Title: What do we Know about the Effectiveness of Instructional Strategies in Computer Games
1What 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
2CRESST Model of Learning
Content Understanding
Collaboration/Teamwork
Learning
Problem Solving
Communication
Self-Regulation
3Instructional 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)
4Macro 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
5Macro 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
6Research Questions
- Will adding effective instructional strategies to
commercial off the shelf games improve problem
solving? - Trade-off between development and selection
7Do 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
8Selection 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
9Common 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
10Domain 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)
11Knowledge Mapper
12Measurement of Self-Regulation
- Trait self-regulation questionnaire (ONeil
Herl, 1998). - planning
- self-checking
- self-efficacy
- effort
13Study I, II, III
- Study I Without effective instructional
strategies. - Study II With worked examples.
- Study III With just-in time worked examples
14Study 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
15Study 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.
16Study 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.
17Just 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
18What Are Continuing RD Issues?
- Can we leverage game technology for training?
- Embedded instructional and assessment strategies
- Wrap-around instructional and assessment
strategies
19Walk 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
20CRESST Web Site
http//www.cresst.org or any search engine type
CRESST
honeil_at_usc.edu
21What 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
22What 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.
23Sample 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
24The 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
25SafeCracker
- 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
26Results 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
27Results 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