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Other evaluation
reports about our work:
WolfQuest Summative Evaluation Report. This evaluation of the WolfQuest learning game, conducted by the Institute for Learning Innovation, found the game to be highly effective in achieving its goals, providing a rich and rewarding learning experience for players. A Rolling Evaluation Gathers No Moss. Continuous, formative evaluation with rapid revisions was key to the successful development of Kids Design Network (KDN) by the DuPage Children's Museum and Eduweb. Paper presented at Museums & the Web 2003. Summative Evaluation of the Dakota Experience Pilot Module At Eduweb, we think a lot about our practice. We evaluate our projects with users. And we conduct research into games, players, and learning
all to improve our methods and bring us ever closer to our goal of developing the most engaging and effective digital learning experiences possible.
REPORTS AND PAPERS
Here are the products of these efforts, often done in collaboration
with top researchers and evaluators in the museum field. Playtesting PlanetMania: a Mobile Game for Museum Exhibits David T. Schaller, Eduweb, and Barbara Flagg, Multimedia Research, 2013. PlanetMania is an iOS and Android mobile game designed to be played with the Maryland Science Center's new Life Beyond Earth exhibit. Intended for preteens, the card-based gameplay expands upon exhibit content and encourages interaction with the physical exhibit. Through extensive paper prototyping and iterative development, the project team revised and simplified the game content and interactivity, striving for intuitive game rules, age-appropriate scientific content, and engaging game play and learning outcomes all in a museum environment where players have plenty of distractions.
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From Knowledge to Narrativeto Systems? Games, Rules, and Meaning-Making David T. Schaller, Eduweb. 2011. In the late 20th century, museums moved from traditional methods of knowledge transmission to constructivist interpretive methods such as narrative, a transition that many found
challenging. Today, museum educators wishing to adopt game-based learning methods face a similar challenge: to move from now-familiar narrative methods to a systems-based approach
in which rulesets define player choices and subsequent consequences. These rules represent some aspect of the subject matter, while also revealing the designer's perspective on it.
Rules create the space for the players to author their own experience, made more meaningful because it was shaped by their own choices, actions, and struggles within the system.
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The Meaning Makes It Fun
David T. Schaller, Eduweb. 2011. Museum games can be a powerful meaning-making experience for players, but only if we understand that what makes games fun is also what makes them meaningful. Renowned game designer
Sid Meier (Civilization, Railroad Tycoon, Pirates) famously defined a good game as "a series of interesting choices." What makes choices interesting? The same thing that makes them
meaningful: consequences, context, and a savvy appeal to human psychology. When designed well, these choices can make even mundane content meaningful. So imagine the possibilities
when we use the stuff of museums — art, science, history and technology — as our content and context. Whether creating a game or a simpler activity, we can draw on
principles of game design to weave a series of interesting choices that honors our real-world content while engaging visitors in thoughtful ways. This article considers the types
of choices offered by that most common type of "game" — the quiz — before analyzing the board game Monopoly for attributes of interesting choices, and finally discusses
how those attributes are built into several games for cultural institutions.
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The Player's Voice: Using evaluation to bring the player into the development process
David T. Schaller, Eduweb Kate Haley Goldman, National Center for Interactive Learning, Space Science Institute. 2011. The state of learning game evaluation currently resembles that of museum website evaluation a decade ago: designers recognize the value of evaluation but struggle to find appropriate
questions, methods, and strategies to incorporate evaluation into the development process. In recent years, much academic research has been conducted on the learning affordances of
commercial games such as World of Warcraft, and on in-school and afterschool based games. But evaluations of learning games played at home and in other free-choice
environments are far less common. In this chapter from Museums at Play: Games, Interaction and Learning we draw on our experiences as a developer (Schaller) and an
evaluator (Haley Goldman) of museum learning games to explore the challenges and rewards that arise when incorporating the player's voice into the game development process.
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Learning in the Wild: What WolfQuest taught developers and
game players
David T. Schaller, Eduweb Kate Haley Goldman, Institute for Learning Innovation Grant Spickelmier, Minnesota Zoo Steven Allison-Bunnell, Eduweb Jessica Koepfler, Institute for Learning Innovation. 2009. Summative evaluation of our WolfQuest wildlife simulation game finds that players report knowledge gain, stronger emotional attachment to wolves, and significant
behavioral outcomes, with large percentages of players following their game sessions with other wolf-related activities, including such further explorations of wolves on
the internet, in books and on television. This paper details these evaluation results from the summative evaluation, discusses the theory behind the project, and reflects
on our experience developing the game.
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This chapter from The Digital Museum: A Think Guide
discusses ways that digital learning games offer museums new opportunities to engage youth and adult audiences in compelling and meaningful ways.
Read an excerpt and order the book!
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One Size Does Not Fit All: Learning Style, Play, and Online Interactives
David T. Schaller and Steven Allison-Bunnell, Eduweb Minda Borun, The Franklin Institute Margaret Chambers, Consultant. 2007 In creating educational experiences, developers often target audience segments based on demographic groups. However, we all know that people vary in other
significant ways. Particularly with regard to learning styles, one size does not fit all. This paper presents research findings from our study, funded by the
National Science Foundation, of the effect of learning style on user preferences for different types of online learning activities, ranging from deductive puzzles
to open-ended creative design.
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What Makes a Learning Game?
David T. Schaller, Eduweb. 2005 What are key characteristics and challenges of an effective learning game? Adapted from a presentation at the
Web Designs for Interactive Learning conference in Ithaca, June 2005.
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Learning Styles and On-line Interactives
David T. Schaller and Steven Allison-Bunnell, Eduweb Minda Borun, Franklin Institute Science Museum. 2005 Learning styles may give us insight into the diverse ways that people view and interact with on-line learning interactives. This paper provides an introduction to our
NSF-funded research study.
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From the Physical to the Virtual: Bringing Free-Choice Science Education Online
Steven Allison-Bunnell and David T. Schaller, Eduweb. 2005 This chapter from E-Learning and Virtual Science Centers
proposes a series of strategies for reconceptualizing science center exhibits online, in order to take online users
deeper into the scientific concepts underlying the physical phenomena on exhibit in the physical galleries.
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To Flash or Not To Flash? Usability
and User Engagement of HTML vs. Flash
David T. Schaller and Steven Allison-Bunnell, Eduweb Anthony Chow, Paul Marty and Misook Heo, Florida State University. 2004 Macromedia Flash as a useful tool that allows greater interactivity
and multimedia compared to HTML pages, but how does it affect
usability and user engagement? This paper reports on a comparative
evaluation of Flash and HTML versions of a single Web site,
focusing on user goals, behavior, and responses.
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Exploring Motivational Factors
and Visitor Satisfaction in On-line Museum Visits
Kate Haley Goldman, Institute for Learning Innovation David T. Schaller, Eduweb. 2003 Why do people visit a museum web site, and how do these motivations
affect their experience with the site and the learning or meaning-making
that may happen as a result of their visit? This paper builds
on past research by analyzing an online survey of visitors to
four museum Web sites.
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Practicing What We Teach: how
learning theory can guide development of online educational activities
David T. Schaller and Steven Allison-Bunnell, Eduweb. 2003 Transplanting learning theory from the classroom or museum
environment to the Web poses unique challenges. In this paper,
we review several theories of learning and explore ways that
we have tried to incorporate them into our development and design
process for interactive Web sites.
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How Do You Like To
Learn? Comparing User Preferences and Visit Length of Educational
Web Sites
David T. Schaller and Steven Allison-Bunnell, Eduweb Minda Borun and Margaret B. Chambers, Museum Solutions. 2002 Developing effective public education sites for the World Wide
Web requires an understanding of both learning theory and what
appeals to learners. How can Web developers create sound educational
activities that attract and appeal to a broad audience? Do adults
prefer different types of online learning experiences than children?
Read the report!
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Developing Goal-Based Scenarios
for Web Education
David T. Schaller, Steven Allison-Bunnell and Susan Nagel, Eduweb. 2001 The theory and research underlying our "How do you like
to learn?" study.
Based on a paper for the National Association of Interpretation
2001 Conference.
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