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Developing Ubiquitous and Collaborative Learning using MIT Scratch

Learning Module

Abstract

This learning module is meant to assist instructors in creating a ubiquitous learning environment whereby students can collaborate to create online/mobile games using MIT Scratch. Here, we will review how to develop coding that will allow students to create meaningful, fun, usable programs/games that students will create in a team environment, discuss game theory, within ISTE and CSTA Standards.

Keywords

Scratch, game design, game theory, ubiquitous learning, collaborative learning

Introduction: 

It is important as the instructor, that you become familiar with MIT Scratch, so in these modules, you will be asked to create some sort of game just as your students (ages 8-16) would, to get a feel for how the program works, how to troubleshoot issues, where to find support, and how to collaborate with other users. I have been instructing graduate students in the use of Scratch for the last several years at North Carolina Central University. The purpose of the module, however, is to instruct teachers on how to create lessons for their students on how to use Scratch efficiently. 

What is MIT Scratch?

Scratch is a programming language and an online community where children can program and share interactive media such as stories, games, and animation with people from all over the world. As children create with Scratch, they learn to think creatively, work collaboratively, and reason systematically. Scratch is designed and maintained by the Lifelong Kindergarten group at the MIT Media Lab (Scratch MIT, 2021). Here is just an overview of Scratch for you below (more details will be discussed in lesson one):

Scratch

Media Source: (Scratch MIT, 2021)

Delivery Method and Course Layout:

This course is a blended learning environment, with a live class every other Monday from 6pm-8pm and live workgroup sessions on Saturdays from 6pm-8pm. However, there will be additional work to be done asynchronously. Each lesson will span a two-week time period.

Assignments will include a discussion board post and a project update that will be due every two weeks on Sunday by 11:59pm. There will also be a final project that will have portions completed each week and presented in Lesson 5 for peer review.

Materials Required:

Textbook:

Advanced Scratch Programming by Abhay B. Joshi, Ravindra Pande (Illustrator)

ISBN-13: 9781539660842 Publisher: CreateSpace Publishing Publication date: 08/15/2016

Software:

MIT Scratch App – free download at this link

The app is available on both PC and Mac. Please make sure to select the most recent version.

Outcomes:

After completing this course candidates should be able to:

1.) Implement instructional design as an authentic task creator and problem-solving technique;

2.) Visually program a game for instructional purposes using MIT Scratch software code;

3.) Create and implement an interactive game that they have authored for instructional purposes; and

4.) Present and explain in detail the components that comprise the game in a Game Manual designed for the end-user.

See Lesson 5 for more information.

This course follows the ISTE Standards for Educators. The ISTE Standards for Educators are your road map to helping students become empowered learners. These standards will deepen your practice, promote collaboration with peers, challenge you to rethink traditional approaches and prepare students to drive their own learning. For more information, please visit the ISTE website

ISTE Standards for Educators

Media Source: (ISTE, 2021) www.iste.org/standards

 

Lesson 1

Student

Before diving into using Scratch itself, let’s learn a little bit more about what scratch is and how it can be used to teach students to think creatively, work collaboratively, improve mathematical skills, in a ubiquitous learning environment.

Scratch is a free programming language developed by MIT that makes it easy to create interactive stories, animations, games, music, and art, and share your creations on the web. (Scratch MIT, 2021). It is recommended for students age 8-16, however, it really can be used at any age 8 and over. Click on the link below for more information:

Promoting Creative Learning Through Scratch

One of the greatest advantages of Scratch is that it can be used online anywhere at any time and can be used on a mobile device such as an iPad. So, students can log on via Google meet and work together to create a new game. Every game is unique and dependent upon the different perspectives and ideas of the individual users. You may give the students some direction, such as you want a particular avatar to jump three times, however you don't have to tell them in which direction, what the avatar looks like, what they're jumping over, with the background looks like; you can leave all of that up to their imagination. Once students have completed their projects, they can upload them to the Scratch website, where ANYONE in the world can access them and download them or add to them online (obviously with persmission from school/access). The possibilities are endless! 

Here are some students discussing how they are using Scratch to learn:

Media embedded April 25, 2021

Media Source: (Scratch Team, 2017)

 

Writing instructions:

Part of what you will be doing is writing instructions on how to play your game. It may seem like an easy enough concept, but sometimes, especially when writing instructions for kids, it can be a little more difficult. Here is a video with some advice on how to do that easily:

Media embedded April 25, 2021

Media Source: 

(The Touring Teacher, 2020)

 

Assignments:

This week you have three assignments:

  1. Create a name animation (p. 1-8 on the Educators guide distributed). You will post your animation in your Google workgroup for others to review. Each person in your group will do the same and you will comment on what was done well and what areas could be improved upon. This is meant to familiarize yourself with the software before delving into the actual game design process
  2. Meet with your group to begin brainstorming your game. The only parameters that we will use for this game are that it must be a math game for grades 3-5.
  • Be sure to record your meeting
  • Write down any ideas
  • Begin designing the layout
  • If comfortable, begin coding

       3. Answer this question in the community and respond to at least two other students:

  • How do you think coding helps children learn analytical skills?

Instructor

Create:

-Google Workspace for each workgroup and assign each student to one. There should be a collaborative Google Drive for file storage, Jamboard for idea creation, and Chat for discussions. 

 

Distribute:

 

Scratch Learning Guide

 

Discuss:

2020 CSTA Standards for Computer Science Teachers (CSTA, 2020)

 

The field of computer science (CS) education has rapidly accelerated over the past two decades.

 

Throughout this movement, we have learned a great deal about effective K-12 CS instruction.

By publishing this new version of Standards for CS Teachers, we aim to complement the universal outcomes for student learning delineated in the K-12 CS Framework and CSTA K-12 CS Standards.

 

The Standards for CS Teachers establish robust benchmarks for the teachers who prepare their students to meet these learning outcomes.

 

Purpose These Standards are designed to provide clear guidance around effective and equitable CS instruction in support of rigorous CS education for all K-12 students. The purpose is to:

„ explain what CS teachers should know and be able to do in the classroom,

„ provide aspirational goals to guide teachers’ professional learning and to continuously develop their teaching practice from novice to master CS teacher, and

„ establish benchmarks for professional development (PD) providers as they craft CS PD experiences.

 

Vision

Effective CS teachers must have thorough content knowledge and skills in computer science and understand the student learning progression. They must also continuously refine their pedagogical content knowledge (PCK) and skills to support all students in meeting learning outcomes.

 

CSTA

Media Source: (CSTA, 2020)

 

Lesson 2

Student

For the next few lessons, you will work closely with your groups to review scratch programming concepts and continue mapping out and creating your game.

  • We will review some concepts in class regarding collaborative spaces, MOOC’s, etc.
  • We will also review the ideas behind game theory and design.
  • Here are some additional resources for your game design:
  1. Math through Scratch (Carpenter, 2020) 
  2. Scratch Tutorials (Scratch MIT, 2021)

 

 

Media embedded April 25, 2021

Media Source: (Kids Coding Playground, 2020)

 

Assignments:

1.)  Continue working on your game design and manual collaboratively with your team. You will need to continue to review the Scratch Website along with reviewing your textbook for ideas on how to code your game.

2.) Answer this question in the community and respond to at least two other students:

  • What are the benefits and drawbacks of having a collaborative working environment?

 

 

 

Instructor

Discuss the Creative Computing Lab and the Concepts of facilitating learner centered experiences through collaborative learning, MOOC’s, Meetups.

Stepping Back and Stepping in

https://reader.elsevier.com/reader/sd/pii/S0360131520302402?token=49A87A9240B978EB2334BEC4DBF2B0BE091A9F42A02095376A1050F5159ED782BB9BD6069F36560D839EB6FDCCB5D079&originRegion=us-east-1&originCreation=20210425201451

(Blum-Smith, Yurkofksy, & Brennan, 2021)

GBL

https://medium.com/@johnharrydsouza/based-learning-7-gbl-game-based-learning-123c2a5a5b55

(Dsouza, 2016)

Learning Principles Well-designed Games Embody (Dsouza, 2016):

Subset Principle: Learning, even at its start, takes place in a (simplified) subset of the real domain.
Active, Critical Learning Principle: The learning environment must encourage active and critical, not passive, learning.
Probing Principle: Learning is a cycle of probing the world (doing something); reflecting on this action and, on this basis, forming a hypothesis; re-probing the world to test the hypothesis; and then accepting or rethinking the hypothesis.
Practice Principle: Learners get lots of practice in a context where the practice is not boring.

Lesson 3

Student

For this lesson we will explore more of the game based learning concepts and how using points and competition can help engage learning among students (Derue, 2020).

Gamification: How Online Educational Games Keep Students Engaged in Virtual Learning

Here are some ideas on how to program your game to award points to players:

How to Keep Score in Scratch, Game Design (Love, 2021)

points

Media Source: https://tvtropes.org/pmwiki/pmwiki.php/Main/ScoringPoints

 

Assignments:

1.) Continue working on your game design and manual collaboratively with your team.

2.) Answer this question in the community and respond to at least two other students:

  • Do you think there is a subject/place where games should not be used in education?

Instructor

Instructor:

For class discussion:

Designing Game-Based Learning

According to a report from PRWeb (Atkins, 2020), the Game-Based Learning Market is expected to spike to $28.8 billion by 2025. Whenever there is consideration for designing games for assessment, teachers or instructors should be focused primarily on how to increase user engagement, the motivations for the user to play, and how they will achieve their goals (Nadolny, Alaswad, Culver, & Wang, 2017). In the image below, you can see how using game-play actually can aid in student brain growth.

Ultimately, game-based learning should include three main elements (Pinder, Ed.D., 2016):

  • competition—which may involve student vs. student, student vs. teacher, or student trying to gain the highest score he or she can.
  • engagement—when a child/student plays a game that engages curiosity and imagination, the learning element is NOT noticed, so the child learns for FUN while gaining VALUABLE knowledge/concepts.
  • immediate rewards—which entail:
  1. awarding points to the game-based learning participant(s)
  2. giving descriptive feedbacks—teachers can give descriptive feedbacks to their students at the end of their game play, and
  3. teachers can “acknowledge correct answers” of their students while they are engaged in ‘game play.’

Some researchers have even theorized that using game-based learning can improve upon constructivist skills including assisting to construct new knowledge and concepts, higher ordered thinking skills and memory (Pinder, Ed.D., 2016). The image below provides an example of how using games to teach a college level economics class can boost positive engagement with the material, interaction with peers (along with competition) and enhancing retention of the learning material. Additionally, there is a theory is that students are more motivated to by both intrinsic and extrinsic factors. Intrinsically - feeling in control, self-determination and more connect to the learning environment; extrinsically - receiving those scores or badges (Hung, 2017).

Designing with Game Based Learning

 

Lesson 4

Student

Not everyone sees games as having a place in education. In this lesson we discuss some of those criticisms and attempt to understand how we can work toward a happy medium.

Why Games?  (University of Toronto, 2021)

According to Educause's article, 7 Things you Should Know About Game Based Learning (Educause, 2014), gaming can create a dynamic that can inspire learners to develop skills and competencies as they focus on the activities of the game.

They can:

  • function as individual learning activities
  • be a powerful content delivery mechanism over several sessions
  • last for the duration of the course.

In order to deliver content as a game, faculty members tend to divide the syllabus into levels through which the students must progress, with students getting feedback rather than grades.

In order for it to be effective, the game:

  • must align with learning outcomes
  • should not be competitive in the conventional sense

​Sometimes, in fact, the game might require students to work collaboratively in order to solve problems, while in other contexts, game mechanics might make students compete against one another in order to reach a personal best.

Why use games?

According to the UMass-Amherst, Centre for Teaching and Faculty Development "The Pedagogy of Games," FAQ, goals, rules, challenge, and interaction can be used to engage students and increase learning outcomes. It can help:

  • build an emotional connection to learning and subject matter
  • provides opportunity for feedback and practice
  • can be customized to individualized teaching

 

Assignments:

1.) Continue working on your game design and manual collaboratively with your team.

2.) Answer this question in the community and respond to at least two other students:

  • How would you argue the point that Hung makes about students having a false sense of superiority after playing games in education?

 

 

Instructor

Instructor

 

Discuss translation of how to use skillsets in “real-world” application.

 

Criticisms

Some of the concerns with game-based learning has to do with the whether the knowledge or skills acquired through the activities can be applied to the real-world (Hung, 2017). Although points and badges are great motivators to promote student engagement, in the real-world, the expectation is that students will understand and work through problems without special rewards for their success. According to Hung (2017), students also have a false sense of superiority when they are talented with gaming, but then cannot "win" with situations in life. You may also have students who just prefer learning in a different way, and don't like the game-based method at all. If the bulk of a curriculum has been converted to this type of program, it may be difficult for them to work with in the end, and result in low scores.

Gamification also takes a lot of work on the front end to design and requires upkeep on a regular basis (Hung, 2017). There is updated training for staff that will use the technology to ensure they understand how to best use it for their purposes.

 

http://gamification-research.org/2014/08/gamification-considered-harmful/

(Mekler, 2014)

Lesson 5

Student

At the end of this lesson you will be presenting the games you have created, along with the manual to show how to use the game. So in this lesson, we've included some resources in game theory and the best way to write up instructions.

How to Write Game Instructions (Wikihow, 2021)

Your game instructions will be the first thing new players read, so it’s important to make them easy to understand and comprehensive. Write the instructions with short sentences and straightforward language, since it’s likely they’ll be read aloud in a group. Include a brief summary of how the game works and what the goal is early on so the players get an idea of the big picture. The remaining sections should follow a logical order, like having a description of the pieces first, then talking about how the play works, which moves the pieces can make, and how a player can win. Try to keep each section of the instructions short and focused to help the players understand what they have to do. However, if you feel like additional details are necessary, include a reference to an extra section nearer the end of the instructions. That way, the players get a general overview of how your game works before getting into smaller details.

 

Assignments:

 

In the in links provided, upload the PDF of the game manual and the finished game for the other groups to review.

 

1.) Review the games and manuals for the other groups and comments on their work.

 

2.) Complete Project Rubric Form

 

3.) Answer this this question in the community and respond to at least two other students:

Is it important to also offer your instructions in video format? Why or why not?

 

 

Instructor

Discuss the importance of thorough, step-by-step instructions.

Technical Writing Essentials

Provide materials for assignments: 

Blank Game Instructions Template
Example Completed manual
Final Project Rubric

 

Lesson 6

Student

This lesson is just a matter of finishing up the course and to give you some ideas for the future use of Scratch in your classroom.

Scratch Teacher Tour: 

 

Media embedded April 25, 2021

(Common Sense Education, 2018)

 

3 reasons to use Scratch across the curriculum (Rusk, 2017)

Assignments:

1.) Quiz
2.) Course survey

 

Instructor

Post quiz link for student to take:

Students will go to this link to take the quiz. Then they will upload a snapshot/screenshot of their final score to their google workspace. 

https://www.dkfindout.com/us/quiz/computer-coding/quiz-yourself-on-scratch/

Post link for course survey:

https://docs.google.com/forms/d/e/1FAIpQLScqkkSOIk76enWkgI2n1vCOgxiPKiA8EPqfoNhvFAmbxb-VJA/viewform?usp=sf_link

 

References

*Atkins, S. (2020, May 04). Global Game-based Learning Market Spikes to $28.8 Billion by 2025. Retrieved from PRWeb.com: https://www.prweb.com/releases/global_game_based_learning_market_spikes_to_28_8_billion_by_2025/prweb17094668.htm#:~:text=The%20growth%20rate%20for%20Game,Game%2Dbased%20Learning%20Market%22.

*Blum-Smith, S., Yurkofksy, M. M., & Brennan, K. (2021). Stepping back and stepping in: Facilitating learner-centered experiences in MOOCs. Computers and Educcation Vol. 160, https://doi.org/10.1016/j.compedu.2020.104042.

*Carpenter, J. (2020). WHY MATH THROUGH SCRATCH MATTERS. Retrieved from Empowstudios.com: https://empow.me/blog/math-through-scratch

*Common Sense Education. (2018, Feb 06). Scratch Teacher Tour. Retrieved from YouTube: https://youtu.be/sLElcRjLgDo

*CSTA. (2020). CS Standards. Retrieved from csteachers.org: https://csteachers.org/page/standards-for-cs-teachers

*Derue, A. (2020, July 23). Gamification: How Online Educational Games Keep Students Engaged in Virtual Learning. Retrieved from Infobase.com: https://www.infobase.com/blog/featured/game-on-why-gamification-is-a-great-way-to-keep-students-engaged-especially-if-virtual-instruction-continues-into-the-fall/

*Dsouza, J. (2016, Apr 05). Based Learning 7: GBL — Game-Based Learning. Retrieved from Medium.com: https://medium.com/@johnharrydsouza/based-learning-7-gbl-game-based-learning-123c2a5a5b55

*Educause. (2014, March 11). 7 Things You Should Know About Games and Learning. Retrieved from Educause: https://library.educause.edu/-/media/files/library/2014/3/eli7106-pdf.pdf

*Hung, A. C. (2017). A Critique and Defense of Gamification. Journal of Interactive Online Learning: Volume 15, Number 1, 57-72.

ISTE. (2021, 03 01). ISTE STANDARDS. Retrieved from ISTE.org: https://www.iste.org/standards

*Kids Coding Playground. (2020, Sept 27). Scratch Tutorial | Math Game | Part 1 | How to make a math game on scratch. Retrieved from YouTube.com: https://www.youtube.com/watch?v=Rq_kDthgU30

*Love, C. (2021, Feb 17). How to Keep Score in Scratch, Game Design. Retrieved from technokids.com: https://www.technokids.com/blog/technology-skills/keep-score-in-scratch/

*Mekler, E. (2014, Aug 3). Gamification Considered Harmful? Retrieved from gamification-research.org: http://gamification-research.org/2014/08/gamification-considered-harmful/

*Nadolny, L., Alaswad, Z., Culver, D., & Wang, W. (2017, 10 30). Designing With Game-Based Learning: Game Mechanics From Middle School to Higher Education. Retrieved from Sage Journals: https://journals-sagepub-com.ezproxy.nccu.edu/doi/full/10.1177/1046878117736893

*Pinder, Ed.D., P. J. (2016, June 30). Exploring the Effects of Game Based Learning in Trinidad and Tobago’s Primary Schools: An Examination of In-Service Teachers’ Perspectives. Retrieved from ERIC.ed.gov: https://files.eric.ed.gov/fulltext/ED605493.pdf

*Rios, M. (n.d.). The Benefits of Game Based learning. Retrieved from QwizdomOctopus.com: https://qwizdomoktopus.com/game-play-learning-benefits/

*Rusk, N. (2017, Aug 29). 3 reasons to use Scratch across the curriculum. Retrieved from ISTE: https://www.iste.org/explore/Computer-Science/3-reasons-to-use-Scratch-across-the-curriculum

*Scratch MIT. (2021). Scratch for Parents. Retrieved from Scratch.MIT.edu: https://scratch.mit.edu/parents/#:~:text=Scratch%20is%20a%20programming%20language,from%20all%20over%20the%20world.&text=Scratch%20is%20designed%20and%20maintained,at%20the%20MIT%20Media%20Lab.

*Scratch Team. (2017, June 20). What is Scratch? Retrieved from YouTube: https://youtu.be/jXUZaf5D12A

*The Touring Teacher. (2020, September 16). Instructional Writing For Kids // English For Kids. Retrieved from YouTube: https://youtu.be/KYTAAMe9oTo

*TV Tropes. (2021, May). Scoring Points. Retrieved from TV Tropes: https://tvtropes.org/pmwiki/pmwiki.php/Main/ScoringPoints

University of Toronto. (2021, 03 01). Digital Pedagogy - A Guide for Librarians, Faculty, and Students. Retrieved from University of Toronto Research Guides: https://guides.library.utoronto.ca/c.php?g=448614&p=3505475

*Wikihow. (2021, March 30). How to Write Game Instructions. Retrieved from WikiHow.Com: https://www.wikihow.com/Write-Game-Instructions

*Wright, C. (2021, Feb). Game-Based Learning vs. Gamification: What's the Difference. Retrieved from Mind Research: https://blog.mindresearch.org/blog/game-based-learning-vs-gamification