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Studying Team Adaptive Performance using the Board Game Pandemic Legacy
Given the COVID-19 pandemic, educators from many fields have looked to representations of pandemics to help students study topics the pandemic has accentuated. In the history of science, educators have explored inequalities in medicine, trust in experts, and responses to uncertainty. To help make these issues digestible, some educators have turned to the cooperative board game, Pandemic Legacy. Small groups work together to avert a global health crisis by managing disease. Teams play the game multiple times, but actions in one game have consequences for the next and rules change and develop as the game progresses. The game's development introduces students to new concepts at a manageable pace while giving them new problems to solve. While the game effectively introduced students to topics in the history of science, this study sought to know whether it promoted cognitive and interpersonal skills. It focused on team adaptive performance, which is linked to problem-solving and communication skills. Data was collected using three surveys. Variation in teams' responses was analyzed using the Median test. The Friedman test was used to analyze each team's adaptive performance at each of the three timesteps. All teams were initially quite confident in their ability to creatively deal with unexpected events and reported that they adapted well to new tasks. As they encountered novel situations, some teams reported that their confidence decreased. They were newly aware that they did not have creative solutions to unexpected problems. Teams aware of their limitations performed better than those who maintained their initial confidence.To access a PDF of the "Studying Team Adaptive Performance using the Board Game Pandemic Legacy" poster, click here.Description of the Poster
Studying Team Adaptive Performance using the Board Game Pandemic Legacy
Research Goal
This study examined how team adaptive performance evolves over time. Adaptative performance is understood as a process that more effectively moves a team towards its objectives. The team must recognize deviations from expected action and readjust actions to obtain the best outcome (Salas, Sims, Burke 2005; Priest et al. 2002; Marques-Quinteiro et al. 2015).
While previous studies have examined team adaptive performance in singular events, this study aimed to measure the evolution of team adaptive performance over time. Using a cooperative boardgame that changes as teams play, the study measured how well teams performed in response to three major deviations in game play that necessitated adaptation.
Research Hypothesis
Teams with higher perceived levels of adaptability will have better outcomes (the success measure) over time than teams with lower levels of adaptability
Research Methods
A total of 16 participants were divided into four teams. Each team played the cooperative board game, Pandemic Legacy (Figure 1), nine times throughout the study. Each participant completed a team adaptive performance questionnaire three times during the study, once after each major disruption in the board game. The questionnaire was designed to assess perceptions of team performance, based on Marques Quinteiro et al. 2015. It consisted of control questions about participants’ demographics as well as a 10-item Likert scale team performance questions broken down into categories assessing satisfaction, creativity, adjustability, adaptability, and positivity.
Questions to evaluate adaptability included:
Q7:We update technical and interpersonal competences as a way to better perform the tasks in which we are enrolled.
Q8: We search and develop new competences to deal with difficult situations.
Reliability Analysis showed that Cronbach alpha for Q7 and Q8 is 0.938.
Team outcomes were assessed by a success measure that evaluated each team’s number of wins (where > wins = better outcome) and number of outbreaks (where < outbreaks = better outcome)
Research Results: Success Measure
The success measure results of number of wins are displayed in a bar chart.
The success measure results of number of outbreaks are displayed in a bar chart.
Research Results: Adaptability Measure
Differences in the median score of teams’ responses to each question was calculated using the Median Test. Team 3 responded differently than at least one of the other teams to Q8 after Survey 1. Post-hoc analysis with pairwise comparison tests was conducted with a Bonferroni correction applied, revealing a statistically significant difference between Team 3 and Team 1 (p =.030), and Team 3 and Team 2 (p =.030).
Using the above method revealed no significant results after Survey 2. After Survey 3, there was a significant difference between Team 4 and Team 2 (p=.049) for Q7 and Team 1 and Team 2 (p=.049) for Q8.
A Friedman Test was performed to determine if responses to the questions changed over time. There was a statistically significant difference in Team 3’s response to Q8 (X2(2)= 6.500, p= .039). Post-hoc analysis with pairwise comparison tests was conducted with a Bonferroni correction applied, resulting in a significance difference between Team 3’s first and third survey for Q8.
Research Findings
The initial analysis suggests that teams, such as Team 3, that develop higher perceptions of their adaptability will have better outcomes once the higher perceptions are achieved. Teams, such as Team 1, that begin with high perceived levels of adaptability but did not alter their approach when the success measures indicate adaptation is needed will have poorer outcomes. Teams, such as Team 2, that report high perceptions of adaptability throughout and that correspond with the success measure, will maintain good outcomes.
Analysis of the satisfaction, creativity, adjustability, and positivity data is needed to determine if these affect the success measure or adaptability over time.
Acknowledgments
Funding provided by the MSU SUTL Fellows program, a collaboration between the Lyman Briggs College and the MSU Graduate School.
References
Marques-Quinteiro, P. et al. 2015. “Measuring adaptive performance in individuals and teams.” Team Performance Management 21, 7/8: 339-60.
Priest, H.A. et al. 2002. “Understanding team adaptability: Initial theoretical and practical considerations.” Proceedings of the Human Factors and Ergonomics Society 46: 561-65.
Salas, E. D.E. Sims, C.S. Burke. 2005. “Is there a ‘Big Five’ in Teamwork?” Small Group Research 36, 5: 555-99.
Studying Team Adaptive Performance using the Board Game Pandemic Legacy
Research Goal
This study examined how team adaptive performance evolves over time. Adaptative performance is understood as a process that more effectively moves a team towards its objectives. The team must recognize deviations from expected action and readjust actions to obtain the best outcome (Salas, Sims, Burke 2005; Priest et al. 2002; Marques-Quinteiro et al. 2015).
While previous studies have examined team adaptive performance in singular events, this study aimed to measure the evolution of team adaptive performance over time. Using a cooperative boardgame that changes as teams play, the study measured how well teams performed in response to three major deviations in game play that necessitated adaptation.
Research Hypothesis
Teams with higher perceived levels of adaptability will have better outcomes (the success measure) over time than teams with lower levels of adaptability
Research Methods
A total of 16 participants were divided into four teams. Each team played the cooperative board game, Pandemic Legacy (Figure 1), nine times throughout the study. Each participant completed a team adaptive performance questionnaire three times during the study, once after each major disruption in the board game. The questionnaire was designed to assess perceptions of team performance, based on Marques Quinteiro et al. 2015. It consisted of control questions about participants’ demographics as well as a 10-item Likert scale team performance questions broken down into categories assessing satisfaction, creativity, adjustability, adaptability, and positivity.
Questions to evaluate adaptability included:
Q7:We update technical and interpersonal competences as a way to better perform the tasks in which we are enrolled.
Q8: We search and develop new competences to deal with difficult situations.
Reliability Analysis showed that Cronbach alpha for Q7 and Q8 is 0.938.
Team outcomes were assessed by a success measure that evaluated each team’s number of wins (where > wins = better outcome) and number of outbreaks (where < outbreaks = better outcome)
Research Results: Success Measure
The success measure results of number of wins are displayed in a bar chart.
The success measure results of number of outbreaks are displayed in a bar chart.
Research Results: Adaptability Measure
Differences in the median score of teams’ responses to each question was calculated using the Median Test. Team 3 responded differently than at least one of the other teams to Q8 after Survey 1. Post-hoc analysis with pairwise comparison tests was conducted with a Bonferroni correction applied, revealing a statistically significant difference between Team 3 and Team 1 (p =.030), and Team 3 and Team 2 (p =.030).
Using the above method revealed no significant results after Survey 2. After Survey 3, there was a significant difference between Team 4 and Team 2 (p=.049) for Q7 and Team 1 and Team 2 (p=.049) for Q8.
A Friedman Test was performed to determine if responses to the questions changed over time. There was a statistically significant difference in Team 3’s response to Q8 (X2(2)= 6.500, p= .039). Post-hoc analysis with pairwise comparison tests was conducted with a Bonferroni correction applied, resulting in a significance difference between Team 3’s first and third survey for Q8.
Research Findings
The initial analysis suggests that teams, such as Team 3, that develop higher perceptions of their adaptability will have better outcomes once the higher perceptions are achieved. Teams, such as Team 1, that begin with high perceived levels of adaptability but did not alter their approach when the success measures indicate adaptation is needed will have poorer outcomes. Teams, such as Team 2, that report high perceptions of adaptability throughout and that correspond with the success measure, will maintain good outcomes.
Analysis of the satisfaction, creativity, adjustability, and positivity data is needed to determine if these affect the success measure or adaptability over time.
Acknowledgments
Funding provided by the MSU SUTL Fellows program, a collaboration between the Lyman Briggs College and the MSU Graduate School.
References
Marques-Quinteiro, P. et al. 2015. “Measuring adaptive performance in individuals and teams.” Team Performance Management 21, 7/8: 339-60.
Priest, H.A. et al. 2002. “Understanding team adaptability: Initial theoretical and practical considerations.” Proceedings of the Human Factors and Ergonomics Society 46: 561-65.
Salas, E. D.E. Sims, C.S. Burke. 2005. “Is there a ‘Big Five’ in Teamwork?” Small Group Research 36, 5: 555-99.
Authored by: Melissa Charenko
Pedagogical Design
Posted on: #iteachmsu
If you are interested in civic, social studies, gamified learning, or coding - you may be interested in this opportunity!
CTLI received a note that the Library of Congress is sponsoring a challenge to help improve public knowledge of civics – that is, the rights and responsibilities of citizens - by asking video game developers to create fun, lightweight video games related to civics that incorporate Library of Congress resources. The Library will award cash prizes to the winners and the games will be hosted on the Library's site for use by the public. The deadline for entries is 11/27/23.
You can find details on the rules and information on how to enter here: https://blogs.loc.gov/law/2023/06/help-the-library-of-congress-create-video-games-that-improve-public-knowledge-of-civics/
CTLI received a note that the Library of Congress is sponsoring a challenge to help improve public knowledge of civics – that is, the rights and responsibilities of citizens - by asking video game developers to create fun, lightweight video games related to civics that incorporate Library of Congress resources. The Library will award cash prizes to the winners and the games will be hosted on the Library's site for use by the public. The deadline for entries is 11/27/23.
You can find details on the rules and information on how to enter here: https://blogs.loc.gov/law/2023/06/help-the-library-of-congress-create-video-games-that-improve-public-knowledge-of-civics/
Posted by: Makena Neal
Host: MSU Libraries
Game Day!: Video Game History
It’s Finals Week. Take a few minutes to pause the panic and hit play with us! We’re partnering with the Gerald M. Kline Digital Media Center to bring you gaming consoles along with a selection of vintage gaming magazines and guides. We won’t offer cheat codes to help with exams, but if you need to reset, stop by.
Navigating Context