Professional Documents
Culture Documents
analysis
Background
Young children learn how to recognize and identify things such as numbers and letters at school.
What they don’t learn from their teachers is how to recognize and properly express emotions. This
is something they are expected to learn at home, but if a young child has been abused or lives in a
household where the only emotions they’re exposed to are negative, they don’t have the opportunity
to gain emotional intelligence and build emotional literacy. Young children need to be taught how to
properly recognize and express their emotions to fully realize their potential and to avoid unneces-
sary conflict in school and social settings.
EEMIO, which stands for Enabling Emotional Instruction & Observation, is a physical toy coupled
with a web site that provides children with activities and lessons that help them build their emo-
tional intelligence or EQ by developing emotional vocabulary, also known as “feeling words” as well
as coping mechanisms for emotional situations. A child’s inability to express or recognize emotions
can lead to behavioral problems which extend to the classroom and ultimately affect their learn-
ing experience. By understanding and learning to identify different types of emotions, children can
apply methods of self-regulation.
It can be difficult for adults such as social workers to get children to discuss their feelings if they
try to sit down and talk about it. Allowing young children to interact with a toy and web site pro-
vides a level of safety and familiarity that encourages them to open up more. This approach allows
adults to expand on topics the child might have touched upon during their interactions with the toy.
According to the Emotional Literacy Campaign at www.feel.org “ ‘Emotional Literacy’ is the ability
to recognize, understand and appropriately express our emotions.”
“If teachers and other significant adults do not encourage them to express their emotions,
then children of both sexes can be at risk for emotional, behavioral, academic, and social
problems that can be carried into adulthood. Helping children to express themselves verbally
and in writing plays a key role in nurturing resiliency in preschool and throughout academic
life.” (Novick, R. 2002)
Using a combination of therapy techniques, an interactive toy and a web site, EEMIO will teach
young children how to identify feelings and cope with negative emotions, in a fun, hands-on way,
improving their emotional intelligence and helping them deal with social conflict at school and at
home.
Cognitive Characteristics
• Low prior knowledge of emotional intelligence
• Varying levels of social and communication skills
• Starting to develop empathy towards others
All children who interact with EEMIO are expected to be supervised by adults, including social work
professionals, counselors, teachers and parents. EEMIO attempts to open up dialog with children
who might be closed off to adults but feel more comfortable talking with or through EEMIO. Some of
these children will be living in circumstances that put them under emotional stress, so it is especially
important that they learn to express their feelings. Studies have shown that in modern society, “As chil-
dren grow ever smarter in IQ, their emotional intelligence is on the decline.” (Goleman, D. 2005) Thus
children with and without problems will be able to benefit from EEMIO.
4. Receiving Tool: As the learner explores the virtual environment, they are met by various non-playing characters, such as the
Teacher/School Social Worker. This virtual character teaches the learner various techniques for developing emotional coping
strategies that may help EEMIO.
5. Practicing to use the tool: Throughout the game, learners will be confronted with activities that allow them to use and share
tools.
6. Analyzing effectiveness: The learner’s effective, or ineffective use of the tools is directly correlated to EEMIO’s emotional meter
bar on the bottom of the screen.
7. Resolving the problem: Once the meter reaches 100% capacity, EEMIO is once again happy, and grateful.
8. Gain a Reward: After each mission, a reward is granted to the learner in the form of a newly unlocked activity in the physical toy,
or a ribbon or badge in the online game.
“How do you feel?”, is a song that is intended to encour- “If you’re Sad and you know it, cry a tear, boo hoo.” ”Johnny was so angry with his sister, and yelled!”
age the learner to vocally state how they feel. After EEMIO “If you’re Sad and you know it, cry a tear, boo hoo.”
instructs the learner on the singing task, EEMIO invites the “If you’re Sad and you know it, and you really want to Open Ended Questioning:
learner to sing-a-long. show it” Open-ended question are used to encourage a full, meaning-
“If you’re Sad and you know it, cry a tear, boo hoo.” ful answer using the learner’s own knowledge. Open-ended
How do you feel? questions typically begin with words such as “Why” and
How do you feel? [Learner flips EEMIO over to the scared side] “How”, or phrases such as “Tell me about...”. Bellow are
Are you glad, some examples of questions that EEMIO might ask the
are you sad? If you’re scared and you know it Give a shiver. Brrrr learner.
Are you really really mad? If you’re scared and you know it, give a shiver. Brrrr
Just stand right up and yell, If you’re scared and you know it and you really want to • “Have you ever felt scared?”
[Leaners Audio Cue] show it • “I sometimes get scared when I hear thunder. What
I’m _________! If you’re scared and you know it, give a shiver. Brrrr makes you scared?”
• “Hello! How do you feel today!?”
[EEMIO: pauses for a second and states it current
emotional active state]
Template 1:
1. Game play Screen Template 2:
2. Cutscenes 1. Map
Template 3: Template 4:
1. Customize Modal Dialog Box
2. Awards 1. Alerts
2. Rewards
When EEMIO is purchased, the toy comes packaged with a CD that contains the EEMIO Desktop Game environment. This
Java based application, is cross-platform, and requires an internet connection to retrieve assets that sit on an off site
server. Hosted media is on off site servers, allowing remote access, which also allows EEMIO to have fresh content and
activities to share with the learner, enabling it to stay fresh and avoid repetition.
Game Genre
The EEMIO game borrows from the following genres and game-play types:
• Computer simulation games
• Massive Multiplayer Online Role Playing Games (MMORPG)
Game Mechanics
There are several way for the learner to increase the positive emotion of the meter:
• Solving the mission fills up EEMIO’s emotion 100%
• Doing a good deed, such as giving another learner a tool from your collection.
• Communicating your problem with other learners, or non-playing characters, such as teachers, family, and social
workers.
The consequence of a low meter reading is demonstrated by an increasing amount of sudden outbursts by the physi-
cal toy. These outburst are used as a method of signaling the learner to use “Tools” to help bring up stabilize EEMIO’s
meter reading.
Map: The map enables the learner to travel between various locations, such as the school, the playground and their home. Tools: As the learner explores the virtual world, they will meet several non-playing characters that will teach the learner
The learner is encouraged by non-playing characters to explore all the different locations, while trying to complete their skills than can help alleviate negative emotions. These tools can be used to increase EEMIO’s emotional meter reading,
mission. and can also be shared with newcomers in the virtual system that may not have the appropriate tools to help their own
EEMIO dilemma.
Customize: As a newcomer, the learner is supplied with a limited selection of items to customize thier avatar, their EEMIO, Badges: Similar to the way the Girl Scouts and Boy Scouts reward their members, EEMIO uses a ribbon and badge system
their individual family members, or their home. Each section contains an accordion menu that helps categorize and to help motivate the learner to actively look for scenarios that require the use of “Tools”. These incentives also encourage
decrease the overall cognitive load of making selections in each section. exploration of the system. You can find more information on both Badges and Ribbon in the Incentive section of this paper.
Share:
The EEMIO experience creates a conducive, safe, nonthreatening environment for
communication to occur. The main goal however is for the dialog to effectively
transfer outside of the virtual environment and into the learner “real life” environ-
ment. To promote this, the virtual representation of learner’s family, teacher, and
social workers have the option of adding direct communication alternatives, such
as their e-mail or twitter account. If the learner feels as though they would like to
share dialog, they can do so in the form of an Emotional E-Card.
Keeping in mind the target audience, most of which can not fully express them-
selves through text, we where faced with the challenge of creating a accessible
method for productive communication to occur. The following screens explain the
interaction process that the learner, must go through.
Step 1: The learner selects the pre-populated person(s) that they would like to send Step 2: The learner selects a setting for the message to be situated, to provide
a message too. The faces are generated by the learner’s customization settings more context for their message.
Step 3: Due to the probability that the learner cannot effectively articulate by typ- Step 4: After the learner has recorded the audio message, they are asked to Step 5: The final message is a compilation of the setting, audio recording, and
ing, the learner is instead asked to record an audio message. reflect, then select how that message made them feel. learner’s avatar which is expressing the previously selected emotion.
Talk
The EEMIO Desktop Game is a multiuser environment which allows for multiple
players to play the EEMIO game concurrently. All the learners are able see each
other’s avatars on their screen in real-time. It also allows for the learners to com-
municate with each other via pre-scripted multiple choice dialog.
Keeping in mind the target audience (5-7 yr.), most of which can not fully express
themselves through text, we were faced with the challenge of creating an acces-
sible alternative for productive communication to occur. For this reason, dialog
selections are based on both the learner’s interaction and learning goals.
Step 1: The initial receiver of the talk request must agree to enter a chat session. Step 2: Once the chat session is accepted, the message appears above its respec-
tive avatar. For accessibility purposes, each message is coupled with an audio
version.
Step 3: In order to reply to the message the learner must select one of the multiple Step 4: The message is now shared with the other learner, and they can see the Step 5: This interaction loops from step 2 through 4 until a learner terminates the
pre-scripted choices. dialog. session.
Learner EEMIO Toy: Social Worker/Teacher (NPC): Family (NPC): General NPCs:
The learner takes on a variety of roles while During play, EEMIO guides the learner through A major part of the learning and interaction When the EEMIO toy is initially set up by a The role of general (not family or facilitator)
interacting with EEMIO. Their primary role, various activities that incorporate the learning goal of the EEMIO game, is to learn and collect facilitator, they will be asked to enter in all the non-playing characters in the EEMIO game
however is to assist EEMIO in developing skills goals. EEMIO’s goal in this role is to share ac- tools (skills) that allow the learner to help members of their family and extended family environment is to create opportunities for
that will help change negative emotions to tivities and develop a bond which can promote EEMIO feel better via non-playing characters that may be important to the child. Once the the learner to use and master their tools. By
positive ones. empathy when EEMIO is confronted with a (NPCs) embedded in the virtual world. The learner logs in to their account they have the orchestrating mini problems in the learner’s
problem. tools come in the shape of emotional adjust- ability to interact with these members in the session they can begin to develop situational
During physical play the learner takes a ment techniques that the school social worker/ form of hugs. awareness of other avatars in the environment,
participatory role, and is actively engaged in During game play,the EEMIO toy dispatches teacher “teaches” the learner. These lessons and are give the ability to share their skill with
meaningful interaction guided by the EEMIO various auditory and haptic feedback as a take on a form of cut scenes. As part of a formative assessment, the facili- them.
toy. result of actions taken in the desktop game tator can get valuable data for analysis from
environment. For example, if the learner helps Aside from parents, real-life social workers are this, such as numbers on who the learner calls Demonstrating how each emotion could derive
Once the learner moves into the desktop game another learner, EEMIO might say, “Wow, that actively involved in gauging the growth and on for emotional. This data could also prove from various different events, the learner is
environment, the learner takes on a the role was really nice of you to help him out!” success of the learner’s interaction with EEMIO. beneficial to a therapist by giving them a bet- able to compare and contrast all the different
of problem solver. During this interaction Social workers have access to analytical data ter understanding the dynamics of the learner’s story lines in the game, with events that may or
they will explore a virtual environment to gain There are moment of deep distress during which they can use to assess the learner’s home. may not have happened to them in real life.
needed skills and experience that will help game play that affect EEMIO directly. When progress, and the skills that the learner is
them assist EEMIO, with his problem. these moments occur in the game environment currently using. Having this knowledge allows Each of the family member’s avatars will also
EEMIO will vibrate and get visibly upset. Mo- the facilitator to reflect on the lessons learned, include a direct method of communicating with
The EEMIO experience creates a conducive, ments such as these are used as cue points for and assist in transferring those lessons to the that family member via e-mail. This interaction
safe, nonthreatening environment for com- the learner to use a tool that they have in their real world. can also be found in the “Share” section.
munication to occur between the learners, the “tools” section.
EEMIO toy, and embedded non-playing charac- The facilitator will input the e-mail address for
ters in the game system. any adults the child can share with. The fa-
cilitator can also allow an avatar but withhold
The presence of other learners concurrently in the sending function so she can discuss what
the multi-user environment offers the opportu- is sent with the parent in person, or prevent the
nity to share and talk about emotions amongst child from communicating with abusive adults.
peers. More advanced learners are also able to
share their acquired tools with newcomers to
the system.
Change EEMIO’s Emotional State: The EEMIO toy interaction is dependant upon its current emotional state. If the child
would like to have access to the “Playful “ mode, and EEMIO is in a presently in a “Distressed” state, then the learner
will need to launch the desktop software environment and help EEMIO become playful again.
Unlock EEMIO Toy Activity: Each time the learner successfully completes a mission in the game, a new activity is
unlocked on the EEMIO toy. This could consist of an activity such as a new story or song.
Awards: As the learner gains experience in the system, and begins their transition from newcomer to old-timer, they are
awarded ribbons and badges. Providing awards is a motivational strategy to encourage active game play using the
learning content.
• Ribbons are individual “game interaction awards” that have been given unique criteria. An example of an interac-
tion would be to start conversations with at least ten other learners for five consecutive game sessions. This type
of interaction would win the learner a “Social Superstar” ribbon.
• Badges are directly related to the learner’s mastery of each tool that they collect. Once a learner is able to consis-
tently detect emotional distress displayed by embedded NPCs and the EEMIO toy and apply the correct strategy or
tool to alleviate their distress, the learner will gain mastery of a tool. This digital rewarding technique helps keep
players engaged, and fosters community. Badges are valued by players as a new metric to prove mastery in a social
setting. (Irwin, 2009) The average learner should be able to gain several badges in their first interaction with the
game. As they become old-timers to the system, the badges are increasingly difficulty to attain.
Emotional Attachment: The EEMIO toy is consistently part of both the physical and computer-based activities. The
reason for this, is to keep the toy and game from becoming separate entities. The EEMIO toy shares all the learner’s
experiences, which encourages a bond between the learner and toy. This bond is what creates empathy for EEMIO in the
learner, and develops intrinsic motivation to help EEMIO feel better.
New Clothes and Accessories: While exploring the desktop game, the learner may be awarded new items that they can
use to customize their avatar, their family’s avatars, EEMIO’s avatar, or their home.
Grade Level: 1st Grade Toy: Step2 Lifestyle PartyTime Kitchen Occupation: School Social Worker Social Networks: Facebook
Age: 6 TV Show: Dora the Explorer Education: Montclair/NYU Cell Phone: Palm Pre
Parent’s Marital Status: Divorced Web site: Club Penguin Certification: MSW Web usage: 20 hours per week
Household Income: $85, 000 Pastime: Playing with dad’s iPhone Age: 29
Subject: Writing Income: $55,000
Marital Status: Single
Background: Background:
Mary is having some trouble at school because she gets frustrated and hits other children Mrs. Kessner, 29 has a lot of kids who she sees every day at Ross Elementary School. All of
if she doesn’t get her way. Her teachers know that she has lived in a household where she them have different problems, but many of them don’t like to talk a lot. She spends much
has seen men abuse her mother. She visits the counselor’s office once a week to help her of her short time with the children working on ways to make them feel comfortable enough
work through her problems. Mary doesn’t always like to talk to her counselor about things to talk to her about the things that make them feel bad.
that make her feel bad.
When Mary gets to the office, her counselor introduces her to a new toy named EEMIO. EEMIO is bright and colorful with big Mrs. Kessner just received new tool called EEMIO and she is excited to try it out. Before she tries it with any children, she logs
buttons and Mary is excited to play. Her counselor tells Mary that EEMIO sometimes has problems and that Mary can help EEMIO into the administrative web page and imports her client list. She automatically receives a log in and password for each one.
solve them by listening to EEMIO and playing on the computer. She makes her own avatar and customizes her online office to look similar to her real one. When kids encounter the counselor in
the web site they see a familiar place.
Mary picks up EEMIO and turns him so that the sad face is showing since that’s how she feels today. Mary pushes the big button
on top and EEMIO sings a song. When the song is over EEMIO tells Mary that he’s feeling sad because he lost his dog and asks After she has used EEMIO and the web site for a week, Mrs. Kessner checks up on the report generated by the EEMIO web site.
Mary to help him feel better by using the computer. She sees that Mary has collected some tools to help her with her anger issues and notes that she is still not able to get past the
game on sharing. She plans to talk to Mary about that before playing with EEMIO next time she sees her. She remembers hear-
On the computer, Mary gets to make a character and a room that match her style. She also gets to make her family. Once she’s ing Mary say something about not having anything of her own when Mary was talking to EEMIO last week.
got everything set up, she explores the web site and gets to play games and collect tools to make EEMIO feel better and help find
his lost dog. When she completes her mission, the toy EEMIO speaks up and she gets to play with him more before it’s time to
go.
Problem Based Learning: Each activity is framed around a problem that is affecting EEMIO’s emotional state. These problems Meaningful Effects: In order to retain information, a learner Avatar and Environmental Customization: Personalizing
are in the form of a story, which helps create context around the activity. “Because stories are essential to solving complex, ev- must pay attention and process the information so that it the learner’s interaction by offering various customization
eryday and professional problems, we believe that stories should form a basis for learning how to solve those problems.” (Jonas- can be stored in long-term memory. If information is put in options, allows the learner to have a sense of ownership
sen & Hernandez-Serrano, 2002, pg. 76) the context of a story or connected to something a learner within the system.
already knows, it is easier to learn and remember. (Driscoll,
Goal-based Scenarios: In each mission, that is situated in the desktop game environment, the learner becomes an active 2005) Narrative Design
participant, by taking part in a “learning by doing” architecture. (Schank et al., 1993) This immersion requires the leaner to take
part in real-world activities. Practice Effects: Practicing or rehearsing improves reten- Plot Based Narrative: A major part of EEMIO’s game play,
tion especially when it is distributed practice. By distribut- is for the learner to perform the actions directed by the
Multimedia Learning: In both the physical and digital interfaces, there are spoken words coupled with a visual image or picture ing practices the learner associates the material with many toy. This enables the learner to advance in the game and
providing information and feedback for the learner. In order to avoid unnecessary cognitive load and the split attention effect, we different contexts rather than the one context afforded by increase the toy’s library of possible interactions. Each
provide the option for the learner to turn subtitles on or off. (Mayer, 2005) practice in a single instance. mission is comprised of a backstory that is supplied by
the EEMIO toy before each mission. The purpose of the
Considering the age of our target audience the primary delivery method is via auditory or pictorial means because many of them Friendly Voice (informal): According to Mayer, “the per- backstory is to provide dramatic context for the action
will not be able to read text. Since the learner will always be using this with an adult, the text can help the adult facilitator sonalization and voice principles are consistent with the and interaction that is about to take place in the game
review what happened and prompt the child if necessary. idea that social cues prime a conversational stance in the (Crawford, 2003). Stories are the “means [by] which hu-
learner, in which the learner sees the instructor as a conver- man beings give meaning to their experience of temporal-
Community of Practice: The desktop environment of the EEMIO experience is comprised of learners that are either newcomers or sational partner.” (Mayer, 2005 pg 277) ity and personal actions” (Polkinghorne, 1988, p. 11). By
old timers to the system (Vygotsky, 1978). Newcomers explore the environment in hopes of building up tools though experience, integrating storytelling, and using the narrative from of
which helps to increasing their EEMIO toy’s emotional level. Old-timers, who have already gained many tools through experience, Repetition: The EEMIO game environment integrates the framing, less cognitive effort is required by the learner
have the added ability to share their knowledge with newcomers, and as a result be rewarded through various incentives. use of a badge system to demonstrate mastery of a skill. (Bruner, 1990).
Mastery is accomplished by correctly identifying situations
Interaction Design which require the use of a tool. The badge metaphor also Cut Scenes: Several of the non-playing characters (NPCs)
serves as an intrinsic motivator for the learners to revisit scattered throughout the game environment help to
Iconic Based Menu System (Desktop): Since the learners reading ability could span from competent reader, to very low reading acquired skills throughout their gaming sessions. further the story line and to establish tone of the game.
ability, the main menu navigational elements are couple with symbolic representations. Learners lacking reading skills can use The type of information provided to the learner ranges
the illustrated representation to aid their navigation through the system. from the disbursement of tools, to information dumps that
provide key information by NPCs. (Dickey, 2005)
Color Coding (Toy): The EEMIO toy uses color coding as one of the methods for the learner to differentiate what emotion the toy
is currently on (Tidwell, 2005). When EEMIO is on one of it’s four emotional sides, a large LED color coded light blinks above the
literal facial expression. This color coding also allows the user to avoid errors by providing a simple indicator of EEMIO’s emo-
tional state in the event that the toy’s facial expression is not directly visible. (Lidwell et. al, 2003)
At all times of engagement, EEMIO stores time stamped data relevant to both physical (toy) and computer-based game play
session. Interactions such as; which types of activities have been played, average interactions per minute, and activity us-
age history will be made available to the facilitator via graphical representations. By analyzing this data, the facilitator and
designer, will be able to make gauge weather a learner is interested in an activity, is having difficulty locating an activity, or
continually drops off a specific activity.
Embedded Assessments: Both the toy and the game will have embedded assessments. These assessments take the form of
meaningful questioning that is activated during game play. For example, each time the EEMIO toy states a new emotional
crisis, he follows up with “How do you think I feel?” The learner is then instructed to turn EEMIO to the respective side that cor-
relates to what the learner believes to be EEMIO’s emotion, based on the description of the event.
Observational Assessments: EEMIO is intended to be used in the presence of a facilitator, preferably a social worker or coun-
selor. By observing the child’s interactions with EEMIO, the facilitator will gain information about the child’s emotional state,
interaction methods, coping mechanisms and family situation. Children often feel less intimidated by a toy or inanimate
object than by an adult, especially when it comes to discussing emotions and other personal topics.
Crawford, C. (2003). Chris Crawford on game design. Indianapolis, IN: New Riders Publishing.
Dickey, Michele (2005). Engaging By Design: How Engagement Strategies in Popular Computer and Video Games Can Inform Instructional Design.
ETR&D, Vol. 53, No. 2, 2005, pp. 67–83
Driscoll, M. (2005). Psychology of Learning for Instruction (3rd ed.). Boston, MA: Allyn and Bacon. (pp. 77-91)
Irwin, Mary Jane, (2009) Unlocking Achievements: Rewarding Skill With Player Incentives. Gamasutra. Retrieved from http://www.gamasutra.com/
view/feature/3976/unlocking_achievements_rewarding_.php
Jonassen, David H., Hernandez-Serrano, Julian (2002) Case-based reasoning and instructional design: Using Stories to Support Problem Solving. Edu-
cational Technology, Research and Development. Research Library Vol 50, No 2.
Lidwell, W., Holden, K., Butler, J. (2003 Universal Principles of Design. Rockport Publishers.
Mayer, R.E. (Ed.) (2005). Cambridge Handbook of Multimedia Learning. New York: Cambridge.
Polkinghorne, D. (1988). Narrative knowing and the human sciences. Albany: State University of New York Press.
Schank, R.C., Fano, A., Bell, B., & Jona, M. (1993). The design of goal-based scenarios. The Joumal of the Learning Sciences, 3(4), 305-346.
Vygotsky, L.S. (1978). Mind in Society. Cambridge, MA: Harvard University Press.