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Case 1 Team 5
Case 1 Team 5
Case 1 Team 5
Assignment: Case 1
Team Name: Team 5
Recorder: Sarah Ricks
Coordinator: Susan Mccoy
Researchers: Kristin Wolf, Mona Antonious, Renee Krueger, Sarah Ricks, Susan Mccoy
Case #1
Group 5
Renee Krueger, Susan McCoy, Mona Aontonious, Sarah Ricks, and Kristin Wolf
MIST 524
Dr. Evanick
Case Summary
In this paper, the team investigated Case Study One about Michael Bishop in the ID
Casebook: Case Studies in Instructional Design (Ertmer et al., 2019). This case discusses
Michael Bishop, the developer of Rigglefish, a science game for middle schoolers, who had been
working with a cohort of science students for two years at Oakdale Middle School to develop an
educational game for teaching middle school level science curriculum. Nancy Levin, the
district-level science curriculum specialist, had enthusiastically embraced Michael’s game as part
new approaches, including learning software. Just as Michael and Nancy’s cohort of students
was about to enter eighth grade, Oakdale received standardized test results indicating an 8% drop
in proficiency amongst eighth-graders, and worse, the district now trailed state averages by 18%.
After news of low test scores swept across the district, Michael was informed by Tara Jones, the
new, district-level science curriculum specialist, that the superintendent had decided to withdraw
from the program to test Michael’s game, due to needing to focus students' attention on test
preparation for the upcoming school year. Unfortunately, this left Michael without a location to
test his educational science game called Rigglefish. He met with many different school
personnel at a variety of districts and school sites, to try to secure a testing location for his game.
After many rejections, he decided to try to better understand the resistance he was facing, calling
on some experts in the field and in education to come to test his game and discuss its future.
This discussion brought up many questions and concerns as to its ability to improve test scores,
to collect data about the students’ educational outcomes, the effectiveness of the game, and
There are multiple barriers that Michael encountered in trying to convince the school
district personnel to implement the games for the 8th-grade cohort at Oakdale Middle School.
The barriers presented in Case Study 1 (Ertmer et al., 2019) are as follows:
● Nancy Levin (who had supported the proposal) left her job as a curriculum
specialist to return to the classroom and Tara Jones, her replacement, decided to
● Poor standardized test results, arriving amid changes to the curriculum may have
● The game, Rigglefish, is a one-week-long learning module that replaces the
curriculum.
● Bailey Richards, the science curriculum specialist for the Weyman Independent
School District, expressed concern that kids might waste time not knowing how to
play the game and that she didn’t see how the game would be an efficient use of
elements of student and teacher interaction, student motivation, and the ability to
group or summer program or program for gifted students affects the intended
target population.
● A district or state-wide move toward “common curriculum,” does not allow for
When considering designing a game for K-12 educational designers should ask
● Who is the target audience for the educational game and what are their
characteristics?
● Who is the intended instructor for the game and what are their qualifications?
● Is this available in accessible versions for our hearing and sight-impaired students
● Is teacher training required? If so, what are the time and cost investments?
Michael and his team created the game following the inquiry-based learning (IBL),
specifically the problem-based learning (PBL) approach (Reiser & Dempsey, 2018), which has
many features and benefits that promote positive learning outcomes. To convince the
administrators in the district to adopt his game Michael could consider using these arguments to
Michaels game uses authentic ill-structured problems that are introduced before the
relevant content (PBL approach) promoting creative problem-solving. In the game, students
must breed a mating pair of fish. They can only accomplish this task through observation and
testing, to obtain the target fish. The game encourages the students to build their knowledge, by
engaging them in evidence-based reasoning and creative problem solving, which allows students
The game was designed with virtual models of real-world scientific instruments.
Realistic real-world problems stimulate student motivation and are relevant to the content
the student is learning (PBL approach). Sample instruments were introduced such as
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Bathysphere, Sample tanks, PCR, & Breeding tanks. Michael created real-world scientific
instruments for students within the game context that the students learn how to use during
gameplay. The game increases students' understanding of real scientific tools and concepts, and
through the PBL approach promotes deeper levels of cognitive learning and increased retention
of the material.
The game encourages scaffolding of student’s knowledge building (PBL approach) which
encourages collaboration amongst students as they uncover unique ways of accomplishing tasks.
Scaffolding occurs when a knowledgeable peer supports another learner in carrying out a task
which they cannot yet manage independently, allowing the game to engage even the unmotivated
promotes students to develop arguments for their reasoning, and use evidence to support their
perspective, which improves their communication skills as well as their critical thinking skills.
Each student can decide how to navigate the tasks and choose different pathways to
accomplish the goal, making the gameplay interesting and fun. Student-centered educational
tools help promote learning through engaging students in fun, relevant activities that increase
their curiosity and quest of knowledge, creating life-long learners. Games like Rigglefish, which
are centered around the learner, also reduce distractions and interruptions in the classroom which
Michael feels strongly about not putting the game in an afterschool program because he
feels that providing it through school will allow all students to engage in learning about the
scientific inquiry through technology via their science classes. By only offering a game option in
an alternative learning environment such as (a) an after-school program (b) a summer program
or (c) program for gifted children, Michael would not meet his target population of “regular kids
in regular classes” for the implementation stage. Michael opted out of an alternative learning
environment for fear that the purpose of his program would be completely changed if the
include (a) holding out could lead to a school adopting the program in the regular classroom
curriculum which would allow all children to benefit from the innovative science experience (b)
the game won’t have to be compromised or altered to fit non-traditional environments which
means the integrity of the learning experience within the game would remain intact, (c) if a
traditional classroom adopts it and it effectively helps children establish a foundation for learning
scientific skills other schools might have enough evidence to support implementation across the
district, and (d) if the game succeeds in a “regular classroom with regular kids” it could open a
door for other innovative or alternative approaches to learning. The games will enhance learning
and studies suggest that using games (Halverson, 2005) offer the prospect of user-defined worlds
in which players try out (and get feedback on) their assumptions, strategies, and identities, which
is why Michael feels strongly that the game needs to be adopted in a normal classroom to prove
its validity with its intended audience. When he designed the game and the curriculum he built it
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changing the audience; the game is no longer tailored to the right group of students and risks
being ineffective unless the game is altered for the new audience.
Some cons to denying the implementation of the game in these alternative sites include:
(a) that his game may never get introduced into any program (b) without a program to test his
game Michael may never be able to measure the effectiveness of his educational game (c)
without the implementation of his game somewhere Michael will not have the feedback from
Additionally, if Michael does decide to implement the game in an after school program
some of the cons include: (a) not everyone would have access to an afterschool program so there
would be limited access to the game (b) students in an afterschool program can range in age and
education level so players may be different from the target audience, and (c) it may be difficult to
extrapolate the data from an afterschool program and make inferences about results relative to a
When planning educational games, one should keep in mind that “young adolescent
learners are curious, motivated to achieve when challenged, and capable of critical and complex
preferences for active over passive learning experiences” (The Center for Collaborative
Education, n.d., p. 8 & 10). Bloom’s Taxonomy presents a hierarchy of cognitive ability in
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which increasing levels of cognitive ability are presented in ascending order: Knowledge,
Comprehension, Application, Analysis, Synthesis, and Evaluation (Bloom, 1956). This model
can be directly applied in the design of a learning game for middle school students.
Research shows that some curriculum development urges creators of the middle school
school-aged students are intensely oriented towards their peers, so game designers should
consider how to develop a game that allows middle school students to either share their game
experience with their friends or work collaboratively to better pique their interest (Know Your
Students, n.d.). Early adolescents such as middle school students also benefit from emotional
resonance in educational curriculum and cycling through the material with time for reflection,
therefore game developers should consider developing an emotional appeal within the game to
captivate the audience and allow for breaks in the game so players can contemplate their
experience or progress (Know Your Students, n.d.). Lastly, middle school students prioritize the
the gameplay.
Designers of educational games for middle schoolers should keep in mind that “Middle
school brains learn in different ways. The attention span of the average middle school student is
10 to 12 minutes, and there is little evidence that their brains can be trained to develop a longer
span. So, direct instruction should be kept to no more than this span of time” (Vawter, 2009, p.
2). From this research, designers should consider this when developing games, keeping the
Perhaps, by incorporating Bloom’s Taxonomy into the design of Rigglefish, Michael can
implement a learning model that is particularly appropriate for this age group.
Another characteristic of students in grades six through eight is that they tend to be
familiar with video games and to understand that a new video game requires skill-building that
leads to mastery. With this in mind, developers should consider making the games at the
Educational games are developed and played in a wide variety of situations and very
diverse audiences. For instance, some educational games may be implicitly designed for a
classroom context, while others might be more useful for parents trying to entertain children at
home. Additionally, some games might be built specifically for a target age or grade level while
other contexts might include a wider audience such as kids K-12. An educational game could
also be embedded in the curriculum and played by different educational levels of learners such as
developer makes are extremely important in designing a successful educational game. Although
several things can affect the design decision, any successful game should be able to facilitate the
learning of complex and intimidating concepts and turns them into something understandable
When developing an educational game, designers need to consider how these factors
Once all of these decisions are made, then the game developer could better move forward
with planning and building the game, for its specific audience and intended purpose.
The game designer or instructor might also need to consider what learning theory best
describes how learners learn a task; Behaviorism, Cognitivism, or Constructivism. The question
arises as to which learning theory is best. According to Ertmer & Newby (1993), they believe
that given that learning is a complex, drawn-out process that seems to be strongly influenced by
one's prior knowledge, perhaps the best answer to these questions is "it depends." These
theories can help better understand students' learning process, but what is more important is
selecting the appropriate instructional design theory for the game, that aligns with all the
information about the inputs, including context, student characteristics, and instructional
characteristics.
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As stated by Smith and Ragan "Reasoned and validated theoretical eclecticism has been a
key strength of our field because no single theoretical base provides complete prescriptive
principles for the entire design process" (Ertmer & Newby, 1993, p. 69).
partnership between the University of Michigan School and Education and School of Informatics
and the Jan Plass and Michelle Riconscente of the Games for Learning Institute at New York
University, they developed a collaborative tool between BrainPop and GameUp platform. Their
study “aimed to document the various ways teachers use educational games for assessment
purposes, identified game features that support good assessment practices, and generate
input, 2013). In their study, they built assessment engines that aligned with the formative
assessment that teachers use as a means for supporting and advancing learning. Unfortunately,
they found that not enough teachers were comfortable with using educational games and digital
tools. Fast forward to 2019, the attitude has changed. More educational games are being used to
assess student learning and in fact, 83% of respondents said that the digital tools always (11%) or
most of the time (72%) help teachers achieve their primary educational objective which included
In another study that assessed game-based learning and formative assessment, they found
that learning games focus on and assess important learning goals and provide information to
teachers and learners in user-friendly ways (Halverson, 2005). By having the educational games,
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more educators will see the benefits of using data from these games to guide their classroom
instruction.
Teachers can best incorporate their assessments into educational games through a variety
of means: assessing during gameplay as well as after. By walking around and observing students
and groups helps identify which concepts they might be struggling with as well as taking notes
on specific skills that are being performed in the game can help gain formative data during the
gameplay. After the game, there are many ways for students to identify what they learned, such
as modeling the game, game scenarios, and developing a strategy guide (Rufo-Tepper, 2015).
Factors Affecting Game Adoption that are Similar to Other Innovations in Schools
Looking at the factors affecting the adoption of a computer game from a broad
perspective, they are similar in the way any other new technology would be evaluated. Some
questions to be considered would be: Will using this require more teacher training? Is there a
learning curve for regular students? Is the school ready to accept a learning experience that is not
solely based on the core curriculum? As in Case Study 1, the first school which Michael Bishop
presents the games to, the school administrators are skeptical towards the addition of the science
games in the classroom. They ask if the games will add to the school’s effort to provide the
science students with the greatest depth of learning in the least amount of time, for example, does
it engage all students, raise test scores, support common core curriculum, cost-effective learning,
etc? “Constructivist strategies may be in opposition (to the goals of the science games) if the
situation requires short time frames with limited time and resources to devote to teaching and the
preparation of materials” (Reiser & Dempsey, 2018, p. 64). Another consideration by the
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administration to the adoption of a new curriculum is “if the school or business does not support
a learner-centered culture” (Reiser and Dempsey, 2018, p. 64). If teaching resources are not
supported, or the administration does not believe the technology will improve learning, it will not
From a narrow perspective, the problem Michael Bishop faces with getting a school
district to uniformly adopt his game into the middle school’s curriculum is similar to many other
educational innovations from Chromebooks in classrooms, to new software like iReady. The
success of any new instructional technology requires all aspects of the instructional model to be
adjusted for proper implementation. For instance, in the case study, Bob explained that without
teacher approval and training, the game wouldn’t work as effectively due to unintended scenarios
that result from teacher resistance and assistance (Ertmer et al., 2019). In a different educational
game, Bob saw teachers showing students particular ways to play the game even though the
students could have used many different strategies to succeed, this resulted in many of the
students mimicking the teacher rather than using their own deductive or critical thinking skills to
beat the game (Ertmer et al., 2019). Even types of educational practices like play-based learning
or project based-learning have faced serious challenges when it comes to convincing educators
and administrators to adopt the innovative style. Research shows that artifacts are implemented
into an educational curriculum successfully only when there is both the individual level and
collective level sense-making and positive outlooks, which means both the teachers and the
group of administrators from principles to school board members must believe in the educational
artifact and agree to adopt it in the classroom for it to increase educational outcomes of students
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(März & Kelchtermans, 2013). Michael faced this same problem, he had some support for his
game, but it was not unanimous, which ultimately made it impossible to get approval.
Another article explains that “research on educational reform has amply documented that
and artifacts (representing the curricular operationalization of these ideas, textbooks and
simulation software) have to be translated into new educational practices” (März &
Kelchtermans, 2013, p. 1). This means that teachers and staff must develop a new instructional
design process to implement the new technology into their lesson plans which requires planning
and teacher training, implementing the game a much more complex process. What Michael
faced was similar to these other types of educational innovations because schools generally have
ISD models they use for designing their curriculum. They put significant effort into developing,
analyzing, implementing, and evaluating these curriculums and once they are implemented they
are willing to make small adjustments, but it can be difficult to make large changes without
starting the process completely over. “The relationship between policy decisions (such as a
curriculum reform) and their actual implementation or enactment in schools’ and teachers’
practices is never simply a matter of executing prescriptions and procedures ” (März &
Kelchtermans, 2013, p. 1). At every stage of developing a curriculum for a school, there are
bureaucratic procedures that must be followed and approval that must be gotten to move into the
implementation stage. Additionally, teachers cannot just decide to adopt a new technology,
game, or otherwise; there must be evidence-based research proving its effectiveness because
students' education is at stake. Unfortunately, schools have a very strong relationship with ISD
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models which can be slow, analytical processes (Gordon & Zemke, 2000). This can be one of
Factors Affecting Game Adoption that are Different than Other Innovations in Schools
One factor that is different in the adoption of a computer game is the idea that the
purpose of this science gaming experience, works toward a much larger goal; to develop critical
thinking skills beyond what is currently being taught in the middle school science curriculum.
The scientific games are designed to promote the actual process of scientific thinking: healthy
skepticism, encouraging the learner to demand evidence for claims, and promoting critical
thinking that is evidence unbiased and valid (as Antonia suggests to Michael Bishop). It is an
problem-solving and critical thinking, and higher-order cognitive outcomes (Reiser & Dempsey,
2018, p. 63).” In comparison, other educational innovations may not specifically teach these
types of critical thinking skills. Learners need to develop skills while in school for life beyond
the school years to be an educated adult. Connectivism also supports this approach. “The
capacity to know more is more critical than what is currently known” (Siemens, 2005, p. 5). To
encourage children in middle school to become engaged, motivated learners are likely to
improve their overall learning potential, and their assessment scores, as they will be more willing
Kids participating in the games would challenge each other’s claims, defend what they
are doing, ask each other for evidence, and offer it themselves when challenged. In other words,
what they learn through the game becomes part of who they are, allowing each learner to figure
out things for themselves in a uniquely individual way if the games offer a more collaborative
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and experiential curriculum. They might also offer the opportunity to do science experiments that
were not previously possible in the classroom due to time, cost, location, etc. Contrast this
experience with a traditional classroom, teachers giving information, and students are the
There are some specific differences in Michael’s experience and the implementation of
other instructional artifacts because his game was new and fairly unproven. Many of the
questions the experts he brought in asked, were focused on outcomes and how he could prove the
game was effective at increasing test scores. In the case, Craig directly says, “All I’m saying is
that if you want buy-in from schools, you’re going to have to show an impact on performance.”
(Ertmer et al., 2019, p.18). Although Michael is convinced that his game helps improve
provide proof that it will improve test scores because it is a new educational product. Other
educational software that has been implemented was able to get approval due to extensive
amounts of testing done that show the evidence of increased test scores. For example, in the case
of the software i-Ready, they utilized a “quasi-experimental study designed to meet ESSA Level
2 criteria, the Human Resources Research Organization, a third party research firm, to examine
the effect of i-Ready Instruction for Reading for early elementary students in Grades K–2 during
the 2016–2017 school year. Analysis of the implementation of i-Ready Instruction for Reading in
(Norman-Dvorak & Randel, 2019, p. 2). This type of research done by the game developers of
i-Ready and external research companies directly shows administrators and educators the proof
behind their educational games’ claims for increased learning outcomes. Many of these types of
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new educational artifacts or software have to be tested on a smaller scale to gather the proof
needed to convince educators and administrators of their effectiveness before they will be
adopted on a school- or district-wide basis. Ultimately, if Michael wants to get his science game
adopted on a large scale, he needs to start testing the program where he can, including in after
school programs, summer school, or pre-AP classrooms. Then he will have the data to give
References
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classroom/
Ertmer, P. A., Quinn, J. A., & Glazewski, K. D. (2019). Case 1 Michael Bishop in ID Casebook:
Ertmer, P., & Newby, T. (1993). Behaviorism, cognitivism, constructivism: Comparing critical
6, 50-72.
Gordon, J., & Zemke, R. (2000). The attack on ISD. Training, 37(4), 42-52.
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https://www.curriculumassociates.com/research-and-efficacy/i-ready-evidence-impact
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Reiser, R.A. & Dempsey, J.V. (2018). Trends and Issues in Instructional Design and Technology
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ames-and-assessment/
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