this is used to determine if their attitude is favorable to the design of the interactive multimedia experience. | H2 |
T13 | Concept prototypes | Validation of the design of the multimedia experience to obtain feedback from stakeholders on the satisfaction of needs and expectations. It makes the gamification elements and their contribution to the learning objectives visible. | H1 |
T14 | Identification of policies and regulations | Identification of policies, laws, basic learning rights, audiovisual content suitable for the target audience and other regulatory norms by the state that should be considered in the design of the multimedia experience in elementary education. | H1 |
T15 | Non-directed use | Identification of other uses for the multimedia experience and gamification elements, other than those originally conceived by the work team. | H2 |
T16 | Analysis of user feedback | Analysis of user data and identification of patterns that contribute to the definition of game elements, which can be more valuable to the interactive multimedia experience and generate student engagement with the activity they participate in. | H1 |
T17 | Pattern identification | Analysis, interpretation, and detection of the behavioral patterns of potential users that can be taken as a basis for the definition of gamification elements in the multimedia experience; this is in order to achieve a positive experience and achieve learning. | H1, H2 |
Level | Thematic | Number of Students | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Experimentation | Concentration Range | Control | Concentration Range | ||||||||||||
5 | 4 | 3 | 2 | 1 | 0 | 5 | 4 | 3 | 2 | 1 | 0 | ||||
Level 1 | Figures | 12 | 4 | 2 | 0 | 0 | 0 | 4–5 | 7 | 3 | 4 | 3 | 1 | 0 | 3–5 |
Counting | 11 | 3 | 4 | 0 | 0 | 1 | 4–5 | 2 | 4 | 8 | 2 | 2 | 0 | 3–4 | |
Colors | 0 | 6 | 8 | 3 | 1 | 0 | 3–4 | 0 | 3 | 4 | 5 | 4 | 2 | 1–3 | |
Level 2 | Figures | 10 | 1 | 3 | 4 | 0 | 0 | 3–5 | 3 | 3 | 6 | 4 | 1 | 1 | 2–4 |
Counting | 4 | 2 | 12 | 0 | 0 | 0 | 3–4 | 1 | 0 | 4 | 6 | 5 | 2 | 1–3 | |
Colors | 2 | 3 | 10 | 2 | 0 | 1 | 3–4 | 1 | 2 | 8 | 4 | 2 | 1 | 2–3 | |
Level 3 | Figures | 10 | 2 | 6 | 0 | 0 | 0 | 3–5 | 1 | 3 | 10 | 3 | 1 | 0 | 3 |
Counting | 5 | 4 | 9 | 0 | 0 | 0 | 3–5 | 0 | 1 | 6 | 6 | 4 | 1 | 1–3 | |
Colors | 10 | 4 | 4 | 0 | 0 | 0 | 4–5 | 2 | 1 | 9 | 5 | 0 | 1 | 2–3 |
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Peláez, C.A.; Solano, A. A Practice for the Design of Interactive Multimedia Experiences Based on Gamification: A Case Study in Elementary Education. Sustainability 2023, 15, 2385. https://doi.org/10.3390/su15032385
Peláez CA, Solano A. A Practice for the Design of Interactive Multimedia Experiences Based on Gamification: A Case Study in Elementary Education. Sustainability. 2023; 15(3):2385. https://doi.org/10.3390/su15032385
Chicago/Turabian StylePeláez, Carlos Alberto, and Andrés Solano. 2023. "A Practice for the Design of Interactive Multimedia Experiences Based on Gamification: A Case Study in Elementary Education" Sustainability 15, no. 3: 2385. https://doi.org/10.3390/su15032385
APA StylePeláez, C. A., & Solano, A. (2023). A Practice for the Design of Interactive Multimedia Experiences Based on Gamification: A Case Study in Elementary Education. Sustainability, 15(3), 2385. https://doi.org/10.3390/su15032385