Explain with Games

OVERVIEW

Most educational programs still follow traditional teaching methods that separate the mind from the body. These methods don't provide an individualised experience for the students, and don’t consider the fact that not all students learn the same way or are able to keep up in class. Every half-an-hour, students switch to a different subject, open a different textbook and read the next chapter. And at the end of the term, they give an objective exam with standardised testing. From the perspective of a student, who is unable to pay attention to and learn from only text and written information, they find it frustrating to memorize and then write an exam that tests the skill of memorization over understanding.

Through this project, I tried to link different games, which we have played in our childhood, or sports, which we follow, with some concepts. The idea is to make a practitioner’s toolkit for teachers that allows them to introduce concepts in a fun way to their students. My idea is based on the fact that students will perform much better when they are fully engaged in a learning activity that activates more than just their sight sense and their mind. They show increased attention, motivation andenthusiasm. As a result, they are more likely to remember and retain information.

MY ROLE

Research, Analytics and
UX Design

TIMELINE

5 Weeks

COLLAB.

Nanditha Viswanath
Jnanendra R B

Gamification
/ˌɡeɪmɪfɪˈkeɪʃ(ə)n/
noun

The application of typical elements of game playing (e.g. point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service.

BACKGROUND STORY

#BodyFirst

We inititated this project from our studio with Vineeta Rath, Embodied Experiences. We explored the techniques of Embodiment & Somaesthetics to note our findings & understandings for the primary question - "How would we design if we started from our bodies instead of our minds?"

To further explore this budding field of 'Embodied Experiences', we focussed our understanding on the context of Classroom Learning. Our primary goal was to give teachers access to a repository of games that they could have their students play and concepts that they could teach them via using the analogy of the game. It could be as simple as “Good morning class, let’s start class with a game of carrom!” or “Today we’re going to play a game of carrom to understand the Ideal Gas Laws!”

LINE OF INQUIRY

Finding gaps in
Classrooms Teachings

01. DESK RESEARCH

a.

We revisited our school days and recalled being unable to grasp concepts easily.

b.

We weren’t able to recall things immediately because we were learning so many concepts.

c.

Classroom lessons aren’t built for people who can’t understand through memorization.

d.

Students cannot concentrate because of the 'teacher-centered classroom', i.e the teacher continues to teach for every period without any major interaction with students.

e.

Our basic concepts aren’t fully clear, because we were more focused on being able to solve the numerical/application questions.

02. STUDENT SURVEYS

a.

Asking students about the topics they found difficult to understand.

b.

Understanding everyday pain-points of sitting in the classroom environment.

03. CONVERSATION WITH FACILITATORS

a.

Understand how teachers want to interact with their class, and how they think the activity should be done.

b.

Understand how the activity can be introduced to students and how the teacher should mediate the game.

04. BRAINSTORMING & IDEATING CONCEPTS TO FIT IN A GAME

a.

Leverage the idea of familiarity and nostalgia

b.

Refresh our minds so that we know what games are available and can be used as an analogy to concepts

c.

Research and go through various websites, videos and articles to brush up on the chosen concept.

d.

See which concepts are feasible to make a game/activity out of.

05. ARTICULATE & ILLUSTRATE

a.

Explain the concept according to the game and give specifications for the teacher.

b.

Illustrate, with diagrams, the similarities between the game and the concept to further promote the imagery/analogy.

c.

Create Website & Add Information

06. TESTING (WORK IN PROGRESS)

a.

Facilitating and trying out the activity with volunteers.

b.

Finding things that didn’t work out to reiterate.

SUMMARY OF FINDINGS

Little Gaps & Insights

‘Insight’ has become a horribly misused word, much in the same vein as ‘brand,’ ‘strategy’ and ‘innovation’ have become misused words. Here, we are defining & using Insights as a tool to understand the context to envision the end-state OR as we say, creating 'I wish there was ...' statements.

GAPS

INSIGHTS

Textbooks are only textual and don’t necessarily engage the body.

Written examples are useful for some students but not all.

Students get bored and tired from sitting in their seats all day. They can even become antsy.

Students get burnt out from sitting in each class and stop being able to retain the information being taught.

Teachers have to teach unenthusiastic students who are waiting for the day to end.

Teachers also become unenthusiastic  about teaching since there’s no discussion with the students.

The fundamental concepts are not fully understood by the students.

Examples become increasingly more complex and unrelatable as the concepts become tougher.

Goals & Audience

01. To be inclusive of various learning styles; visual, auditory, kinesthetics.

02. To be engaging and interactive, beyond just learning.

03. To encourage teamwork and discussion.

04. To inculcate an enthusiastic interest in the subject.

# TARGET AUDIENCE

TEACHERS

To promote the topic in class and start with a fun introduction to the concept.

RESEARCHERS

To engage and explore with the topic in a fun way during work breaks to stay motivated.

WORKSHOPPERS

To have an interactive ice-breaker session, or to take inspiration and make their own activities.

BRAINSTORMING (SO FAR)

...brushing up NCERTs again!

GOLD FOIL EXPERIMENT & CRICKET

The chapter explains Rutherford gold foil experiment and its basic postulates by exploring field placements in a game of cricket.

Teacher's Notes :
Stadium/field as atom
• Fielders
as Electrons
Rings as Orbitals (shells)
Fielder’s Stamina & Sprinting as Energy
• Ball as alpha particle
• Pitch as nucleus
• Boundary as the film

- HOW TO EXPLAIN:

CONCEPT

ANALOGY

Most alpha particles passed straight through the gold foil, which implied that atoms are mostly composed of open space.

Most of the space is empty in the cricket ground.

Some alpha particles were deflected slightly, suggesting interactions with other positively charged particles within the atom.

The center of the cricket field can be considered as the nucleus and the ball as alpha particles, the batsman hits the ball, deflecting it from original path.

Still other alpha particles were scattered at large angles, while a very few even bounced back toward the source.

This happens very rarely in the sport when the batsman hits the ball straight down the pitch

BOHR's ATOMIC MODEL & CRICKET

We can explain Bohr’s Model of Atom and its basic postulates by exploring field placements in a game of cricket.

Teacher's Notes:
• Fielders
as Electrons
Rings as Orbitals (shells)
Fielder’s Stamina & Sprinting as Energy

- HOW TO EXPLAIN:

CONCEPT

ANALOGY

The electrons move in fixed orbitals (shells) arranged concentrically around the nucleus.

The fielders are placed in the cricket ground at mainly four rings with different radii around the batsmen.

Atomic orbitals are precisely distinguished by what are known as “principal quantum numbers”. The principal quantum number ‘n’ is denoted by a positive integer with a value of n = 1,2,3..and so on. These integers are also assigned as K, L, M, N…. shells.

These rings can be denoted respectively -1st Ring - Wicket Keeper & Slips2nd Ring - Runners and Infield3rd Ring - Mid & Covers4th Ring - Longs & Outfield


The range of quantum numbers starts from the nucleus side with n=1 having the lowest energy level.

The radii of the rings starts from the batsman area with the fielders in 1st Ring doing the least amount of sprinting but focussing more on catching the ball.

The electrons move from a lower energy level to a higher energy level by gaining the required energy and an electron moves from a higher energy level to lower energy level by losing energy.

The fielders move from a smaller ring to a bigger ring with a duty to sprint more. On the other hand, fielders move from a bigger ring to a smaller ring (i.e. close to the batsman), so as to focus more on catching rather than saving runs.

NEWTON's THIRD LAW & TUG of WAR

We can explain Newton's third law of motion by exploring the forces in a game of tug of war. From launching a rocket to rowing a small boat, the principle behind it is Newton's third law of motion which states that - for every action there is an equal and opposite reaction.

Teacher's Notes:
• The mediator should tie an object in the middle of the rope, which will act/metaphorize as a center point  where the 2 forces will cancel each other

The class would be divided into two groups which will also promote healthy competition.
Fielder’s Stamina & Sprinting as Energy

- HOW TO EXPLAIN:

Newton’s third law proposes action & reaction forces. When one of the teams starts pulling the rope from either side, that team has initiated the game with an “action force”. This action force causes a “pull” on the rope which can be sensed on the other end of the rope. This will make the other team start pulling back to encounter those forces, which would be the “reaction force”.

IMMUNE SYSTEM & LAGORI

Everyday we are exposed to a large number of infectious agents. However, only a few of those exposures result in diseases. Why? This is due to the fact that the body is able to defend itself from most of these foreign agents. This overall ability of the host to fight disease-causing organisms, conferred by the immune system is called immunity.We can explain this concept of immunity in a fun way using a popular game of Lagori (also known as Pittu).

Teacher's Notes :
Team Seekers as Antibodies
• Team Hitters as Disease-Causing Bacteria

• Pile of Stones as Cells

HOW TO EXPLAIN:

The students would be divided into two: Team Seekers & Team Hitters. A member from Team Seekers would throw a ball at the pile of stones to knock them over. The seekers would then try to restore the pile of stones, while Team Hitter would hit the seekers with the ball before they rebuild the pile. If the ball touches a seeker, that particular member would be out of the game and the seeker team would continue restoring the pile.

It should be noted that the Team Seekers are trying to rebuild the body, which creates an analogy of how antibodies act as a natural killer of Disease-Causing organisms, to protect our body.

Similarly, Team Hitters are playing the role of those Disease-Causing Organisms by hitting the seekers (antibodies) from restoring the body.

Also after some point, the mediator should encourage kids to notice how unconsciously they are figuring out the plans of the other team. This would help to introduce how vaccines work.

CHEMICAL BONDS & TUG of WAR

We can explain different types of bonds (Covalent Bonds and Ionic Bonds) with a simple game of tug-of-war.

Teacher's Notes :
The mediator should tie an object in the middle of the rope, which will act/metaphorize as a source of heat.
• The class would be divided into two groups which will also promote healthy competition.

The teacher can produce different scenarios until it satisfies the intended analogy.

HOW TO EXPLAIN:

It's cold weather, in the middle of the jungle. The sun is completely blocked out with dark black clouds. There seems to be only one source of heat, that is fastened in the middle of the rope lying on the ground while two teams standing on either side of it. Each member will compete to pull the source of heat to its team, so as to enjoy its warmth!

CONCEPT

ANALOGY

A nonpolar covalent bond is a covalent bond in which the bonding electrons are shared equally between the two atoms. In a nonpolar covalent bond, the distribution of electrical charge is balanced between the two atoms.

If both the team are equal in power, the source of heat will remain in the middle of the rope. And thus, will give equal warmth on either side.


In Polar Covalent chemical bonding, electrons are shared unequally since the more electronegative atom pulls the electron pair closer to itself and away from the less electronegative atom.

So if one team is stronger than the other, they will pull the rope with more force towards them. They will share the heat source, though the weaker team would feel less warmth from the source since it is at a greater distance from them.

Ionic bonds occur when electrons are transferred from one atom to another. The bond forms as a result of strong electrostatic forces of attraction between a positively and negatively charged species.

It might happen that one of the team would become so powerful that they just pull the rope & the heat source completely towards them.

FEEDBACKS turned FAQs

Let me explain you Chemical Bonds with Tug-o-War ...

We really appreciate the feedback we received from the peer review. It really helped us to see different perspectives and highlighted areas that require more articulation, in terms of our project details. We have quoted some feedback points and typed out our responses to some of the reviews that have been grouped if they were similar, so that we could share our point of view on the same and clarify details. These reviews did give us new insights into our project that we hadn’t realised until now, so we’re grateful for that too!

“I liked the idea of using games to make the concepts clearer. But my concern lies in the implementation and acceptance. The kids might get distracted. Or the teachers themselves could impart the concept incorrectly! Large scale implementation might be an issue.”

The fact that kids get distracted during lectures is one of the key points that we’re leveraging in this idea. What better way to get some antsy, energetic kids to focus on a class and start engaging better than to let them have fun by playing a game? The teachers will have a guide that’s on the website on how to explain the concept and what related discussions they could have based on the activity, and besides, we assume that the teacher knows the subject well enough to be able to introduce the concept in this way.


“Why were games chosen over other somaesthetic approaches? How complex a concept can this approach accommodate?”
“Cannot be applied universally to all games or concepts”

We chose games because students would do anything to get out of their seats and love having fun! PT periods are the most fun out of the entire timetable and that’s because you get to have fun and move around and enjoy with your classmates. Everyone loves to play, and the concept of ‘play’ itself is quite powerful! As for how complex a concept can be introduced in this manner, we’re not too sure. It is quite an experiment to see what concepts and games can be put together, and we think that if there’s teachers from all over the world contributing and ideating together, it would be fruitful in making as many associations as possible. There probably are concepts that cannot be converted to games at all, but maybe those can be taught/learnt better in a different way or maybe there are games that will be invented in the future that would explain it!



“I feel the games can be unfamiliar to some students at first, but they can learn about it in a few minutes. Also for some concepts, there were already several easy to understand explanations existing, on youtube videos like asapscience, but really like the concept of creating a repository of these concepts and their explanations.”

Youtube videos are a great asset to understanding concepts and theories, especially with the animations and graphics getting better as technology improves. We used them in our school days as well and know how helpful they are, despite being short and concise. But no matter how concise and descriptive the videos are, at the end of the day, they are still videos on a screen. We wanted to introduce a new way of learning that involves the body as well, an embodied way of understanding concepts that don’t involve sitting and animations.

“Not everyone is familiar with games. In a world of all tech, I doubt kids would be willing to play games that would otherwise be considered old-fashioned. Some games may overcomplicate things.”
“Use of augmented/virtual reality, universal games can be used instead.”

In a world of tech, isn’t it important to have kids play physical games? Even if the games are ‘old-fashioned’, they are still fun and competitive, not to mention probably nostalgic (either they’ve played it or have heard stories from their parents of how they used to play it as kids). The point of these games is to get the students moving and active to engage their body and activate their minds, and to get them to interact with each other, the teacher, and the subject.We did try to choose games that aren’t particular to India, but that’s quite difficult for us to do since we’re exposed mainly to what’s popular here. Apart from a few games that may be known all over the world, many games are regional. The website would help us collect various games from all over the world as we get feedback from teachers. Also, this may also be a fun way to get introduced to new games and cultures around the world!

“Its application in the long run for a wider syllabus is still questionable. Hoping they come up with a better framework and task flow so it's a more grounded system”
“Nice idea. Their topic really would help kids in real life. Only concern is if such techniques are implemented in real life for all topics, the time might be an issue.”

Our goal is to give teachers access to a repository of games that they could have their students play and concepts that they could teach them via using the analogy of the game. We will have structured information on the website that includes the concept overview, diagrams, notes for the teacher, explanation of the analogy, discussion points. The “Framework” that the teacher could use to introduce this into the class is based on what suits them and their school environment. It could be as simple as “Good morning class, let’s start class with a game of carrom!” or “Today we’re going to play a game of carrom to understand the Ideal Gas Laws!”

The idea isn’t for this to be implemented in schools as part of a mandatory curriculum, but rather for teachers who want to engage their students in exploratory and interactive activities that make them eager to learn and help them understand concepts better with tangible analogies and props instead of textbook examples. It’s in the teacher’s interest to introduce a concept through games.

“The nuances of the situation like physically disadvantaged children etc. Were not explored and accounted for.”

This is a very valid point that we didn’t really account for in our presentation! Thank you for pointing it out!

We discussed it after we read this feedback and realised that we cannot really ideate on the best way for specially-abled students to interact and play. We can make guesses and assumptions, but the best responses and ideas would come from teachers and educators who work in schools that cater to these students. They would have a better understanding of how these students could play and understand, while keeping in mind their safety needs. We hope that our website encourages them to give in their feedback and suggestions so that we include those into the repository as well!


“Is there a way teachers can add activities to the repositories? over time they may have some more ideas while teaching over years.”

Yes! One of our main goals is to make a website that teachers can give feedback and suggestions on so that games can be improved and added to the list. This would create a community space for teachers who are passionate about giving their students a really strong base for understanding concepts.

UI DESIGN (WORK-IN-PROGRESS)

Making the online repository.

Since 'Embodied Learning' is still a budding field, we look at our future outcome as a research paper that could be referenced by fellow enthusiasts. Therefore, our next step should be to back this experiment with strong research & testing. Unfortunately, due to limited studio tenure & COVID-19 rules and restrictions, my team couldn't reach out to schools to test our intervention.

To keep the project alive & for the best use of time, we are working on to create a website with structured information that includes a “Framework” that the teacher could use to introduce a concept into the class, based on what suits them and their school environment. This website, as we share among facilitators, would help us to get feedback & recommendations that would help us to continue the research.

As a student, I really liked the design of NCERT textbooks. Every chapter title has a definite colour & font and starts from aparticular indent. Lots of information, nicely divided into twocolumns with boxes and 'Fun Facts' Sticky notes. And there was something playful & fresh about that theme that was trying to curb the tension of not understanding the concept written. All of these, if not helped me to top the board exams, definitely made me someone who defends that NCERT Textbooks were the best :)

On this website, I wanted to have that similar nostalgia of feeling fresh & playful. It was very literal tosay that themes related to these words will surely go with my concept. Both of the fonts - SpaceGrotesk & Raleway compliment each other while giving a professional look as well as a bitentertaining to child audiences.

Thank you! I will reply you ASAP.
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ta-ta for now,
Rachit Mathur