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“True self-confidence is “the courage to be open—to welcome change and new ideas regardless of their
source.” Real self-confidence is not reflected in a title, an expensive suit, a fancy car, or a series of acquisitions.
It is reflected in your mindset: your readiness to grow.”
― Carol S. Dweck, Mindset: The New Psychology Of Success
TABLE OF CONTENTS
Introduction ....................................................................................................................................................... 4
Background. ............................................................................................................................................... 4
Relevance .................................................................................................................................................. 4
Theoretical framework ....................................................................................................................................... 5
Self-confidence .......................................................................................................................................... 5
Mindset & Goals ........................................................................................................................................ 5
Motivation & Learner Agency..................................................................................................................... 5
Progression based coaching ....................................................................................................................... 6
Conceptual framework .............................................................................................................................. 6
Design Requirements and principles............................................................................................................... 7
Research question:..................................................................................................................................... 7
Methodology ...................................................................................................................................................... 8
Context .......................................................................................................................................................... 8
Project Baby Yoda .......................................................................................................................................... 8
Research setup ............................................................................................................................................... 9
Target Users ................................................................................................................................................... 9
Data Collection ............................................................................................................................................. 10
Sub questions........................................................................................................................................... 10
Preparation of the test. ............................................................................................................................ 10
Research Validity .......................................................................................................................................... 11
Data Analysis ................................................................................................................................................ 11
Research triangulation ............................................................................................................................. 11
Results.............................................................................................................................................................. 12
Sub-question 1 ......................................................................................................................................... 12
Conclusion ........................................................................................................................................................ 13
Intentional Actions ................................................................................................................................... 13
Purpose.................................................................................................................................................... 13
Experience & insights ............................................................................................................................... 14
Sense of control ....................................................................................................................................... 14
Main research question ................................................................................................................................ 14
Practicality for the student ....................................................................................................................... 14
Practicality for the teacher ....................................................................................................................... 14
Discussion......................................................................................................................................................... 15
Evaluation .................................................................................................................................................... 15
Theoretical validity................................................................................................................................... 15
Triangulation validity................................................................................................................................ 15
recommendations ........................................................................................................................................ 15
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
__________________________________________________________________________________________
Abstract
Self-confidence is an important personal trait when it comes to learning and personal growth. This article
researches the design of an intervention specifically designed to help increase student confidence in the first
year of their study. The results of a literature search have been used to create a conceptual framework which
led to the design of Project Baby Yoda. The practicality has been researched with all target users involves and
analysed through triangulation to ensure validity. The article concluded with a discussion of ways to
strengthen the design for future iterations.
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
INTRODUCTION
Background.
Self-confidence is considered one of the most important motivators and regulators of human behaviour
(Verma, 2017). For students, having self-confidence means an increase in intrinsic motivation which leads to
deeper learning and talent development. (Veenker & Steenbeek, 2017). But in our daily work as educators, we
hear comments from students that suggest a lack in self-confidence, such as; he is so much better;
programming is just not for me” I’m going to fail anyway, might as well go for the resit. Within the Study Desk
at CMD, there is an increase of first-year students coming by thinking of dropping out, doubting themselves
and afraid they are “just not good enough”.
According to Lexico, self-confidence is “a feeling of trust in one's abilities, qualities, and judgment.” (Lexico,
n.d.). Hearing the aforementioned remarks, it could suggest that the students indeed have a lack of self-
confidence and possibly do not know how to increase their self-confidence.
Relevance
Within HBO, the game design students (as part of CMD) work on project-based assignments. Within year 1,
students work in groups of 4-5 students on a new project within each block. Within this project, the students
use game design skills and 21st-century skills to design a solution for the proposed assignment. The goal of this
course is for students to practice working together while applying relevant skills and in doing so develop
themselves as CMD professionals.
Self-reflection is one of the more important skills needed within the project line, as students not only deliver a
product by the end of the block but also write a reflection report on their personal development. Self-
reflection should happen from start to finish according to the didactical framework of High impact Learning
that Lasts which is implemented within the curriculum of CMD (Dochy & Segers, 2018). Research states that
feelings of self-confidence in part comes from self-reflection (Dweck, 2017; Visser, 2018) But supporting self-
reflection is currently not embedded within the curriculum even though it is expected of students to do so.
Key concepts
• Self-confidence
• Mindset
• Motivation
• Learner Agency
• Progression based coaching
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
THEORETICAL FRAMEWORK
Self-confidence
Confidence means something different for everyone, but can generally be defined as “the belief that one can
accomplish what they set out to do” and becomes visible when people take actions towards their goals,
despite obstacles (Kosterlitz, 2015).
Self-confidence is an important aspect of living a happy life. Being confident in one's self reduces fears and
anxieties, increases motivation for learning and relationships with friends, classmates, co-workers, and family.
Self-confidence will also increase resilience when things go awry and it strengthens the sense of self and thus
the authenticity of oneself (Markway & Ampel, 2018).
A negative mindset, such as a lack of self-confidence needs to be changed and can be done with the help of an
educational professional (Akey, 2006). This change starts with efficacy, the feeling that one can achieve their
goals (Gardner, 1998).
Students with a growth mindset experience school as exciting, see it as a place to learn and opportunities for
development. Having a growth mindset increases passion for learning and personal development and as a
result, people experience increased confidence, self-esteem, creativity and perseverance (Wignall, 2019 ).
Dr Carol Dweck (2017) states that a growth mindset can be accomplished when the person of influence
focusses on praising process, the effort that went into something, not the outcome. Changing “just not good
enough” to “not good enough yet” (Dweck, 2017). Schools for Higher Education Program (2020) says, praising
effort and strategies should relate to specific processes. It is also important to let students set learning goals
for themselves and for the teacher, to be a role model with a growth mindset and to encourage thinking
outside of the box. Zimmerman (2002) also stated that when students create and reflect on their own learning
goals, they will experience an increase in their sense of self, self-confidence, and motivation.
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
Goal: the intervention should help students develop their self-confidence through stimulating intentional
actions, purpose, experience and insights and sense of control.
Table 1 The Design requirements and principles based on the conceptual framework
Research question:
In this current phase the following research question will guide the process:
What is the practicality of “project baby Yoda”, to increase self-confidence amongst first-year game design
students, with the design requirements: intentional actions, purpose, experience and insights and sense of
control within the project kick-off in block 4?
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
METHODOLOGY
CONTEXT
When designing for education it’s important to look at all components within the curriculum. Such as, the
vision on learning, learning goals, content, teaching methods, maybe even material, didactical and
organizational aspects (Thijs & van den Akker (eds), 2009; van den Akker, 2003)
In the curriculum model from the SLO (SLO, 2019), these different aspects are presented as a curricular spider
web similar to van den Akker’s (2003). This model was used to define the learning environment in which the
intervention takes place (figure 3, Appendix A).
Students do this by building a game character based on their strengths, within the previously mentioned
learning environment in the shape of 3 concrete tasks (Dochy, Bergmans, Koenen, & Segers, 2016). Throughout
the tasks, the students gain insights (Dweck, 2017; Schlundt Bodien G. , 2018; Visser, 2018) into who they feel
they are authentically by picking out their strengths to make their character. A learning goal is added in task 2 to
increase the purpose for students (Dweck, 2017; Visser, 2018; Schlundt Bodien G. , 2018) learning goals as part
of their characters. Task 3 focusses on giving students a sense of control by having them make their project
teams for the block based on the learning goals and strengths they have picked to ensure learner agency
(Dochy, Bergmans, Koenen, & Segers, 2016; Stefanou, Perencevich, DiCintio, & Turner, 2004).
While the intervention is in play, the teacher coaches progressively to help students think in a growth mindset
(Dweck, 2017; Schlundt Bodien G. L., 2017).
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
RESEARCH SETUP
Design research will be used to improve the current learning environment in which students develop
themselves in. At this stage, a completed intervention has been designed based on design requirements and
principles based off of research. According to Figure 4 and 5 (Reeves, 2006; McKenney, 2001), the design is
currently ready to be tested in its first cycle of iteration. Based on the testing done in this phase, an evaluation
can be made for future iterations.
Since the product is in its complete state and given the research question, a micro-evaluation is the best form
of testing as it helps to collect data of the actual practicality of the product (Plomp & Nieveen, 2013), which
coincides with the research question. This will be done outside the normal user setting, via online testing in
which a small group of target users, uses the product. The focus of this research is qualitative to gain useful
insights into the practicality of the tentative intervention and the user experience (Plomp & Nieveen, 2013).
Figure 4 Refinement of problems solutions, methods and design principles (Reeves, 2006)
TARGET USERS
This article focusses on researching the practicality of the intervention and will be assessed by both target
users to collect reliable results in terms of the practicality of the intervention and thus answer the research
question.
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
DATA COLLECTION
To collect qualitative data, an in-depth interview will be held with both target users after testing as these types
of interviews achieve a detailed level of personal depth and work well with a smaller and more specific group
(Lankoski & Björk, 2015).
A semi-structured interview setup has been chosen as it provides consistency amongst interviewees while
allowing for off-topic exploration with regards to experiences, thoughts and behaviours, allowing for relevant
data for future iterations (Lankoski & Björk, 2015). Within a semi-structured interview, the researcher can
adapt on the fly to provoke deeper thoughts or further explanations on the topics that are being discussed
(Bryman, 2016).
The interview plans have been designed (Appendix B) and focus on 4 phases, based on Lankoski & Bjork’s
(2015) corresponding interview methods. Based on the research question, 4 sub-questions have been
formulated based on the design requirements to help research the practicality of the intervention.
Sub questions:
DR1: How do the students tackle the tasks given to them?
DR2: How are the learning goals helping the students think about their growth?
DR3: How does the tool help students with gaining insight into their authenticity?
DR4: How do students react to the choices they receive in the intervention?
What teachers didn’t receive was a clear description of how the groups should be formed, whether the groups
should be made anonymously or by using names. This was left open to see how teachers would use the tool
and what the experiences would be during the use of the tool, enhancing the test for practicality (van Swet &
Munneke, 2017).
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
RESEARCH VALIDITY
To ensure research validity, different forms of triangulation have been used (van Swet & Munneke, 2017);
- Data triangulation; Data triangulation was used by interviewing all the target users involved, meaning
both students and teachers, to look at the different perspectives involving this research to increase the
value and validity of the research (van Swet & Munneke, 2017). These teachers and students are also
from different classes, thus having had different experiences but all completed the intervention.
- Method triangulation; to test for practicality and to let the teachers be themselves upon using the
intervention, not all parts of the assignment were set in stone. Teachers Sean and Petra used the
intervention openly and let their students use their real names upon using the intervention. Teacher
Oscar and Mitchel decided to do this part anonymously. This helped test the practicality to see
whether or not all target users would reach the same outcome (van Swet & Munneke, 2017).
- Time triangulation; the project kick-offs took place in the same week but all on different moments and
times within the week. Both students and teachers were also interviewed on different moments and
times. This was done to prevent specific influences from time (van Swet & Munneke, 2017).
- Research triangulation; Another researcher has been asked to help analyse the collected data and to
discuss the meaning of these results until a consensus is reached through intersubjective agreement
(van Swet & Munneke, 2017).
DATA ANALYSIS
The interviews took place online through Discord (Discord, 2020), and have been recorded using OBS (OBS
Studio Contributors, 2020) after asking for permission of the participants. They have been transcribed and
analysed, per target user and sub-questions based on the categories of experiences, thoughts and behaviours
as these are commonly found through semi-structured interviews (Lankoski & Björk, 2015). The initial analysis
can be found in appendix E.
Research triangulation
Another researcher has been asked to collaborate on analysing the data to ensure the validity and reliability of
the analysis (van Swet & Munneke, 2017). On May 27th, 2020, 14:30 the research triangulation took place on
Discord (Discord, 2020) between O.M. Jansen and S.A. Smith. In this triangulation, themes have been identified
to answer the sub- and main research question.
The first step in the triangulation is to discuss the transcripts to define the themes. Both researchers have
come up with categories based on their textual analysis of the transcripts. A textual analysis consists of
multiple textual readings to make sense of the experiences of the target users. The purpose of textual analysis
is to describe the content, structure, and functions of the messages contained in texts (Frey & Kreps, 1999).
Within the textual analysis, the focus lies on analysing the interactions, by finding repeating words, similar
sentences, topics, actions and utterances (Frey & Kreps, 1999).
The results of both researchers have been discussed and debated to define the themes based on both textual
analysis and interpretations of the transcripts.
Themes
Six themes have been defined based on the initial analysis and the textual analysis, some of which were more
expected than others, based on the questions asked of respondents (table 2) and based on repeating words,
similar sentences, topics, actions and utterances (Frey & Kreps, 1999)
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
a.A common theme amongst all students is their mentioning of anxieties, insecurities
throughout the tasks, stepping out of their comfort zone.
3. Learning goals
a. All respondents were asked about their experiences of choosing learning goals. The talk is
generally positive even when the interviewer probed for negative feedback. Part of task 1, in
particular choosing the main body part, was less positively received, however as these are
independent of (and merely scaffolding for) the learning goals, these were not noted.
4. Outcome/increased autonomy
a. Questions of autonomy were not explicitly asked, thus self-offered observations from
respondents of perceived increases in autonomy can be taken as evidence that the task has
achieved this goal; conversely, should the respondents be negative about the outcomes, this
would indicate it did not achieve the autonomy goal. However, as all the references to
autonomy and the outcome of the task were positive, this possibility can be rejected.
5. Anxieties of or about the teacher
a. One of the most surprising findings was that all teachers showed signs of anxiety throughout
the use of the intervention, doubting their skills/actions in executing the task. Upon probing
for further explanation these anxieties came from doubting their skills, scared of forgetting
parts and wanting to control the situation to ensure it is done right.
6. Divergence from the task
a. Teachers all executed the tasks differently. One respondent forgot a task, another decided a
task wasn’t needed and everyone choose a different method for executing task 3. It would be
advised to conduct further research into the effects on the student as this was not part of the
current study.
RESULTS
As the focus in the analysis lies on interactions through textual analysis, this can be used as qualitative
research to define the results (Baarda & Bakker, 2018). The themes have been debated and discussed, through
triangulation, until consensus was reached on the interpretation of the results through intersubjective
agreement. (van Swet & Munneke, 2017). The themes have been connected to the sub-questions and quotes
have been used during triangulation to identify and analyse the themes (Appendix G). This data was used to
answer the subquestions.
It was clear for students what to do, they all completed the tasks presented to them. It is also
clear that students did the tasks authentically (Deci & Ryan, 1995; Dochy, Bergmans, Koenen,
& Segers, 2016; Stefanou, Perencevich, DiCintio, & Turner, 2004). The head and body parts
were considered less important / less interesting but helped the students to do task 2.
Students choose some strengths on the safe side.
All teachers seemed to be nervous/anxious upon doing the tasks and questioned their
capabilities.
Sub-question 2 How are the learning goals helping the students think about their growth?
Theme(s) Anxiety / vulnerability & Learning goals
The students could use task 1 as a stepping stone for task 2. This could be indicative of
students learning as they step out of their comfort zone and into the zone of proximal
development (Vygotsky, 1978). Students expressed their way of thinking, stepped out of
their comfort zones and reflected to see what would fit them based on their strengths picked
in task 1 and previous experiences. This shows students started thinking in a growth mindset:
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
“This is who I am and this is where I want to go and I can do that” (Dweck, 2017; Visser,
2018).
Sub-question 3 How does the tool help students with gaining insight into their authenticity?
Theme(s) Outcome / increased autonomy & Learning Goals
The students were anxious at the start but showed motivation and positivity towards the
process, showing signs of autonomy (Stefanou, Perencevich, DiCintio, & Turner, 2004). The
students took ownership of the process and showed this ownership by standing up for their
choices. The anxiety at the start possibly coming from a fixed mindset which later seems to
turn in a growth mindset as students were taking ownership of their choices and goals
(Dweck, 2017).
Sub-question 4 How do students react to the choices they receive in the intervention?
DR sense of control
Theme(s) Anxiety/vulnerability & Divergence from the method or task
Students were positive about the experience. They explained they took their time scrolling
through all the options and reflected upon the options giving them enough choice within the
set boundaries of the task (Stefanou, Perencevich, DiCintio, & Turner, 2004). All students felt
their actions authentically (Dochy, Bergmans, Koenen, & Segers, 2016). Task 1 choices were
easy.
CONCLUSION
Based on the triangulated results of the sub-questions and connecting themes, a short conclusion is written
about each design requirement to answer the main research question.
Intentional Actions
Several researchers (Deci & Ryan, 1995; Dochy, Bergmans, Koenen, & Segers, 2016; Stefanou, Perencevich,
DiCintio, & Turner, 2004) state that through concrete tasks students can make intentional actions and
experience autonomy.
The students have been able to do the tasks successfully and authentically and could reflect on their own
choices in the process. The students also mentioned that they felt the characters represented them. And did
not have questions in the process.
However, the teachers’ experience has been different as they all experienced anxiety, nerves and doubts upon
doing the tasks. They admitted feeling a lack of control or uncertainty upon using the intervention.
Purpose
To give students purpose, the intervention should help students create learning goals for themselves (Dweck,
2017; Visser, 2018; Schlundt Bodien G. L., 2017).
All students were capable of picking out learning goals and did not go for the obvious choice but went with the
authentic choice as the choice was theirs. All students were happy about their chosen learning goal but
mentioned possibly wanting to pick more than one learning goal.
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
The respondents showed that the given tasks helped them think in a growth mindset. Where anxiety (and thus
fixed-mindset) were visible at the start of the session, all students showed a growth mindset towards the end
of the session. This is done in part by the coach doing progression based training and in part by students
experiencing autonomy through choice.
Sense of control
To give students a sense of control they should feel agentic over their learner process (Dochy, Bergmans,
Koenen, & Segers, 2016). To do so, the students should have enough choice and room to explore within a set
structure with boundaries (Stefanou, Perencevich, DiCintio, & Turner, 2004)
Students mentioned that they wanted more choices in the body parts as they felt certain strengths may be
missing. The body parts, however, are a scaffolding method for task 2, helping the students think towards a
growth mindset and allowing them to pick goals for themselves. After finishing the tasks, all respondents
reacted enthusiastic to the intervention and showed signs of intrinsic motivation (some even said so literally)
as well as learner agency as they were all capable of reflecting upon their actions.
The practically of the intervention can be marked as a success with both target users as all design
requirements and principles have been positively experienced.
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
DISCUSSION
EVALUATION
Theoretical validity.
The design requirements have been carefully picked based on the conceptual framework. According to Dochy
& Segers (2018), when students have a purpose they experience an increase in motivation. However, Markway
& Ampel (2018) state that increased motivation is a direct result of being self-confident which also ensures an
increase in authenticity. For this research, to test for practicality, the results of self-confidence and
measurements of increased motivation were not included.
Because of the creation of a conceptual framework, created entirely from existing theories, the use of the
educational spiderweb (van den Akker, 2003) to identify the learning environment and the creation of design
requirements and design principles based on these, the research can be considered reliable.
Triangulation validity.
To validate the research, multiple types of triangulation have been used. However, when looking at the data
triangulation, only 3 out of 120 students and 4 out of 6 teachers have been interviewed after using the
intervention. These 3 students come from different cultures, are different in gender and age and tested the
intervention with different teachers. For these diverse respondents, the intervention has tested as practical
but should be tested further to ensure validity in a larger test group for both target users.
RECOMMENDATIONS
The intervention
Considering Project Baby Yoda’s next iteration is should be noted that the design could remain fairly
unchanged. However, at the forefront of the next iteration should be to ‘solve’ the anxiety of the teacher as
the research has shown that 4 out of 4 interviewed teachers, all experienced a sense of anxiety and
nervousness. It could be that teachers, in these types of situations refer back to a fixed mindset themselves
(Dweck, 2017) whereas it is of the utmost importance that the teacher has a growth mindset himself and can
show this to students (Schools for Higher Education Programm, 2020).
A possible solution for this would be to show the teachers the results of their actions and show that despite
them feeling as though they were making mistakes, all students got where they were supposed to go. In the
intervention manual, an FAQ could be added with possible questions teachers might have before or during the
intervention based on their experiences but also how to work on their growth mindset.
Another issue that could be addressed is that own art should be created as it will aid the overall game feel
(Swink, 2009; Schell, 2019). A good game feel will immerse the player more (Kremers, 2009) and thus make it
easier for students to be drawn into the tasks. It is not a necessary feat as it did not impair the practicality of
the intervention but could aid it.
Future research
Plomp & Nieveen (2013) describe 4 criteria for design research when it comes to ensuring qualitative research.
These are relevance, consistency, practicality and effect. This study has focussed on the first three steps but to
properly test the intervention, the effect should be researched as well. This could be done to see whether or
not students feel an increase in self-confidence or to see whether the intervention helps to experience
increased motivation throughout the block.
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
1. Research teacher anxiety and implement a way of reassuring the teachers in their task to increase the
practicality and effect.
2. Run a test in which students can choose more than one learning goal to test the practicality and effect.
3. Create art to increase the immersion, which could enhance the desired outcome of the design
principles.
However, as Zimmerman (2002) states that reflection upon the learning goals if of the utmost importance to
experience an increase in the sense of self, which is an important aspect of self-confidence. Combined with
with the help of praise on the process (Dweck, 2017; Schools for Higher Education Programm, 2020) it should
be noted that for a reliable effect this intervention should be measured over a longer period on both the
teacher and students side.
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
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orientatie/lexicon/betekenisvol-leren/
Stefanou, C., Perencevich, K., DiCintio, M., & Turner, J. (2004). Supporting autonomy in the classroom: Ways
teachers encourage student decision making and ownership. Educational Psychologist, 39(2), 97–110.
Swink, S. (2009). Game Feel. United States of America: Morgan Kaufmann Publishers.
Thijs, A., & van den Akker (eds), J. (2009). Curriculum in development. Netherlands: SLO - Netherlands Institute
for Curriculum Development.
van den Akker, J. (2003). Curriculum perspectives: An introduction. In J. van den Akker, W. Kuiper (eds),
Curriculum landscapes and trends. Dordrecht: Kluwer.
van Swet, J., & Munneke, L. (2017). Praktijkgericht onderzoeken in het onderwijs. Boom.
Veenker, H., & Steenbeek, H. (2017). Talentgerichte ontwikkeling op de basisschool. Bussum: Uitgeverij
Couthino.
Verma, E. (2017, 06 05). Self- confidence among university students: An empirical study. `International Journal
of Applied Research 2017; 3(7): 447-449.
Visser, C. (2018). Handboek progressiegericht coachen. Just-in-time Books: Driebergen.
Volman, M. (2011). Kennis van betekenis. Betrokkenheid als kwaliteit van leerprocessen en leerresultaten
(oratie). Amsterdam: Universiteit van Amsterdam.
Vygotsky, L. (1978). Mind in Society: The development of higher psychological processes. Cambridge, MA:
Harvard University Press.
Wignall, N. (2019 , June 4). Growth Mindset: The Surprising Psychology of Self-Belief. Opgehaald van
nickwignall.com: https://nickwignall.com/growth-mindset/
Zaman, B., & Van den Abeele, V. (2012, August 28-31). Proceedings of Measuring Behavior. In F. G. Eds. A.J.
Spink, Proceedings of Measuring Behavior. Utrecht, the Netherlands.
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
APPENDIXES
Competency H: Developing
and reflecting
The junior professional has
insight into his/her own
personal and professional
development (knowledge,
ability, standards and values)
and is conscious of his/her
professional conduct and the
impact thereof on others.
Learning goal H1:
The CMD professional
manages his/her
development: displays self-
knowledge (is aware of own
strengths, weaknesses, and
motives), is capable of
formulating learning needs,
can reflect on and take
responsibility for his/her
actions and manages the own
learning process.
CONTENT During the intervention, the Within Hanze CMD our didactical vision 1+2+3+4
students will learn what their is that of High Impact Learning that
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
TEACHER ROLE The teacher acts as a coach. The intervention can be brought to 3
The coach should focus on these coaching sessions so teachers can
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
To collect useful data, an in-depth interview will be held with the testers after testing as these types of
interviews can excel at achieving a detailed level of personal depth and work well with a smaller and more
specific group (Lankoski & Björk, 2015).
A semi-structured interview setup has been chosen as it provides consistency amongst interviewees while
allowing for off-topic exploration. This way, interviewees can express their experiences, thoughts and
behaviours while allowing for relevant data for future iterations (Lankoski & Björk, 2015).
Explain to the For this interview, a few questions and topics have been
interviewee what will prepared. What is important is to answer as honestly as
happen during this possible and from your personal experiences. Whether
interview things were good, bad or confusing, I would love to hear it
all.
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
positive experiences
using the tool
Ask simple but on- How long did it take for you to get through the character
topic questions. creation? (give or take)
Try to provoke How are the learning goals What did you think of picking out a
more thought in helping the students think learning goal? Which one did you pick?
participants about their growth? Why that one?
Teacher involved?
How does the tool help How did you pick out the strengths?
students with gaining insight
into their authenticity?
What stood out to you when looking at
the other characters of your
classmates?
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
How do students tackle the Did you have any questions during
tasks given to them? the use of the tool? During any of
the specific phases?
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
Explain to the For this interview, a few questions and topics have been
interviewee what will prepared. What is important is to answer as honestly as
happen during this possible and from your personal experiences. Whether
interview things were good, bad or confusing, I would love to hear it
all.
Ask simple but on- How long did it take for you to get through the intervention?
topic questions.
Try to provoke How are the learning goals How did students respond to phase 2,
more thought in helping the students think where they had to pick their learning
participants about their growth? goals?
- Can you give an example?
- What reactions did students
give?.
How does the tool help How did students tackle the task of
students with gaining insight picking out strengths?
into their authenticity? - What did you see?
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
How do students tackle the What questions did you get from
tasks given to them? students during the intervention?
- How did you deal with these
questions?
- Where did you feel students
were struggling when making
the character?
Think critically How are the learning goals As their project coach, did you feel
about the helping the students think as though students were decisive on
participant about their growth? which learning goals they wanted to
characteristics take?
that matter to
your research Useful they’ve been premade.
question
Do you feel like learning goals are
missing?
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
Object of play
Most of us think of making project groups as something we do easily. Just put some people together and let’s
get to work. For students, this type of group making reduces their sense of autonomy (Stefanou, Perencevich,
DiCintio, & Turner, 2004) and doesn’t create urgency for learning (Dochy, Bergmans, Koenen, & Segers, 2016).
This intervention aims to give control back to the students so they experience learner agency (Dochy,
Bergmans, Koenen, & Segers, 2016) while working within the standards CMD has set up for project coaching in
year 1.
By taking a step back from the process of making groups and looking inwards, students will reflect upon their
actions first, before making unintentional decisions when it comes to making groups or their learning (Dochy,
Bergmans, Koenen, & Segers, 2016).
To make the intervention more meaningful for the game design students, the intervention will let students
design their game characters. Staying close to the students' experiences will allow for more meaningful
education (Volman, 2011). The task students will be doing, will not have a predesigned solution, thus giving
students freedom within the set boundaries of the task, which allows for an increase in autonomy (Stefanou,
Perencevich, DiCintio, & Turner, 2004).
Project Baby Yoda is an intervention, designed to reflect on action, give learner agency and autonomy back to
the students so they learn how to become intentional in their actions and motivation with the result of gaining
self-confidence. By personifying it, the students can better relate to the intervention and design their own next
‘level’.
Together they form the level 1 character that’s a personification of the student(Experience/insight (Visser,
2018) (Schlundt Bodien G. L., 2017)). Once this is done, the student will move on to the next assignment, which
is taking a look at what their level 2 character would look like. Just like in actual games, characters don’t start
as heroes, they have to learn, to grow to become heroes. The same goes for students. Level 2 doesn’t exist yet,
but we can see what level 2 would look like. In games, you can assign abilities to characters and you look
ahead to see how you want your character to develop. This intervention does the same. Students will use their
level 1 character and add a learning goal (Dweck, 2017) (Schlundt Bodien G. , 2018) to it, making it ready to
become level 2. This is done by adding puzzle pieces to their character via accessories for their characters in
the shape of additional puzzle pieces, such as hats, umbrellas, skateboards, etc. Once their level 2 character is
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
done they can now display them in class (purpose (Dweck, 2017), learner agency (Dochy, Bergmans, Koenen, &
Segers, 2016)).
While the intervention is in play, the teacher coaches progressively to help students. More on this later in
strategy for coaches.
The next part of the assignment is to select your team of heroes. Who is going to be in your team when it
comes to “battling out” this project. Now a good team of in-game heroes has complementary skills. You
wouldn’t make a team of just healer-mages, you need a tank as well. With this in mind, students get to make
their teams now (increasing autonomy (Stefanou, Perencevich, DiCintio, & Turner, 2004)) with the only rule
being: you have to be able to explain how this team of heroes is going to succeed together and how they will
reach level 2 by the end of the project.
Once this is done, the teacher will approve of the teams and continue with the rest of the lesson. Students will
be motivated to start as a result of this intervention and having a purpose, autonomy, and sense of control will
increase their self-confidence throughout this block.
Number of players
4-30 ( a full class would work best)
Duration of play
60-90 min.
Materials
1. Intervention box with puzzle pieces (Appendix I) consistent of:
a. 30 heads
b. 30 bodies
c. 64 arms (32 left and 32 right – these are the same 32)
d. 20 legs
e. 30 accessories
2. A predesigned PowerPoint that will guide teachers and students through the intervention.
How to play
The intervention will be done in several stages, shown in Table 3, which uses the Hanze CMD lesson plan with
an addition of the design requirements taken from the research. The lesson plan and PowerPoint should
provide enough for the teacher to hold on to while playing the intervention.
Table 2 The intervention in a lesson plan, connected to the previously mentioned design requirements
PART 1 To start the Concrete tasks The teacher The student listens The task will be
assignment explains the to the explanation explained. Create
with task at hand. of the task your game
intentional character that
actions. represents your
strengths
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
CREATE With this, the Concrete tasks Teacher Students get a These options
GAME students gain Purpose, supplies supply of puzzle should be enough
CHARACTER insights into sense of students with pieces, all for students to be
their strengths control, a set of representing creative with and
and what insight, and options they strengths. With gain insight into
makes them experience can choose those puzzle their authenticity
authentic from and pieces, students while giving them
without walks around get to create a control over their
having to look while coaching character that learning.
at their progressively represents them.
weaknesses. The focus is on
strengths. 1 head,
2 arms, 1 body, 1
pair of legs.
PART 2 With this Purpose, The teacher Students listen The student has
students will Concrete tasks explains part 2 while the teacher now created a level
gain a sense of explains the next 1 character so will
purpose for part of the task. now think about
their what their level 2
development character would be
by creating like. What happens
learning goals if they level up?
and will
receive a
concrete task
to ensure
CREATE With this, the Purpose, The teacher Students use By the end of this
LEVEL UP FOR students will Concrete supplies supplies from the task, students have
GAME create specific tasks, sense of students with teacher to create evolved their LVL 1
CHARACTER learning goals control, a set of their level 2 character into a
that they want insight, and options they character possible LVL 2
to reach by experience can choose character.
the end of from and
block 4. walks around
while coaching
progressively.
MAKE Students will Concrete The teacher Students make Characters are
CHARACTERS experience tasks, insights, walks around their characters designed in a way
PRESENTABLE authenticity and while coaching presentable (either that makes them
by seeing their experience progressively. stand or hanging easy to present.
characters them on the wall) Either on a stand or
amongst on the wall.
others.
PART 3 Students will Concrete tasks The teacher Students listen to In the next parts,
be given a explains part 3 hear what the next students will make
concrete task in which the part of the task is groups based on
which will help next going to be. their learning goals
ensure assignment is and will then
intentional for students to present their
actions for the create teams teams. The goal is
following bases on their to make teams that
steps. learning goals can help each other
and some reach their learning
other rules. goals.
EXPLORE Students will Concrete The teacher Students explore
experience tasks, insights, walks around all the characters
authenticity in the room and
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
1. Acknowledge:
• You're right, it is a complicated task
• Ah, but you think you cannot do this?
2. Make it normal
• Oh yeah, there are a lot of people who find it difficult to … (connect to task in simple terms -> for
example: find their strengths)
• It’s completely normal to need time to … [example: find your strengths], a lot of people have this.
3. Make it positive
• What I often see is that when students stop thinking about it and letting go of the pressure, they
even start to enjoy figuring out their strengths (or forming learning goals)
• Ah but the strength you have there is a really good one, I saw that in the project last block when …
[add example].
Coaches need to keep referring back to these level 2 characters throughout the block. Self-confidence doesn’t
happen overnight so the coach needs to keep bringing back those learning goals and coach on progression
throughout the block (Dweck, 2017; Schlundt Bodien G. L., 2017; Visser, 2018). If done well, by the end of the
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
block, students should experience an increase in self-confidence, resulting in better study results and
increased motivation (Markway & Ampel, 2018).
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
The PowerPoint for the Kick-off of the project in Block 4 can be found via this link:
https://projectbabyyoda.odettejansen.nl/documentation/
In this, it explained the tasks students would do during the session as well as information about the new block
and project. The PowerPoint also contained notes to help the teachers during the session.
As this is a prototype all cards are available online. The idea is that these cards are physical playing cards to
play with, in the classroom.
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
Before triangulation took place an analysis has been made based on the transcripts by looking at experiences,
thoughts and behaviours of both target users. This analysis has been used in the triangulation to further define
the themes.
Category 1: Experiences
Groups were largely based upon the learning "(student) is this what I want to learn
Sean Teacher 1A
DR2 goals. Students liked picking the LG cards or what I should learn?"
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
Category 2: Thoughts
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
Category 3: Behaviour
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
DR3 x
DR4 x
Started from personal
perspective to decide steps
DR1 within the tasks
"I feel like he always is on track with everything
With focus on LG I know what
Brayan Student 1A and I think maybe I can learn from him" "I am
DR2 to do in this project group
confident that I can do this with this team"
Easy to pick strengths based on
DR3 previous projects
DR4 x
Had an initial judgement upon
seeing other people’s "Everyone had supportive in their character so
Esmee Student 1B characters but then saw they they could help me reach my goal of motivating
were only different and others"
DR1 actually really creative
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
Students
Uh, I thought the concept is very good. I enjoyed making the characters. I kinda don't think there was enough
options when it came to making your character. Sometimes I was looking for something else and to switch out
for something that's kind of close to it.
uh, well I went into the padlet and then I looked at all the pictures, you know I looked at the strengths and
learning goals and uh, I mainly looked at who doesn’t have any leading learning goals
uh, confident. Uh, not really. Yeah, not completely. Like on the first day after the kickoff I got really stressed
about this and thought “Oh how am I going to do this?” And “what does it mean?” And “where do I start?”
“What if people expect me to be the leader and know everything already.”
uh, I started doing some research to find out what a scrummaster actually does and had a meeting with the
team. Then I heard Maike wanted to be the product owner so I felt a lot less stressed and I could just focus on
doing the scrum.
Teacher
And so yeah, I, I let them go into a corner and be like, Hey, compare yourself to someone else who also went
into that corner. Do you think the two of you could work together or could help each other out? And do you
think your skills line up perfectly? So they constantly had to explain themselves. Some people moved around a
bit, some people were on the padlet but I could see that visually as in they were moving themselves all over
the place and even connecting themselves with a little arrows at some point.
I think they were very enthusiastic about it. Uh, they, they got active immediately and, and I think they had
quite some fun with the characters and creating them and sharing them
And, um, from there they started it and then something surprising happened. Um, I think maybe it was five
minutes after they started that the first person was finished.. And I'm like, there's just phase one. So I told
them that it's just Phase one so if you go back, then maybe you can already do phase two. Um, so I explained
that as well. I still had them on the line, so that was nice. Um, so I explained phase two as well with the hats
and the goal you would choose, you know, for yourself. And um, most people just did that directly afterwards.
I thought they were, I thought they were, I thought that I could tell that the students weren't just like going
and choosing looks, I guess that that would be a thing that I would say. So I was happy to see that. They
seemed like really thought about the, some students actually took a little bit longer to complete. And I assume
that that that was a sign that they were really working on it. Like they just weren't just doing something that
they thought was BS.
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
Anxiety/vulnerability of students
Students
Terrible. I'm not saying it because I'm unhappy with my group. I'm pretty happy with my group. I think I have
one of the best groups. But what I didn't like is that you thought it would be a good idea to leave us to do it by
ourselves. And that was like the breaking-point. And the pattern I noticed is that people I know who are more
close to each other in the class immediately grouped up in one big chunk without paying attention to what
your character is lacking and what your team can use.
Task three was, Oh boy, groups was Hm. It was more seeing, I think getting out of your comfort zone. Maybe. I
think the goal was to make you work with different people than you would.
He joined my channel and at the same time I left, and then I felt bad because it looked as though I left because
of him, but I didn’t, I was just working on finding my own group. But yeah and then he, uh, he left.
I was insecure at first, like what do I pick? And, completely honest, I picked a few that were on the safe side,
like programming you know. I did that in the last blocks and I know I can do this. And then I also picked
sensitive, even though that was scary and it made me feel anxious.
Teachers
two of my good students said he was confused about what he was supposed to do and he found choosing the
team different and confusing and a given the way he speaks, I think he means he found it pretty confronting,
um, but he said different and confusing. And another said that she said she thought the process sounded
messy, but it worked. And so I think in both cases they're articulating that hesitation about the same that the
other student messaged me that it's hard to do without hurting people and without being hurt.
But it was, it was the expected problems that you get when you ask students to make groups. There's usually a
few who make, who treat it really honestly and I was a little bit apprehensively if they would be treated
honestly or if they would just form their friends. And as I said, I checked as they were doing it, who was in
which group and they hadn't just chosen their friends
That was interesting because it's always a bit of a challenge when you ask students to make groups because
you have to confront their insecurities that they tend to, think they're not good enough and people judge
them. And I've got that and I was not expecting it. Um, one student had messaged me as I posted my notes
during the exercise to say, she said that’s so hard, without hurting, people getting hurt. Um, to which I said,
yeah, I know it's part of the task. It's a really hard part of the task. And another one said to me on voice, he
dropped into the voice channels to speak to me to say, just so you know, Sean Smith our group consists of
people who couldn't find a group, I said, and I saw that. But I also saw that your group had good set of skills
and you can actually succeed, because you've got a good range of skills.
It's confronting for them because that's a hard task to ask because that involves, you know, being vulnerable
and that's always a risk in a group of 20 students even when they are good friends with each other. Um, but
that vulnerability is part of the learning process.
But if your task is as a student who's feeling insecure, go find a learning goal. That's like doubling your
insecurity. So I thought having a really long list was actually much better than letting the student choose for
themselves.
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
I was a little bit concerned during, before and during, that students, they wouldn't take it authentically. They
wouldn't take it seriously. They would use it as a chance to, you know, uh, not be vulnerable
Then it's been, so there's some kids already knew they wanted to work with each other and then know
another group of students were like, yeah, I don't, for example, Benthe. I mean those happened to be two
detriments. I'm not sure if it's a Dutch thing or not, but they felt really uncomfortable. You know, like not using
the kids that were absent or are choosing or throwing kids that were absent, but, right. Like, you know, they
didn't feel comfortable bringing in people that they didn't know that the warm part of the process.
I really liked it, the whole idea of the avatar. I think it's a safe way of putting yourself out there of students kind
of like practicing. Yeah, like practicing openness in a, in a very, let's say, a safe way.
Learning goals
Students
Um, the hat, the part with the part with the hat, I think that was also like it required more options for me.
And it was really interesting to see the, I guess the qualities and traits
that people view themselves as being and for, I mean, I, we'll be, I'll be honest, we kind of already knew who
we, that we wanted to work together, but we still discussed, each of the strengths about us and they're all
pretty true about ourselves and it's kinda cool to see, okay, this is how Melvin sees himself as how Ramjar sees
himself.
I think so from the hats because maybe that's my personal learning goal and the rest of it's, I, I kind of see
myself looking at this okay.
Teachers
And one of them said, which they got agreement. I didn't like really liked the body cards cause I know that
already quote, “I know that shit already”, um, what I read, but I really liked the goal cards, the hat cards, they
really like that and all that was really strong agreement it in the class. And another one said at the goal card
was the only one we use to make our groups.
I didn't, I didn't have a fee... I don't have, I didn't have any feedback loop to know that, to answer that
question. I mean, I think they, I think they, I think they liked it, but I don't, I mean, they really liked the whole
avatar thing, so they really liked that. But I don't know specifically if they found that useful or not useful.
Outcome/Increased Autonomy
Students
So you thought you knew what were the groups that we wanted to be together. We're going to make that so
everyone's super motivated and just absolutely stoked to work. And I'm going to make sure this projects would
be insane because I'm so hyped. Their entire teams, they love it. They're excited.
Uh, well, I think it was when I had my group together. That was the best part. Uh, I had 5 people in the group
and everyone was quite supportive of the group. And uh, I just really enjoyed that. Everyone was satisfied with
the group and it was voluntary you know?
Teachers
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
They ended up creating fairly well balanced groups. So if you open up the Padlet the team in the top left
corner for the most part are more of the loud members of the class.
But I thought they got, I got good groups from it. So that means that I think it worked pretty well
Most of them had mixed things up. And so that was when I thought that's good. That's a really good outcome.
They acted in a way that made me think they were of standing behind the choice and felt them authentic. And
then at point I don't have anything else to offer because the task is for them to identify with their choices and
feel them authentically
These are the teams that they created without knowing who these were.
So but Dylan, who, who might not complain about it didn't say anything. So I assumed that he, I could also fit
him. Like it was also enough for him.
Teachers
Because I basically was scared. Things might become a mess if I didn't intervene. I mean on the one hand I
think they could do it, but I wanted to promote the, I'm looking at qualities of a character more than trying to
find your friends.
Um, and I would, and I was worrying to myself, what if I wasn't me doing it is what if I was some other teacher
who didn't care as much or didn't have as good bond with the students? Would the students be willing to be as
vulnerable in the, in the face of that teacher? Um, and I know we can't do anything about people who don't do
their job, cant solve that problem. But that was a, for me, I was thinking, right, this is going really well and I'm
really pleased with the results. I do. But that isn't though, I don't know if that's true for other teachers and I
don't know if that's important, but I don't know if it's true.
No. I mean, no, I think, I think no, I didn't have a lot of stuff in fraction because I was trying to make sure I
would get through this. And I think that those kinds of questions were like, okay. At the time were, I guess at
the time when they were able to present to me their characters there was anonymous and then I was worried
about like this whole time during this whole lecture I'm worried about how am I going to get them to go from
this to the team.
I mean I would, I was really nervous. I I woke up early, I was, you know, I woke up at six mean I haven't woken
up at six in a while since this whole lock down. So I was really nervous and anxious about like getting, doing
this cause it was my first time doing it. So I think, I mean certainly if I do this 25 times I would be much better
on the 25th, I think
I don't really have a lot of time. I still need to finish this, finish these guys up and they need to get into the
teams and then I need to already start preparing, you know, not preparing, but you know, just kind of like
getting into the mindset of my next lecture
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Design research article into an intervention to increase self-confidence amongst first-year game design students within project-based education at HBO level.
Yeah, I skipped that. I totally forgot it. I'm not sure. I think, um, I, uh, I mixed up the PowerPoint presentation.
Just, um, you just asking now I'm like, shit, I just forgot. Okay. Because that was quite important. Yeah. Um,
why, why did that happen? That's a good question.
But it really works better if the most, if you have most of your class. And that's kind of where the failure of, not
your lesson, but of this, of this, the take team, because I really think it's on them. Where it broke down was,
well there were only 14 students.
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