A Computer-based Educational Adventure Challenging Children
to Interact with the Natural Environment Through Physical
Exploration and Experimentation
Uwe Terton and Ian White
Engage Research Lab, University of the Sunshine Coast, Maroochydore, Australia
Keywords: ADHD, Australia, Autism, Biodiversity, Biotope, Computer based Learning, Computer in Education, e-
Learning, Environmental Learning, Environmental Education, Game based Learning, Game Design, ICT,
Internet, Interface Design, Motor Activity, Mobile Computing in Education, Outdoor Education, Primary
School Education, Queensland, Situated Learning, Video Games, Young People and the Environment.
Abstract: The researchers’ paper discusses the development of a computer-based educational game which challenges
children to interact with the natural environment through physical exploration and experimentation. The
researchers’ project seeks to counteract the negative behaviours associated with excessive computer game
play amongst children 8 to 12 years old. By leveraging the positive learning outcomes that can be achieved
through computer gaming and combining these with outdoor learning strategies, Jumping the Fence
encourages children to take responsibility for surveying and caring for a local ecosystem. The game requires
children to reflect critically on their computer use, become more physically active, gain social skills and
develop an affinity towards nature. Educators are able to adapt the game to their school's own curriculum
and thereby provide an alternative learning strategy that encourages physical and social engagement.
1 INTRODUCTION
The potential benefits of computer games in
education, training and entertainment are widely
appreciated, but their downside is also equally a
matter of concern. Whilst computer games are
mostly played for recreational purposes, or to keep
the player in suspense, the frequency of game
playing and the average duration of the games we
now engage in often bring about unintended
consequences. On the other hand, not everything
about playing computer games is bad. Computer
Based Learning (CBL) has great promise as an
instructional tool and, whether we like it or not,
proficiency with computers has become a key part of
the skill set required by modern children, and
familiarity with interactive technologies is essential
for success in contemporary society.
The question that concerned the researchers was:
how can we balance the benefits of CBL and
computer literacy with the disadvantages of
spending large amounts of time in front of a
computer? Would it be possible to design a
computer based learning game that actually required
students to get up from their seats and move around
in their nearby environment in order to engage with
and advance in the game? In order to answer to these
questions, the idea of creating an educational game
called Jumping the Fence (JTF) was born. The game
has been proven to be successful in
providing
alternative learning strategies that encouraged
students in physical and social engagement.
The paper covers the methodology, the design
and construction of the game, the observations made
during the testing phases and end with a discussion
on the outcomes of the research project and by
finally providing some suggestions for future
research.
2 LITERATURE REVIEW
The literature review revealed quite early in the
study that computer based simulations mirroring real
life examples combined with a good narrative are
known to be highly effective in developing an
understanding of complex systems (Wastiau,
Kearney and Van den Berghe, 2010; Barab, 2009;
93
Terton U. and White I..
A Computer-based Educational Adventure Challenging Children to Interact with the Natural Environment Through Physical Exploration and Experimen-
tation.
DOI: 10.5220/0004954300930098
In Proceedings of the 6th International Conference on Computer Supported Education (CSEDU-2014), pages 93-98
ISBN: 978-989-758-022-2
Copyright
c
2014 SCITEPRESS (Science and Technology Publications, Lda.)
De Freitas and Neumann, 2009; Royle, 2009; Salen
and Zimmerman, 2004; Dziorny, 2003; Garris, 2002;
Klaila, 2001; Prensky, 2001). It also became clear
that such strategies could be readily applied to
developing real time educationally focused games
that address complex environmental and scientific
issues and that outdoor learning was a tried and
tested educational strategy well suited to support this
area of learning (Young et al., 2012; Knoll, 2011;
Nichol et al., 2007; Cooper, 2006; Dillon et al.,
2005; Leger, 2003; Lund, 2002; Neill, 2002;
Fjortoft, 2000; Lappin, 2000; Moore and Wong,
1997). For these reasons, the study was designed to
find out whether or not the idea behind the Jumping
the Fence educational game would work in practice
and whether the gaming and learning strategies
developed might be refined for further use in other
areas of education. Furthermore, it became apparent
that if such an idea was successful, such a game
might encourage users to reflect critically on their
daily computer use and provide educators with a
healthy educational alternative to the current
classroom based approach to computer based
learning activities. The questions arising from the
literature review resulted in the formulation of the
following two guiding questions:
Can a computer based educational game be
developed that encourages young people to
physically interact with the natural environment?
What interpersonal strategies might be identified
that would help achieve these outcomes?
3 METHODOLOGY
The Jumping the Fence project utilises design-based
research as its primary methodology, since this
approach allows for the carrying out of both design
and testing in the context of real-life settings (Barab
et. al 2005 p.91). Although normally considered to
be a methodology primarily associated with
educational practice, the iterative nature of design-
based educational research aligns directly with the
working methods used extensively in both creative
arts practice and throughout the design professions.
The use of an educational, design-based research
methodology allowed the author to create an initial
application which could then be used as a test
vehicle, from which outcomes could be used to
improve the application in an iterative process—as is
typically done in most design related research.
According to Barab and Squire (2004) “design-
based research involves introducing innovations into
the booming, buzzing confusion of real-world
practice (as opposed to constrained laboratory
contexts) and examining the impact of those designs
on the learning process” (Barab and Squire 2004
p.4). From such testing the “lessons learned are then
cycled back into the next iteration of the design
innovation” (Barab, 2005 p.92). This iterative
approach to design allows for unexpected or
unpredicted events and outcomes identified during
test trials to be accommodated into the design
process and future outcomes. In this way, the
researchers could be open minded to surprises and
react appropriately by adjusting the design of the
application to cater for the needs of the research
subjects and the environment where the test takes
place. To gain a better understanding of how
teachers and students were responding to the design
and functioning of the game, the researcher relied
primarily on the gathering and analysis of both
quantitative and qualitative data, which in turn
determined the evolving technical structure of the
game mechanics and game story. Throughout the
testing of the game, student and teacher interaction
with the game, as well as the learning outcomes
were measured by practically assessing the student’s
acquired knowledge, reactions and experiences in
four ways—via oral assessment (interviews with
students and staff before and after playing the
game); by questionnaires at set intervals during the
study; by confidential feedback from teachers based
on course assessment and subsequent classroom
observations and, lastly, by observation in the field
(video recording how students and teachers acted
and interacted and documenting a range of
associated activities, such as what students observed
and wrote about in their field diaries). In particular,
teacher and student feedback and interviews later
proved to be a valuable source of evidence that
clarified many of the activities and interactions that
were evident in videotaped field recordings.
4 THE GAME
The aim was the design and production of an
alternative form of computer game, which seeks to
blend the benefits of computer based educational
gaming with a range of strategies that encourage the
gamer (and student) to move beyond the restrictions
of the computer and the classroom and engage
directly with the natural environment—in the
process forming research groups, developing social
skills and taking part in a range of low-impact,
outdoor physical activities. In the playing of the
game, it is hoped that the student gamers will learn
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about Australian native wildlife, science, the
environment and sustainability issues and—above
all— they might have fun in the process. The
practical development of the first trial version of the
Jumping the Fence game was based on a preliminary
study designed to identify a suitable area of study to
which the researcher’s project and ideas could be
applied and tested. It was decided to structure the
game and its educational outcomes, its visual design
and language, as well as the levels of computer
literacy required to play it so as to be relevant to
Australian Year 5–7 students engaged in the
standard Queensland primary school curriculum.
The children in the sample that volunteered to
participate in the study were typically between 9 and
12 years of age and were drawn from two composite
year classes (grades 5-6 and grades 6-7)—which
accounts for the wider than might be expected age
range for such a trial. Since the primary aim of the
JTF game was to encourage students to engage with
outdoor learning and physical activities and, in the
process develop an understanding of environmental
and sustainability issues, as well as knowledge of
Australian wildlife, plants and habitat were
identified as being most relevant to the author’s
project. When students were asked about their
favourite non computer games, the following topped
the list: Lego, swimming, dancing, camping, bike
riding, cops and robbers (and other chasing games),
supervised team sports activities and some board
games, in particular Dungeons and Dragons and
War Hammer. Most students were familiar with
Chess and some had seen Backgammon, but these
were more often played by parents or older relatives.
That so many children were familiar with Dungeons
and Dragons and the concept of role playing games
(possibly because the game would have been played
by their parents as teenagers and then by them with
their children) suggested to the authors that adapting
the principles of role playing games might not be as
problematical as first thought. Since these games are
typically overseen by a Game Master, who controls
and delivers the story, the role of the teacher—as
guide, administrator, content developer and
arbitrator— could also be easily accommodated. In
the same way that these games break up their world
into a series of grids and tiles, breaking up the JTF
game in small sections which interact to form a
larger picture therefore became an obvious design
and playing strategy. Requiring students to
accurately measure and survey their outdoor
“research” area and turn it into a 2 by 2 meter grid
encompassing an area 8 metres by 6 metres then
map this area into the computer—along with making
a detailed analysis of the plants and animals that live
in each square, requires students to apply skills in
maths, geometry, drawing, writing and teamwork as
well as observational and communication skills.
Children must think spatially and learn how to turn
their complex three dimensional real world area into
a simple two dimensional map that uses colours and
legends for representation. At the same time the
players are creating the very grid on which the game
will be constructed and subsequently played.
The narrative was created to encapsulate as many
of the ELs outcomes for the Year 5 and Year 7 Key
Learning Areas (SOSE, Science and Health and
Physical Education) as possible, with the view to
adding and refining them as the project moved
forward. The protagonist of the game is a young
female kangaroo who goes by the name of Kangi.
Kangi is a very up to date kangaroo who spends a lot
of her time in the wilderness of Australia, but who
often comes into cities and towns to study humans
and learn their ways. Kangi has many magical
qualities, including the ability to speak to children
and use a variety of modern communications tools
(without having to pay for them!). Her mission is to
explain to students just how vulnerable the
Australian natural environment is and help them
understand how they can help protect it and her
friends (Figure 1). Importantly, Kangi needs the
children’s help to not only save the local plants and
animals, but to provide information for her friends
back home, who are missing their relatives and
friends.
Figure 1: Kangi and her friends explaining how an eco
system works.
In summary JTF’s model of teaching and learning is
a semi-closed circuit model (Figure 2), where the
research and learning starts in class by playing the
introductory levels of the game on the school
workstations. Students can work individually or in
their teams at the initial stage, but as students are
assigned their roles, each student moves to their own
AComputer-basedEducationalAdventureChallengingChildrentoInteractwiththeNaturalEnvironmentThrough
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Figure 2: Semi-closed circuit model
(indoors>outdoors>indoors...).
computer the focus on the learning tasks associated
with their task in the game. Each indoor and outdoor
task is assigned by the game master or game system,
but input from external sources (student research,
new knowledge from guest speakers, the internat.)
can also be entered into the system (Figure 3).
Figure 3: Students placing content into the computer based
game interface.
5 TESTING
The testing and development of JTF was done with
the co-operation of the teachers and students of
Sunshine Beach Primary School, on the Sunshine
Coast in South East Queensland between October
2008 and July 2010. The first study group consisted
of 12 primary school students aged between 8 and
10 years old and the second study group consisted of
25 primary school students of the same age group.
Students in both group were identified by the
teachers as suffering from Attention Deficit
Hyperactivity Disorder (ADHD) but were not
identified individually. The first study was divided
into two parts. In the first visit, the students were
asked to fill in a questionnaire that helped the
researchers to build a profile of the students so that
the researchers could develop and customise the
initial game concept on the basis of the student’s
preferences and the identified requirements of the
teachers and the curriculum. The second part of the
study allowed the researcher to test the initial game
prototype with the students, gain feedback and make
appropriate improvements. The outcomes of the
trials were interpreted and discussed with the
students and teachers and these revised findings
informed subsequent changes to the game prototype.
The findings and observations made during this
stage of the study are discussed in the first part of
this chapter. The purpose of the second study was to
test and refine the computer based prototype within
the school setting. As before, after each trial the
students were asked to fill in a feedback
questionnaire and the results were discussed with the
students and teachers and then used to further
improve the prototype. The findings and
observations from both sets of studies were then
used to ascertain to what extent the game fulfilled
the researchers’ initial proposals and research topic.
5.1 Findings of the Game Trials
The results of both test trials suggested that the idea
behind the Jumping the Fence game is valid and that
it is possible to design a computer based learning
game that requires students to leave the classroom
and spend more time outdoors engaging with the
natural environment. It is also relatively easy to
encourage students / players to take on the role of
active researchers rather than passive observers,
given that many are already familiar with role
playing games based on their existing experiences of
computer games. In taking on their roles, the
students clearly developed an understanding of what
a biotype is (even though very few of them were
aware of most of the correct terminologies) and, in
so doing, most developed a sense of responsibility
for, and personal connection with, their research
areas. Overall, students indicated there was a high
level of pleasure associated with playing JTF-both
parts-the computer based indoor activities and
outdoor based non-computer based activities). To
the authors, perhaps the two things that came across
most strongly from both groups were the enjoyment
and pleasure of being outside away from the
constraints of the classroom, and the sense of
attachment the students clearly developed for the
area used in the study. Giving students custodianship
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and a duty of care for their study area is an important
part of the JTF game strategy, as it requires the
application of physical effort as well as the
utilisation of appropriate knowledge. Many children
by this age have already developed an appreciation
for nature and it is therefore relatively easy to
encourage most children to become involved in JTFs
activities. However, an unexpected outcome of the
second study was the number of students (8/24) who
specifically identified themselves as not liking being
outdoors or who found the experience stressful.
Responses such as “I like to stay inside’” “Because
outside is nil,” “It is no fun being outside” and
“Because I get headaches outside,” were quite
unexpected. Although it is perfectly normal for some
children to prefer being indoors, it seems that having
one third of the students so actively not liking being
outdoors is either an aberration or is an indication
that changing trends in society may be influencing
this outcome. There is a lot of anecdotal evidence
suggesting that contemporary children are leading
much more protected lives than in the past and those
current concerns over “stranger danger” and health
and safety issues are bringing about a culture in
which children are over protected both at home and
at school. It would certainly be unfortunate if this is
indeed indicative of a long term trend, although it
would be interesting to see whether playing JTF
over a longer period might change the attitude of
some of these students to being outdoors. The
students were also very concerned that their biotope
would not survive after they left the school (in
follow up discussions it seemed to be understood
that they would continue to care for the area in their
own time after the project was finished) unless
arrangements were made to have other students look
after it in the future. Several students proposed that
responsibility should be passed on to younger
students and one student argued that it needed to be
someone who could be trusted in the long term, a
statement which demonstrates not only how closely
the students had become attached to their study area,
but an awareness of the longer term needs of the
environment they had nurtured. At the 2010 trial, the
majority of students thought that it would be
advantageous to use mobile devices such as smart
phones and tablet computers to play JTF and that a
mobile device would enhance the game by providing
instant access information in the field. Several
students suggested that the entire game should be
ported to a mobile format for this reason (and also
because it meant spending more time outdoors). The
students noted that it would be easier to get
information directly from the Internet in the course
of the game play; but many students argued that
mobile devices would not only speed up the game
play, they would enable them to stay outdoors all the
time. It was quite clear from both written student
feedback and follow up discussions that being
outdoors and away from the classroom was a major
attraction of playing JTF. In both field observations
and follow up discussions with the teachers it was
noted that after only a short time outdoors, the
classes were significantly calmer and quieter than
they were observed to be when working in the
classroom. One teacher later suggested that by the
end of the trial it was as if he had different students
in the class, since the group as a whole was
generally much more collected and better
disciplined—in particular the ADHD students, for
whom the physical demands of the game proved
especially beneficial.
6 LIMITATIONS AND FUTURE
RESEARCH
The data and findings described derive from only
two small-scale studies, with samples consisting
both times of the equivalent of just one class
(although students in the first trial were from
different class groups and largely did not know each
other, as opposed to the second trial where all
students were classmates). Nevertheless, the limited
number of students will have influenced the validity
of the study results to some degree. For this reason,
it is suggested that further studies be undertaken
with larger sample groups. The benefits associated
with outdoor education are well documented in the
literature, but observing how JTF works in a more
urbanised environment would certainly be of great
value if the game is to be thoroughly tested for its
potential as a vehicle for environmental education.
7 CONCLUSIONS
The findings clearly demonstrate that the JTF game
supports teaching and learning in both the indoor
(mainly computer activity based) and outdoor
learning environment. The game also shows that
individual and group tasks can be designed that
bring team members together to engage in co-
operative learning.
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97
ACKNOWLEDGEMENTS
We would like to thank all of the staff and students
from the Sunshine Coast State Primary School, who
helped us in conducting the two studies in 2008 and
2010.
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