In particular, to the best of my knowledge, there is little to no empirical data regarding the use of digital games for educating students in social skills. Can a social skills intervention programme that incorporates digital games be able to offer an engaging and pedagogically sound learning environment for fostering students’ social skills?
My research seeks to develop a Social Skills Intervention Programme which incorporates a digital game, Amusement Land, a web-based MMORG. The goal of the game is to offer an engaging and pedagogically sound learning environment for enhancing social skills of kids. This research will explore the experiences, outcomes and learning gains that the kids will derive from game-playing for the learning of social skills and the extent the use of digital games is effective in educating them on how to develop social skills.
An important decision will be selecting the right genre. Over the years game design has evolved to becoming very sophisticated in design and now MMORGs which incorporate narrative, role-playing, multi-player environments, representations of three-dimensional spaces and interactive elements are gaining immense popularity.
With this mind, the game designed will be modelled after the concept of Disney Club Penguin, an MMOG (massively multiplayer online game) involving a virtual world containing a range of online games and activities. Avatars are cartoon penguins which waddle around, chat, play mini-games and participate in other activities with one another in a snow-covered virtual world. This site teaches children social interaction skills and makes social networking possible for children.
For my research, Amusement Land will have mini games as exercises. The features will include an avatar which can navigate and walk around and a wide range of design objects such as different interesting rides and sceneries and environment for exploration and learning. Narratives will be presented and instructions on game rules can be found by mousing over objects in the game world. A coach or guide, represented as a mascot will guide the player as he or she navigates along his or her way.
For my research design, I hope to adopt a mixed method approach within a case study framework (Stake, 1995). I wish to employ the case study approach because this methodology has the ability to examine, in-depth, a “case” within its “real-life” context (Yin, 1994). This study will take the nested case study approach that employs an embedded design, that is, two levels of analysis within a single study. The units of analysis are case studies of two elementary schools and ten case studies of students in each school. Methods include unobtrusive observations , interviews and digital records of ten students from each school.
I hope that this game can be seen as a prototype for future development of digital games for fostering social skills in children. Do give me your comments and ideas? Will this study be feasible?
References:
Disney Club Penguin. Retrieved Sept 22, 2009, from http://www.clubpenguin.com/
Dickey, M. D. (2007). Game design and learning: A conjectural analysis of how massively multiple online roleplaying games (MMORPGs) foster intrinsic motivation. Educational Technology Research and Development, 55, 253–273.
Stake, R. (1995). The art of case study research. Thousand Oaks, CA: Sage.
Yin, R. K. (2005). Case study methods. In J. L. Green, G. Camilli & P. B. Elmore (Eds.), Complementary methods for research in education (3rd ed., pp. 111-122). Washington, DC: American Educational Research Association.