Measuring Implicit Science Learning with Networks of Player-Game Interactions

Michael Eagle, Elizabeth Rowe, Andrew Hicks, Rebecca Brown, T. Barnes, J. Asbell-Clarke, Teon Edwards
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引用次数: 7

Abstract

Visualizing player behavior in complex problem solving tasks such as games is important for both assessing learning and for the design of content. We collected data from 195 high school students playing an optics puzzle game, Quantum Spectre, and modeled their game play as an interaction network, examining errors hypothesized to be related to a lack of implicit understanding of the science concepts embedded in the game. We found that the networks were useful for visualization of student behavior, identifying areas of student misconceptions and locating regions of the network where students become stuck. Preliminary regression analyses show a negative relationship between the science misconceptions identified during gameplay and implicit science learning.
用玩家-游戏互动网络测量内隐科学学习
可视化玩家在复杂问题解决任务(如游戏)中的行为对于评估学习和内容设计都很重要。我们收集了195名高中生玩光学谜题游戏《量子幽灵》的数据,并将他们的游戏玩法建模为互动网络,检查假设与缺乏对游戏中嵌入的科学概念的隐性理解有关的错误。我们发现,这些网络对于学生行为的可视化、识别学生误解的区域和定位学生陷入困境的网络区域很有用。初步回归分析显示,在游戏过程中发现的科学误解与内隐科学学习之间存在负相关关系。
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