Title: Research Issues in Developing Games for Learning and Assessment
1Research Issues in Developing Games for Learning
and Assessment
Gregory K.W.K. Chung
California Educational Research Association
(CERA) San Francisco, CA November 19, 2009
2Overview
- Project overview
- Why study games for learning?
- Tensions along the way
- Some design variables
- Study results
- Conclusion and next steps
3Project Overview
- Center for Advanced Technology in Schools (CATS)
- USC Game Innovation Lab
- RD focused on games and simulations for learning
and assessment - Content focus is pre-algebra (rational numbers,
solving equations, functions) - Target population is underprepared students
- Systematic testing of features (instructional
variations, game-based) before full-scale
implementation
4Why Study Games for Learning?
- If you build it, they will play (and learn) ...
- Given Students choose to spend hours playing
games - Idea Lets put academic content in games
- Magic Students will play the game, be engaged in
the game, and will learn the stuff - fait accompli
- Recall scantron (1950s), word processors (1980s),
calculators (1980s), OPAC (1980s), Web (1990s)
... - Its going to happen with or without RD, so
lets figure out ways to shape the process
5Why Study Games for Learning?
- Help determine the relationship among
- Different instructional design variables AND
- Different game design variables AND
- Different types of learning outcomes AND
- Different types of students AND
- Different types of game outcomes
6Tensions Games for Learning Math
- game lt--gt learning
- fun lt--gt math
- play time lt--gt efficiency
- choose to play lt--gt have to play
- pure math lt--gt applied math
- basic skills lt---gt 21st century skills
- simple tasks lt--gt complex tasks
- unobtrusive measures (embedded) lt---gt obtrusive
measures (external)
6
7The RD Challenge
- Math outcomes
- Skills
- Conceptual understanding
- Game outcomes
- Game level
- Gaminess
- Instruction
- Tutorial
- Feedback
- Core mechanics
- Must use math
- Motivational elements
- Bling
7
8Game Design Variables
- Instruction
- Game mechanics
- Conceptual
- Procedural
- Core mechanics
- Part of game
- Motivation
- Bling
- Feedback
- Type
- Timing
- Precision
- Impasse-driven
- In-game Assessment
- Scoring
- Performance sensing
8
9Outcome Variables
- Math outcomes
- Skills
- Conceptual understanding
- Game outcomes
- Student perception of gaminess
- Flow
- Game level
9
10Prototype Gamelet
11Game Design Requirements
- The Outcome
- Conceptual and computational fluency with
rational numbers (fractions) - The Math
- Idea of unit and fractional parts
- Additive operations
- Denominator ? no. of pieces in 1 unit
- Numerator ? no. of pieces
- Equivalence
- The Challenge How to do math without killing the
game
12Prototype Game Design
- Genre
- Puzzleneed to figure out how to navigate from
start to end points - Game and Learning Mechanics
- Jumping/bouncing from point to point
- Adding coils to go from point to point
- Only allowed to add pieces of the same fractional
size (i.e., common denominator) - Need to convert among equivalent units (2/2 3/3
4/4)
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16Study
17Research Study
- Research Question
- To what extent do different kinds of feedback
affect understanding of fractions (i.e., unit),
game performance, and perception of game play? - Design
- 2 conditions that varied feedback
- Gamey Minimal math instruction
- Mathy Emphasized math concepts related to unit
18Sample
- Sample
- N 137
- 9th (30) 10th (18), 11th (31), 12th (15)
- Amount of weekly game play
- 0hr (21) 1-2hr (40) 3-6hr (19) gt 6hr (23)
- Math achievement
- Self-reported grades As and Bs (55), Cs
(31), Ds and Fs (13) - Math pretest M 6.34, SD 3.39, Min. 0, Max.
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19Measures
- Math outcome
- Pretest, posttest
- Game outcome
- Last level reached, perception of game
- Game process measures
- Time, correct fraction additions, incorrect
fraction additions - Background
20Results
- Did we build a game?
- Did students learn from the game?
- Was there an effect of type of feedback on
- Learning?
- Game performance?
- Game perception?
21Did we build a game?
22Yes
23Results
24Results
25Results
26Did students learn from the game?
27It depends
28Did students learn from the game?
- No overall effects of game play on math posttest
scores - Not surprisingsample was composed of high and
low performers - However, our target grouplow math
performersappeared to profit from game play - Low performers posttest scores (M 3.08, SD
2.04) were significantly higher than their
pretest scores (M 2.55, SD 1.22). t (48)
2.0, p .05, d 0.32.
29Was there an effect oftype of feedback on
learning?
30No
31Was there an effect oftype of feedback on game
performance?
32Yes
33Was there an effect oftype of feedback on game
performance?
- Students in the mathy condition (vs. the gamey
condition) - Appear to have gone further in the game (p .08,
d 0.31) - Committed more correct additions (p .003, d
0.49) - Committed fewer incorrect additions (p .007, d
0.48)
34Was there an effect oftype of feedback on game
perception?
35Probably
36Was there an effect oftype of feedback on game
performance?
- Students in the mathy condition (vs. the gamey
condition) - Perceived the game as more game-like (p .08)
- Were more willing to use the game as part of
school work (p .06) - Agreed more with the statement that the game
helped them understand math (p .003, d 0.54)
37Summary
- Did we build a game? (YES)
- Did students learn from the game? (ONLY LOW
PERFORMERS) - Was there an effect of type of feedback on
- Learning? (NO)
- Game performance? (YES)
- Game perception? (PROBABLY)
38Conclusion and Next Steps
- Beginning to understand conditions under which
mathification may not hurt game play - Speculate that math instruction helped students
progress in game - Impasse-driven instruction
- Results promising for the development of a game
that includes math content while preserving game
aspect - Need stronger instructional intervention
- Building tutorial, just-in-time feedback
39Backup
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