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5 Minute: Volcano - Designing Educational Games about Geological Disaster Risks with and for New Zealand Classroom

Presentation Date published: November 2024

Date published: November 2024

Authors: Kieron Wall, Ben Kennedy, Simon Hoermann, Kathryn MacCallum, Heide Lukosch
Event: Geosciences NZ 2024

Summary: Illustrating the design process of the game, 5 Minute Volcano, with and for formal educational settings in Aotearoa New Zealand.

Abstract:

Volcanic phenomena are commonplace in the landscape of Aotearoa New Zealand. Children, a vulnerable group in natural disasters, require knowledge about volcanoes and related risks, and games can be an engaging way to educate them. This contribution illustrates the design process of the game, 5 Minute Volcano, with and for formal educational settings in Aotearoa New Zealand. It encourages collaborative learning and play within classrooms and identifies key volcanic hazards using local and cultural imagery, such as animals and Taniwha (supernatural beings) to represent characters and hazards.

Using observations, interviews and user studies, the full version of the game has been completed. These methods have also focused the research aims, looking into how games can be used within formal educational environments and how they can encourage collaborative play, learning and communication skills. To further this, the addition of a teacher guide has been drafted, tested and adapted to suit teachers in New Zealand. This guide is used alongside the game to assist teachers align the game with their teaching plan, to help children achieve science learning goals, and to address the curriculum needs of the students and teachers.

A student workbook is used to record the children’s learning and to engage them in science, as well as understanding whanaungatanga (learning to understand each other) through play. Results from teacher interviews suggest these workbooks could help to guide discussions, collaboration, and communication within and outside the classroom. Both can be used for research purposes to evaluate how the game and accompanying materials are used and experienced.

This work highlights the importance of games as collaborative learning tools, in addition to their importance in the development of children’s skills and growth. The ongoing goals of collaborative learning and play will help instruct future design principles using digital collaborative mini games.

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