Figure 4. Screenshots from the game, “Unpeeled: The Case Files of Maya McCluen”
Post Jam | Activity 4: Gather Feedback
Two weeks after the game jam, the combined team reunited to discuss changes in the game. At this point, the content experts had interacted with the game to identify components that needed to be changed (deal breakers) and elements that would be changed in a future, more elaborate version of the game after securing additional funding. For instance, all conversation in the game occurred through text bubbles, and while team members suggested including spoken voice, this was not feasible due to budgetary constraints. There also was a strong preference to create a Spanish language version, but this could not be accomplished without increased funding. Several recommendations could be implemented, including adding music to the background, providing additional clues and directions for users to better understand what they were supposed to do next (e.g. find another clue, go to the next location), and adding color to more areas of the game. Both teams discussed the possibility of adding additional cases to the files for other food marketing labels if additional funding was secured. Once the preliminary prototype was finished, the content experts tested the game with their intended audience. Researchers at UConn developed a questionnaire using Qualtrics software that the designers embedded at the end of the “Unpeeled” game. The NMSU team gave them access to Google Analytics on the game website. Both teams looked at the number of users, length of time spent playing the game prototype, and geographic locations of players. We used the analytics in addition to our survey feedback to make navigation easier in the game. Content experts worked with the Expanded Food and Nutrition Education Program (EFNEP) and 4-H youth development professionals (both of whom work with intended audiences of the game) and asked them to test the game and provide feedback. They also shared the game with key stakeholders, including the Extension Foundation, Extension educators from other universities, and internal audiences at UConn. The Qualtrics questionnaire used emojis, multiple choice, and text entry. There were 106 users who responded in Qualtrics to the game testing. Overall, the test responses showed that the “Unpeeled” game had the desired educational effects. Respondents stated that they learned about GMOs in the game, had a better understanding of which crops have GMO varieties, and learned how food marketing labels are used. One of the key educational points for EFNEP educators on the content expert team was helping consumers understand the meaning of food marketing labels and how labels that lack relevance can negatively impact household food budgets. Users were asked about improvements to the game. Some users did not understand the film noir style, while others needed more guidance in the game about where to click or what they were looking for, and some users requested sound or other enhancements. The content experts filtered user responses using the demographic question in the survey and determined that many of these requests were not from the game’s intended audience. They found that the game was more effective and had the desired effect when they evaluated only responses from the intended audience. The UConn content experts shared their prioritized list with the NMSU team and asked for what was doable given time and budget constraints.
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