This Kat is excited to introduce the latest instalment
in the IP Education Series [previous episodes: Intro, #1, #2, #3, #4 and #5].
As IP
educators, we try to find ways to keep students engaged and meet their learning
expectations. In a world where students are used to fast-paced
technologies and entertainment, available at the push of a button, this may
prove to be challenging. Arguably, today’s students are multi-taskers, tend to
prefer collaborative environments (compared to didactic teaching) and rely on
teachers as facilitators (to navigate the endless sources of information
available).
This time, it’s over to Dr
Sabine Jacques from the University
of East Anglia for her account of how she has made IP learning (even more!) fun:
IntangAbility: using
gamification in IP law education to foster student collaboration, motivation and
engagement.
With this in mind, I decided two years
ago to research the use of gamification in higher education and eventually
designed a board game as a revision technique for IP law. After a couple of
tests, conference presentations (like EIPTN 2017, Icepops 2019) and
a peer-reviewed publication (in the Nottingham
Law Journal), the project has received funding for a more
professional-looking board game and the development of a web-based app.
The
board game
Upon
entering the classroom, students become inventors at a science fair. They sit
in teams around
one of the boards and must pursue two goals: (1) as an
individual player, students must win intellectual property rights protection for
their inventions; (2) students must earn money as a team for future innovative
ventures. These goals trigger a peer-based learning process that allows
students to thrive and encourages collaboration.
The rules are straightforward. In
turn, students draw a card and must answer an IP law question correctly to win
IPRs. With every correct answer, they make progress on the board. If the answer
is incorrect, the player stops playing for his or her personal goal but can
draw a chance card. This card must be answered as a team and contributes to the
second goal mentioned earlier. This pile of cards includes questions as well as
funding grants, research expenses and a spinner card, which changes the course
of the game. The value of these cards is therefore monetary and goes into the
team’s pot.
To add an extra thrill, there is one
last set of cards to mirror an industrial espionage scenario. At any point, a
player can stop the progress of another by playing a threat card. These are
secret cards, which have been distributed to each player at the beginning of
the game. Unless the threat is countered, the player cannot progress.
The first player to reach the end of the board and the team
having earned the most win the game.
The web-based app
Thinking about ways in which to
adapt this project to the digital world, we are currently developing two
versions of this IP revision game: a single player and a multi-player version.
Both adopt the same
interface. Here, instead of drawing a card from a pile, players are prompted
with cards of different monetary value (according to the level of the
question). Depending on how confident they are in their knowledge, students can
pick an easy or a more difficult card. If the answer is correct, the player
progresses on a virtual board. If several answers in a row are incorrect or if
the player progresses too quickly, the player will land on a bonus box that
either includes an easier or harder level question to keep the player
motivated. To assist each player, there is a support deck with a limited number
of options, including removing some answers and a poll.
There are three main differences
with the tangible board game: (1) the possibility for the player to tailor the
main deck of cards to one IPR, some, or all; (2) the ability to choose the
level of difficulty at the beginning; and, (3) the fact that the game is timed.
At the end of the game, a revision report is generated to help students identify
where their main gaps in knowledge are.
The multiplayer version intends
to create a virtual classroom. The design of the game is similar to the single
player version but includes a ‘threat’ possibility where a team can send a
threat to another team that will pause the progress of that team until the
threat is eradicated.
Benefits and disadvantages of gamification
Using gamification in higher
education is not an easy task. The entry costs for creators are significant.
First, there is a huge amount of time that must go into developing simple rules
that will keep players entertained while not distracting them from the primary
goal of learning about legal concepts. Second, the reliance on badges and
leader boards will not be sufficient to realise the benefits of gamification.
These gamification features must be fully integrated.
But is it as much fun as this Kat has playing with a mouse? |
However, this project
puts the learner back at the centre of the learning experience. As such,
students perceive directly the consequences of their actions and a clear
improvement in performance is witnessed as the game develops. The mixture of
group discussions and individual questions accommodates different levels of
knowledge within the same activity without creating frustration or
disengagement, as the feedback attests.
As an educator, the digital versions enable me to access anonymised data as to the performance of students, so that I can focus teaching content towards areas where students struggle prior to the summative assessment.
As an educator, the digital versions enable me to access anonymised data as to the performance of students, so that I can focus teaching content towards areas where students struggle prior to the summative assessment.
IntangAbility: where are we now?
This project currently contains
about 400 questions covering all intellectual property rights and a website is
under-construction. If you are interested in trying this game, please do
contact me.
I would love to share this project outside my institution and to get your
feedback!
IP Education Series #6
Reviewed by Sophie Corke
on
Saturday, February 29, 2020
Rating:
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