Modeling User Exploration and Boundary Testing in Digital Learning Games

V. E. Owen, Gabriella Anton, R. Baker
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引用次数: 7

Abstract

Digital games can be potent problem solving environments which afford discovery learning through thoughtful exploration [1, 2]. As such, game microworlds facilitate self-regulated learning through sandbox elements in which students have agency in individualizing their pathways of interaction [3]. These agency-driven environments can support learning via individual discovery of problem space constraints and solutions, particularly through boundary testing and productive failure [cf. 4]. Thus, modeling of user interaction in digital learning games can provide considerable insight into emergent trajectories of discovery-based progression, in which equally engaged players may interact differently with the system. To this end, this research leverages educational data mining (EDM) [5] to investigate organic player trajectories of thoughtful exploration (around boundary testing and productive failure) in a learning gamespace. We align behavioral coding with log file data to automatically detect sequences of thoughtful exploration (TE) in play. Results include a robust predictive model of event-stream TE, with multiple trajectories of emergent student behavior-offering insight into organic learning pathways through the game-based problem space, and informing iterative design in optimization of user experience and student engagement.
数字学习游戏中的用户探索和边界测试建模
数字游戏可以成为解决问题的有效环境,让玩家通过深思熟虑的探索获得发现学习[1,2]。因此,游戏微世界通过沙盒元素促进自我调节学习,在沙盒元素中,学生有代理权个性化他们的互动途径[3]。这些代理驱动的环境可以通过个人发现问题空间约束和解决方案来支持学习,特别是通过边界测试和生产失败[cf. 4]。因此,数字学习游戏中的用户交互建模可以为基于发现的进程的突发轨迹提供可观的洞察力,在这种轨迹中,同样投入的玩家可能会以不同的方式与系统互动。为此,本研究利用教育数据挖掘(EDM)[5]来调查学习游戏空间中深思熟虑探索(围绕边界测试和生产性失败)的有机玩家轨迹。我们将行为编码与日志文件数据相结合,以自动检测正在进行的深思熟虑的探索(TE)序列。结果包括一个强大的事件流TE预测模型,具有突发学生行为的多个轨迹,通过基于游戏的问题空间提供对有机学习路径的洞察,并为优化用户体验和学生参与度的迭代设计提供信息。
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