Title: The%20Effect%20of%20Navigation%20Maps%20on%20Problem%20Solving%20Tasks%20Instantiated%20in%20a%20Computer-Based%20Video%20Game
1The Effect of Navigation Maps on Problem
SolvingTasks Instantiated in a Computer-Based
Video Game
- Committee Members Dr. Harold ONeil (Chair)
- Dr. Richard Clark
- Dr. Edward Kazlauskas
- Dr. Janice Schafrik
- Dr. Yanis Yortsos (Outside Member)
- Richard Wainess
- Dissertation Proposal Presented to the
- Faculty of the Graduate School
- University of Southern California
- April 27, 2004
Slide 1 of 16
2Research Questions
- Will the problem solving performance of
participants who use a navigation map in a 3-D,
occluded, computer-based video game (i.e.,
SafeCracker) be better than the problem solving
performance of those who do not use the map (the
control group)? - Will the continued motivation of participants who
use a navigation map in a 3-D, occluded,
computer-based video game (i.e., SafeCracker) be
greater than the continued motivation of those
who do not use the navigation map (the control
group)?
Slide 2 of 16
3Cognitive Load Theory
- Auditory/Verbal and Visual/Spatial
Channels/Memory(Baddeley,1986 Mayer Moreno,
2003) - Limited Working Memory (Brunken et al., 2003)
- 7 /- 2 (Miller, 1956)
- Possibly only 2 or 3 novel elements (Paas et al.,
2003) - Unlimited Long-Term Memory (Mousavi et al., 1995)
- Cognitive Load mental capacity imposed on
working memory (Sweller Chandler, 1994) - Controlled by schema development Automation
Mayer Moreno, 2001
Working Memory
Audio/Visual Info
Sensory Memory
Selecting Words
Words
Ears
Prior Knowledge
Integrating
Selecting Images
Pictures
Eyes
Slide 3 of 16
4Cognitive Load Theory (contd)
- Intrinsic Cognitive Load The process of
integrating new information with existing
knowledge e.g., working memory, long term
memory, metacognition (Brunken et al., 2003 Paas
et al., 2003). - Germane Cognitive Load The cognitive load
required to process intrinsic load (Renkl
Atkinson, 2003). - Imposed by the environmental requirements related
to learning (e.g., instruction, reading,
searching, problem solving, interface elements) - Extraneous Cognitive Load Imposed by an
unnecessary stimuli e.g., interface artwork,
extraneous sounds (Brunken et al. 2003). - Seductive Details (Mayer et al., 2001 Schraw,
1998). - Learner Control pacing navigation (Barab et
al., 1999 Cutmore et al., 2000) - Mixed or Negative Results (Bernard et al., 2003
Niemiec et al., 1996)
Slide 4 of 16
5Games and Simulations
- Games rules, constraints/privileges,
imaginative, linear (Gredler, 1996) - Simulation-Games combination of games and
simulations (Gredler, 1996) - Motivation in games fantasy, control
manipulation, challenge complexity, curiosity,
competition, feedback, fun
Slide 5 of 16
6Games and SimulationsOutcomes with Games and
Simulations
- Positive outcomes
- Numerous knowledge outcomes attributed to games
and simulations - Warning about anecdotal and descriptive
evaluations (Leemkuil et al., 2003 Wolfe, 1997) - Generalizable skills outcomes(Day et al. 2001
Green Bavelier, 2003 Greenfield et al., 1994) - Negative or null outcomes
- Reviews and meta-analyses cite mixed or negative
reviews(Dekkers Donatti, 1981 Druckman, 1995) - Positive attitude toward games doesnt
necessarily equal learning(Brougere, 1999 Salas
et al., 1998 Salomon, 1984) - Outcomes related to Instructional Design, not
games/simulations(de Jong van Joolingen, 1998
Garris et al., 2002 Gredler, 1996 Leemkuil et
al., 2003 Thiagarajan, 1998)
Slide 6 of 16
7Scaffolding(including Graphical Scaffolding)
- Instructional methods
- Should keep cognitive load low (Clark, 2003)
- External methods which replace internal processes
(Clark, 2001) - Scaffolding is an instructional method
- Scaffolding provides support during
learning(Allen, 1997 Chalmers, 2003 van
Merrienboer et al., 2002, 2003) - Graphical Scaffolding
- Includes maps and menus as advance organizers
(Jones et al., 1995) - Maps supported by researchers as visual aids and
organizers(Benbasat Todd, 1993 Chou Lin,
1998 Ruddle et al., 1999) - Should be used for visual tasks (Mayer et al.,
2002)
Slide 7 of 16
8Navigation Maps
- Navigation maps effective in 3-D, occluded,
environments with simple problem solving tasks
(Galimberti, 2001) - Not yet examined
- Navigation in 3D, occluded, environments
- with complex problem solving tasks
Slide 8 of 16
9Navigation Map
Floor Plan of Mansions First Floor from
SafeCracker
Slide 9 of 16
Slide 9 of 16
10Research Hypotheses
- Problem Solving
- Hypothesis 1 Navigation maps will produce a
significant increase in content understanding
compared to the control group. - Hypothesis 2 Navigation maps will produce a
significant increase in problem solving strategy
retention compared to the control group. - Hypothesis 3 Navigation maps will produce a
significant increase in problem solving strategy
transfer compared to the control group. - Hypothesis 4 There will be no significant
difference in self-regulation between the
navigation map group and the control group.
However, it is expected that higher levels of
self-regulation will be associated with better
performance. - Motivation
- Hypothesis 5 Navigation maps will produce a
significantly greater amount of optional
continued game play compared to the control group.
Slide 10 of 16
11Method
- Design
- Experimental Random Assign to Treatment or
Control Group - Treatment receives navigation map Control Group
doesnt - Segregated group sessions all Treatment or all
Control - Participants
- 60 males females, ages 18-25, undergraduates at
USC - No prior experience playing SafeCracker
- Procedure (90 minutes)
- Demographic Information Self-Regulation
Questionnaire - Introduced to Knowledge Map
- Handout Navigation Map to treatment group only
- Introduced to the game (interface, opening locks,
finding objects) - Pretest Knowledge map
Slide 11 of 16
12Method (contd)
- Procedure (contd)
- Play game (first set of rooms)
- Intermediate Test
- Knowledge Map Retention/Transfer Questions Task
Check-List - Play Game (second set of rooms)
- Post Test
- Knowledge Map Retention/Transfer Questions, Task
Check-List - Debriefing
- Optional playing time (up to 30 minutes)
- Measures
- Problem Solving (ONeil, 1999)
- Content Understanding
- Problem Solving Strategies
- Self Regulation
- Motivation
- Verbalized desire to continue playing
- Amount of free play minutes
Slide 12 of 16
13Sample SafeCracker Knowledge Map
desk
brochure
contains
contains
results from
part of
contains
clue
room
safe
causes
contains
contains
key
results from
contains
results from
contains
crack
causes
part of
uses
books
used for
causes
used for
tool
map
direction
used for
Slide 13 of 16
14Instrument Problem SolvingRetention Transfer
Questions
- Retention questions
- List how you opened the safe in the first room.
- List how you opened the safe in the second room.
- Transfer questions
- List some ways to improve the way you solved
opening the safe in room 1. - List some ways to improve the way you solved
opening the safe in room 2. - List some ways to improve the way you navigated
from room 1 to room 2.
Slide 14 of 16
15Instrument Self-RegulationSelf-Regulation
Questionnaire
- Based on ONeil (1999) Problem Solving Model
- Trait self-regulation questionnaire (ONeil
Herl, 1998). - 32 Questions 8 each of four measures
- planning
- self-checking/monitoring
- self-efficacy
- effort
Slide 15 of 16
16Data Analysis
- Descriptive statistics Means, Standard
Deviation, etc., for all measures - T-Tests for the following
- Hypothesis 1 Navigation maps will produce a
significant increase in content understanding
compared to the control group. - Hypothesis 2 Navigation maps will produce a
significant increase in problem solving strategy
retention compared to the control group. - Hypothesis 3 Navigation maps will produce a
significant increase in problem solving strategy
transfer compared to the control group. - Hypothesis 5 Navigation maps will produce a
significantly greater amount of optional
continued game play compared to the control
group. - Pearsons Correlation Effect of the four
self-regulation variables (planning,
self-checking/monitoring, self-efficacy, and
effort) on content understanding and problem
solving strategies. - Hypothesis 4 There will be no significant
difference in self-regulation between the
navigation map group and the control group.
However, it is expected that higher levels of
self-regulation will be associated with better
performance.
Slide 16 of 16
17BACK UP
Slide 17
18Problem Solving Assessment
ONeil (1999) Problem Solving Model
Slide 18
19Navigation Maps
- Navigation Tracking ones position in an
environment to arrive at a destination (Cutmore
et al., 2000) - Occlusion when a path is blocked visually
(Cutmore et al., 2000) - Navigation maps effective for occluded 3-D
navigation(Cutmore et al. 2000 Dempsey, 2002) - Navigation maps effective in 2-D environments
with complex problem solving tasks (Baylor, 2001
Chou Lin, 1998 Chou et al., 2000) - Navigation maps effective in 3-D occluded
environments with simple problem solving tasks
(Galimberti, 2001) - Not yet examined
- Navigation in 3D, occluded, environments
- with complex problem solving tasks
Slide 19
20Instrument Content UnderstandingKnowledge
Mapping Software
Slide 20
21Problem Solving Assessment
- Based on ONeils (1999) Problem Solving Model
- Requires content understanding, problem solving
strategies, self-regulation - Transfer questions are alternative to transfer
tasks (Moreno Mayer, 1998) - Declarative knowledge measured by retention (Day
et al., 2001) - Knowledge map concepts and links (Schau
Mattern, 1997) - Reflects the organization of knowledge (Day et
al., 2001) - Reliable and efficient measure of Content
Understanding(Herl et al., 1999 ONeil, 1999
Ruiz-Primo et al., 1997 Schacter et al., 1999) - Predictive of both retention and transfer (Day et
al., 2001) - Reliable measure of Problem Solving Strategies
(Baker Mayer, 1999)
Slide 21
22Problem Solving Assessment (contd)
- Measuring Problem Solving Strategies
- Domain general and specific (Alexander, 1992
Bruning et al., 1999) - Knowledge Mapping (Baker Mayer, 1999)
- Problem solving questions
- Positively correlated with retention and transfer
(Mayer Baker, 1998) - Measuring Self-Regulation
- Includes Metacognition Self-efficacy (ONeil,
1999) - Metacognition planning self-checking (Pintrich
DeGroot, 1990) - Self-efficacy mental effort and self-efficacy
(Zimmerman, 1994, 2000) - Trait self-regulation questionnaire (Hong
ONeil, 2001) - Includes planning, self-checking, mental effort,
and self-efficacy - 32 questions 8 for each of the four
sub-categories
Slide 22