Saturday, June 29, 2013

CellCraft: A game critique

About the Game:

Background Information:

CellCraft was created by the Carolina Company, which designs activities, games, and other resources for teachers of STEM content (science, technology, engineering, and math).   Their company goal is to "provide educators the finest products and services that help students of all ages learn and understand science and math" (from http://www.carolina.com/our-company/about-us).
Intro Page
CellCraft can be accessed here:

Game Features:
CellCraft is designed to help students construct deeper meaning of the functions of cellular organelles by giving students control over cellular processes to keep the cell alive.  It incorporates declarative knowledge of the functions of organelles from both plant and animal cells.  

To begin the game, two scientists attempt to create a new, living cell.  The scientists choose what organelles and functions the cell might need for survival, and the player learns how to control each function as it is introduced, such as using a pseudopod to move the cell to find resources.
Help the cell move to collect glucose from its environment.

Many functions relate to keeping the cell healthy and helping it to fight off viral attacks.  
Build lysosomes and defensins to help fight off a viral attack.
Some viruses attack the nucleus -
the player must be ready to make repairs to it or the cell wall.

After realizing success, the scientists are called upon to use their new organism for an important interstellar mission, and there are many unusual challenges for our new cell as it has to fight for survival.
Stages to complete the mission.

The challenges and scenarios the cell has to survive are not easy.  Players may have to try multiple times, carefully considering strategies concerning where to spend the cell's valuable resources for "food" (glucose & ATP) and defense. 
Virus defeated cell.

Representation:
Players navigate the game with a mouse.  Options are also given for those who prefer AWSD controls.  Only click-and-drag function necessary is for cell movement with pseudopod.  The rest is point and click.  Functions are represented pictorially, with functions appearing with mouse hovers.  The "help" button reviews information, directions, and the current challenge(s) for current level only.  No review of past information or directions is available.

The game simulates cell growth, development, and functions for students to "see" and "experience" cellular functions in a fast-paced, engaging context with colorful graphics.  The simulation is easier to view cellular processes and brings students into the "real-life" of a cell.  It is also set at a faster pace than what actual cellular functions take place.  Completion of the game can be done in just an hour or two.  The website can remember where students leave play and return at a later time from a particular web browser on the same computer, though I do not know if it can remember multiple users with different log-ins on the same computer.  Flash required. 

Analysis: CellCraft and English Language Learners

Teaching & Learning Objectives:
This online game aligns with Indiana's State content standards for a high school Biology I course:
Standard #2:  Cellular Structure
Describe features that are common to all cells and contrast those with distinctive features that allow cells to carry out specific functions.


Specific content learning objectives include being able to describe (a) the function(s) of each organelle, (b) how each is important to the survival of the cell, and (c) how the cell uses energy to perform essential functions.  Other objectives include critical thinking about prioritization of resources within the cell for survival.  

Learner's styles:
Because of the game's topic of cellular function, students would likely be in a high school biology course, but it is possible to use the game in a course introducing cellular functions, perhaps in middle school.  

Learners who will gain the most from this game are Converging (AC - Abstract Conceptualization & AE - Active Experimentation) or Accommodating (CE - Concrete Experience & AE).  Converging learners are "doers and thinkers" who enjoy active problem-solving and and technical tasks; this group would likely be the ones who would enjoy the game's challenges the most and gain the most benefit from this gaming experience.  Accommodating learners are "doers and feelers" who enjoy hands-on learning activities and often use their "gut feelings" when working with new problems; they might find some aspects of the game frustrating, such as when they cannot figure out what roles the organelles do from just "winging it".  This might be especially frustrating if this causes them to have membrane failure and have to start a level over.  

ELLs can belong to any learning style.  However, younger students and students new to the U.S. and the English language tend to be more concrete learners.  According to Kolb, students who rely on more concrete environments for learning can be either Accommodating (CE/AE) or Diverging (CE/RO - Reflective Observation).  As discussed above, the "feeling" portion of Accomodating learners could create difficulties with this game.  Diverging learners ("watchers and feelers") will benefit from the realistic qualities of the game play as they also prefer concrete experiences.  They may describe a preference to watch someone else play the game, but they should be encouraged to try it on their own after they watch someone else play a few levels.  

ELL students who have more proficiency with academic language skills tend to rely less heavily on Concrete Experience modes of learning.  

All ELLs will need redirection to notes, any glossary or advance organizer created in class by the students in order to help them remember all of the complex information, vocabulary, and roles of each cellular organelle.  Providing these reference materials will assist ELLs in their ability and confidence to be successful as they use this game to enrich their understanding of cells.

An explanation on Kolb's Learning styles can be found on BusinessBalls.com.

Game Components:
Based on my definition of a game, I feel that CellCraft is strong in the areas of:
  • organized rules for sense-making of environment 
    • rules for how to control cellular functions for survival are very clear
    • may be a fault that there is no place to review previously learned functions
  • exists outside of ordinary life 
    • enough fantasy/fictional elements exist to make the game unlike real life while still relying upon and teaching relevant scientific concepts
  • conflict 
    • definite, clear problem for the players to overcome
  • fun/entertainment 
    • very engaging graphics and scenario
  • challenging goal 
    • limited resources available during play 
    • difficult situations at each level
  • uncertainty in outcome 
    • high motivation to succeed at each level to see where the story will progress
    • challenging situations make it hard to know if your cell is prepared well for upcoming challenges
Areas I feel CellCraft is week include:
  • interaction with others 
    • players are at a much different "level" from the scientists and other characters in the game
    • not a lot of interaction or social aspects with others within or connected to the game
This weakness could be accommodated within the classroom by encouraging discussion among the class or peer groups concerning the gaming experience and asking question concerning metacognitive processes and decision-making strategies relating to how they chose to defend the cell, use resources, or make certain organelles.  Providing the need for interaction with others in a gaming experience after the game could provide more motivation to enter the gaming environment again in order to see how different strategies provide different results.

Application
This game could be used with students in upper elementary grades through high school.  CellCraft provides a fast-paced, interactive experience with cellular functions and the challenges it faces for survival that could be used as a tool for multiple classroom uses.  Depending on the student group, it could be used for discovery, exploration, or application of knowledge of organelle functions from classroom instruction.  

ELLs asked to interact with this game would need to have completed advance organizers, create individual glossaries with information for each organelle relevant to game-play, and be provided with directions to add further information about organelle functions to notes or glossary during game-play.  Pre-viewing or modeling the first few levels of the game for ELLs would also be useful, so that they can begin to make connections between the information introduced in class to its use and application within CellCraft.  Also allowing ELLs to pause the game frequently to ask questions about what is happening and to seek advice or clarification on what the goal is and how to achieve it will increase the gaming experience.  During and after game-play, opportunities to discuss interactions within the game, clarify organelle roles and functions, and address questions will help to enrich the learning experience.

References:

Businessballs (2013). Kolb’s learning styles: David Kolb’s learning styles model and
experiential learning theory. Retrieved from :http://www.businessballs.com/kolblearningstyles.htm
Indiana's Academic Standards for Science - 2010. Retrieved from: http://epics.ecn.purdue.edu/lsc/2011%20Fall/Indiana%20Standards%20Biology.pdf


6 comments:

  1. I love that you integrated screenshots of the game into your post—I didn’t even think of that and I wish I had done it. That really helped me to visualize the game play, because I played a different game for my analysis. Your descriptions were clear and concise, and I got an excellent picture of how the game is played. I appreciated your detailed description of learners, especially your paragraph on ELL learners and how newcomers to the United States are typically more concrete in nature, recommending scaffolding to make this game more accessible to them.

    Like another person mentioned, CellCraft is weak in the social aspects of gaming, but you mentioned that this could easily be remedied by adding class discussion and by creating the need for interaction with others during the game experience. Overall, very thorough response, and I have a very good feeling for how this game is played and how it can be used in class with both native English speakers and ELLs alike!

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    1. I meant to comment on the screen shots as well - it flowed very nicely in your description of the game. The links you provided to your game definition and other info were very handy too.

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    2. Thank you! I just felt that would help teachers really get a sense of the game-play in a way I couldn't explain with only words.

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    3. I'm thrilled you feel you understood uses for ELLs compared with native English-speaking students. I hope the differences between the two groups jump out clearly, but don't seem to difficult in overcoming or implementing.

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  2. Nicely done! I played this game also and thought it was very fun and engaging - I kept playing just to see what they'd show next and how they'd do it (I thought it was great review as an adult, although the characters were a bit much for me:). I wish we had had this game in school!

    I did have some questions on your application of the game - could you explain more on the "advance organizers" you mentioned in the last paragraph? Thanks!

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    1. Advance organizers are materials that provide relevant information to students and help them to see connections between what they know (prior knowledge) to the current material and learning goals before they begin an activity (think pre-reading activity).

      More information can be found here:
      http://topr.online.ucf.edu/index.php/Advance_Organizer
      http://www.glnd.k12.va.us/resources/graphicalorganizers/
      http://www.ascd.org/publications/books/106009/chapters/Cues,-Questions,-and-Advance-Organizers.aspx

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