Case Study 1 Team 6 Responses
Case Study 1 Team 6 Responses
Case Study #1
Case Study #1
1. Identify the different barriers Micahel encountered when he tried to convince school
district personnel to implement the games in middle school classes. What questions
do you think educational game designers must consider when designing a game for
K-12 contexts?
3. Why does Michael feel so strongly about not putting the game in an after-school
program? Discuss the pros and cons of Michael's decision.
If only advanced students used the games, this would imply that not all students would benefit
from the games.
Pros:
1. Michael stood his ground in regard to the mission and overall purpose of the
educational game.
2. Federal funding was for traditional classroom settings and for a broad reach of
students. The funding was based on developing and honing a model to use
technology to increase the engagement of ALL students in scientific inquiry.
(Ertmer et al., 2019) He wants this to be utilized not just by “gifted” students but
by any students.
3. He wanted to implement Next Generation Science Standards, emphasizing critical
thinking and inquiry-based problem solving rooted in how science was practiced
in the real world.
4. If the game was introduced in only after-school programs, students would not be
as engaged as in a traditional classroom setting.
Cons:
1. Micahel needs evidence. Currently, without any test subjects, he is unable to show
districts the positive impact the game has in a classroom setting.
2. Much more difficult to test his games, but if they were used in the classroom, it
would be a more definitive experiment on their effectiveness.
3. Not recognizing the diverse learning environment of a traditional classroom
setting.
4. Needed more time to deliver the final product.
2. Identify the different contexts in which an educational game might be played and
how those contexts affect design decisions.
There are many different contexts in which an educational game might be played. These
different contexts affect various game design decisions. If a game is to be played solo, it
would be different than a game to be played by a group. A game could be played in a
formal environment where their performance is being evaluated, such as in the classroom,
summer learning program, or home school. The game could also be played in informal
learning environments where no evaluation is taking place, like an extracurricular club or
recreationally at home. Additionally, if the game is supervised or facilitated by an
educator, parent, or tutor versus playing it self-directed could affect learning outcomes
and design decisions.
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4. How are the factors affecting the adaptation of a game in this case similar to or
different from efforts to introduce other innovations in schools?
Resource allocation is a top priority in schools, and when dealing with innovative
technology like this, there are resources required that make adapting the curriculum more
difficult. The case study mentions that they need the computer labs for other courses, and
science classes can't take 8 days in the lab for the game. (Ertmer et al., 2019) Situations
like this pose limitations on what innovations can be possible in a traditional classroom
setting.
References
Caskey, M. M., & Anfara, V. A., Jr. (2007). Research summary: Young adolescents’
developmental characteristics. Retrieved 6/14/2013, from
Ertmer, P.A., Quinn, J.A., & Glazewski, K.D. (Eds.). (2019). The ID CaseBook: Case Studies in
Instructional Design (5th ed.). Routledge.
Reiser, R. A., & Dempsey, J. V. (2018). Trends and issues in instructional design and
technology (4th ed.). Pearson.