Abstract
Is the CyGaMEs (cyberlearning through game-based, metaphor enhanced learning objects) Timed Report tool (embedded assessment for game-based instructional environments derived from analogical reasoning and instructional design theory) a sensitive measure of learning? Using gameplay assessed every 10 s from 221 volunteers (primarily 13–18-year-olds distributed within and outside the United States playing the online videogame Selene), an algorithm identified a targeted learning moment, designated Timed Reports as “before” or “at and after” learning, and calculated Pearson correlation coefficients and slopes for both learning trajectories. Three studies compared the strength and quality of the Timed Report: a multilevel model using raw Timed Report values, repeated measures using slopes, and repeated measures using Pearson correlation coefficients. The three studies supported the same conclusions and replicate, elaborate, and generalize earlier findings. Timed Report successfully distinguishes player progress before and after learning. The strong effect supports the CyGaMEs approach to instructional game design and Timed Report embedded assessment for educational data mining. Timed Report also distinguishes between players who are Always Progressing and those who experience a learning moment. Participants who watch gameplay before playing have early success; however, participants who play without first watching gameplay make the largest gains in performance, and their after-learning performance equals that of watchers. Watching instructional videos about targeted game content in addition to watching gameplay before playing did not enhance performance.
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Notes
- 1.
This algorithm followed an approach developed for CyGaMEs by James Pusteovsky under the direction of Larry V. Hedges.
- 2.
We plot learning moment graphs using Python MatPlotLib and calculate running means, running standard deviations, slopes, and Pearson’s correlation coefficient r using the linregress function within the Python 2.6 SciPy stats sublibrary.
- 3.
CyGaMEs has since developed and released Selene II, providing optimized gameplay and performance, enhanced graphics with 3D effects, and new sound effects and animations. A still shot from the Selene II Solar System accretion module can be viewed here: http://selene.cet.edu/. A West Virginia Public Broadcasting feature at segment 4:45–5:09 discusses and illustrates the accretion scale 1 module and those leading to it, available here: http://www.youtube.com/watch?v=ZBPq3Hc_g1Y.
- 4.
We appreciate Matthew Petrole’s assistance in developing the Excel report template.
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Acknowledgments
This material is based upon work supported by the National Science Foundation under Grant DRL-0814512 awarded to Debbie Denise Reese, Charles A. Wood, Ben Hitt, and Beverly Carter and work supported by the National Aeronautics and Space Administration under awards NCC5-451, NNX06AB09G-Basic, NNX06AB09G-Sup-1, NNX06AB09G-Sup-2, NAG-13782, and NNX08AJ71A-Basic to the NASA-sponsored Classroom of the Future. The first author refined the learning moment approach in collaboration with Larry V. Hedges. James Pusteovsky developed the precursor to this learning moment algorithm. Selene derived from Charles A. Wood’s mental model of lunar and planetary geology, and he is the project’s subject matter expert. We are indebted to our colleagues, Janis Worklan and Cassie Lightfritz, and our student researchers, Matthew Petrole and Steven Nowak. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the authors and do not necessarily reflect the views of the National Science Foundation or the National Aeronautics and Space Administration.
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Reese, D.D., Seward, R.J., Tabachnick, B.G., Hitt, B.A., Harrison, A., Mcfarland, L. (2012). Timed Report Measures Learning: Game-Based Embedded Assessment. In: Ifenthaler, D., Eseryel, D., Ge, X. (eds) Assessment in Game-Based Learning. Springer, New York, NY. https://doi.org/10.1007/978-1-4614-3546-4_9
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