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What do we Know about the Effectiveness of Instructional Strategies in Computer Games

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Title: What do we Know about the Effectiveness of Instructional Strategies in Computer Games


1
What do we Know about the Effectiveness of
Instructional Strategies in Computer Games
  • Harold F. ONeil
  • and
  • Joan (Yuan-Chuang) Lang
  • University of Southern California/CRESST

AERA v.4 New York March 2008
2
CRESST Model of Learning
Content Understanding
Collaboration/Teamwork
Learning
Problem Solving
Communication
Self-Regulation
3
Instructional Strategy
  • Definition
  • Prescribed sequences and methods of instruction
    to achieve a learning objective
  • Source
  • Spector, J.M., Merrill, M.D., van Merrienboer,
    J., Driscoll, M.P. (2008). Handbook of
    Research on Educational Communications and
    Technology. New York Taylor Francis Group.
  • Macro vs Micro Instructional Strategies
  • - Do games work? (macro)
  • - What strategies within games work? (micro)

4
Macro Instructional Strategies Issues
If in class
If out of class
  • Integrate into recreation/family time
  • Increased requirement for effective micro
    instructional strategies (feedback, worked
    examples)
  • Student training need (e.g., self-monitoring)
  • Flexible
  • Fantasy role
  • Integrate into Syllabus
  • Instructor training
  • accuracy re standards
  • Limited role for fantasy

5
Macro Instructional Strategies
If in class
If out of class
  • Motivation provided by student/game
  • Game needs to be fun
  • Good application
  • Refresher training prevent skill decay
  • Available time in minutes/hours
  • Motivation provided by instructor
  • Game can be less fun
  • Good application
  • Initial acquisition training
  • Available time in hours/days/weeks

6
Research Questions
  • Will adding effective instructional strategies to
    commercial off the shelf games improve problem
    solving?
  • Trade-off between development and selection

7
Do Games Teach? Check Validity of Micro
Instructional Strategy
  • Embedded in game
  • Usually inductive discovery approach
  • Usually doesnt result in learning (Kirschner, P.
    A., Sweller, J., Clark, R. E. 2006. Why minimal
    guidance during instruction does not work An
    analysis of the failure of constructivist,
    discovery, problem-based, experiential, and
    inquiry-based learning. Educational Psychologist,
    41, 75-86.)
  • What Works in Distance Learning (ONeil, 2005)
  • Good instructional practices that can be applied
    to games

8
Selection of Game for Research
  • Off-the shelf games lacking learning objectives
    and assessment of learning
  • Use wrap around instructional assessment
    strategies as no access to source code

9
Common Methodology
  • Participants
  • Young adults selected to have no experience of
    playing SafeCracker but game players
  • Measures
  • Knowledge mapper
  • Retention and transfer questions analogous to
    Mayers
  • Trait self-regulation questionnaire

10
Domain Specific Problem-Solving Strategy Measures
  • Retention Question
  • List how you solved the puzzles in the rooms.

  • Transfer Question
  • List some ways to improve the fun or challenge
    of the game.
  • Modifications of previous researchers (Mayer,
  • 2001 Mayer Moreno, 1998 Moreno Mayer,
    2004)

11
Knowledge Mapper
12
Measurement of Self-Regulation
  • Trait self-regulation questionnaire (ONeil
    Herl, 1998).
  • planning
  • self-checking
  • self-efficacy
  • effort

13
Study I, II, III
  • Study I Without effective instructional
    strategies.
  • Study II With worked examples.
  • Study III With just-in time worked examples

14
Study IDiscussion/Implications
  • There was an increase in problem-solving. But it
    was small.
  • Existing instructional strategies (discovery
    learning) in the game were not effective.
  • More research on a game designed with effective
    research-based instructional strategies
  • Worked examples (Danny Shen)
  • Pictorial aids (Richard Wainess)
  • Just-in-Time Worked Examples (Joan Lang)
  • After-Action Review

15
Study II and Study III Worked Examples
  • Worked examples are procedures that focus
    attention on problem states and associated
    operators (i.e., solution steps), enabling
    students to induce generalized solutions or
    schemas (Sweller, 1998).
  • Many researchers investigated the efficacy of
    using worked examples in classroom and
    computer-based instruction and provided evidence
    of the effectiveness of worked examples
    instruction (Cooper Sweller, 1987 Mayer
    Mautone, 2002 Ward Sweller, 1990).
  • No research used worked examples in a game-based
    environment.

16
Study Worked Example Discussion/Implications
  • The worked example group significantly improved
    more than the control group in content
    understanding and problem-solving strategies.
    However, the improvement was small.
  • This study provided evidence that using worked
    examples could be one of the good instructional
    methods to facilitate adults problem solving
    with a commercial off-the-shelf computer game.

17
Just in Time Worked examples
  • What worked examples can do?
  • Facilitate learning of problem solving in the
    computer game SafeCracker
  • Contribute to superior content understanding in
    problem solving (when presented just-in-time)
  • May contribute to superior retention skill
    (partial evidence) but not transfer skill

18
What Are Continuing RD Issues?
  • Can we leverage game technology for training?
  • Embedded instructional and assessment strategies
  • Wrap-around instructional and assessment
    strategies

19
Walk Issues
  • Analytically, would you predict that commercial
    off-the-shelf games should teach?
  • No
  • What support and guidance would help training
    game developers to do a better job?
  • Alignment with What Works in Distance Learning
  • Instructional strategies that could work
  • Wrap-around or embedded instructional and
    assessment strategies
  • Worked examples
  • feedback

20
CRESST Web Site
http//www.cresst.org or any search engine type
CRESST
honeil_at_usc.edu
21
What Is a Game?
  • A computer game consists of four key components
  • Settings that are real or imaginary
  • Roles or agendas for the participants
  • Rules (real life vs. imaginative)
  • Scoring, recording, monitoring, or other kinds of
    systematic measurement
  • Motivation comes from challenge, complexity,
    fantasy

22
What Works in Distance Learning
  • Develop a core set of research-based DL
    guidelines and lessons
  • Instructional Design (Clark)
  • Multimedia (Mayer)
  • Learning Strategies (Dembo et al.)
  • Assessment (Baker et al.)
  • Management Strategies (Kazlauskas)
  • Self-Regulation and Motivation (ONeil et al.)
  • Team Training and Assessment (Cannon Bowers)
  • Team Motivation (Clark)

ONeil, H. F. (Ed.). (2005). What works in
distance learning Guidelines. Greenwich, CT
Information Age Publishing Inc.
23
Sample of a Worked Example
Search for the code related to the Liberty Safe
Find a Note from switchsafe in the toolbox
Click the Note from switchsafe
The Note from switchsafe will show on the screen
Notice that some codes are missing
Click the Note to close it
24
The Specification of What We Are Teaching Is
Essential
  • From goal/objective of teaching leadership,
    situational awareness, decision making, tactical
    problem solving
  • The instructional strategies follow
  • Nature of feedback, timing of feedback, take-home
    packages, instructor training, homework
    assignments, etc.
  • The type of assessment follows
  • Different assessment measures, after-action
    reviews

25
SafeCracker
  • Puzzle-solving game
  • Example of problem solving
  • No special background knowledge, motor skills, or
    extraordinary visual-spatial ability required
  • Adult-oriented
  • Single-player game
  • Pacing controlled by players
  • Not popular

26
Results Content UnderstandingBold as
hypothesized
  • The JIT worked example (M 7.97) group
    demonstrated significantly better (p .01)
    content understanding than the worked example
    group (M 6.63) and the control group (M 6.51)
  • The worked example group did not demonstrate
    significantly better content understanding than
    the control group

27
Results Problem Solving Strategies
  • Retention skill
  • The worked example group (M 2.72, SD .72)
    demonstrated significantly greater retention
    skill than the control group (M 2.03, SD .88)
    by opening significantly more worked-example-illus
    trated safes (p .01)
  • Transfer skill
  • No difference among groups
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