{"title":"Exploring the Role of Process Data Analysis in Understanding Student Performance and Interactive Behavior in a Game-Based Argument Task","authors":"Yi Song, Mengxiao Zhu, Jesse R. Sparks","doi":"10.1177/07356331221138734","DOIUrl":null,"url":null,"abstract":"In this research, we use a process data analysis approach to gather additional evidence about students’ argumentation skills beyond their performance scores in a computer-based assessment. This game-enhanced scenario-based assessment (named Seaball) included five activities that require students to demonstrate their argumentation skills within a scenario about whether junk food should be sold to students. Our research sample included 104 middle school students. Process data analyses focused on an “Interview” activity in which students explored different locations and interviewed various characters to identify their opinions on the junk food issue and categorize each opinion as pro or con. Students could take various paths to complete the activity. Results indicated that the number of trials students made in the Interview activity predicted their performance on the Interview activity as well as the total Seaball scores. It was also found that most students improved their answers in the Interview activity after receiving automated feedback and making corresponding changes. Besides the connections between student activities and performance, results from analyzing the process data helped us to identify difficult items in the task. We conclude with implications for conducting process data analysis to better assess students’ argumentation skills and to inform task design.","PeriodicalId":47865,"journal":{"name":"Journal of Educational Computing Research","volume":"61 1","pages":"1096 - 1120"},"PeriodicalIF":4.0000,"publicationDate":"2023-02-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Educational Computing Research","FirstCategoryId":"95","ListUrlMain":"https://doi.org/10.1177/07356331221138734","RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0
Abstract
In this research, we use a process data analysis approach to gather additional evidence about students’ argumentation skills beyond their performance scores in a computer-based assessment. This game-enhanced scenario-based assessment (named Seaball) included five activities that require students to demonstrate their argumentation skills within a scenario about whether junk food should be sold to students. Our research sample included 104 middle school students. Process data analyses focused on an “Interview” activity in which students explored different locations and interviewed various characters to identify their opinions on the junk food issue and categorize each opinion as pro or con. Students could take various paths to complete the activity. Results indicated that the number of trials students made in the Interview activity predicted their performance on the Interview activity as well as the total Seaball scores. It was also found that most students improved their answers in the Interview activity after receiving automated feedback and making corresponding changes. Besides the connections between student activities and performance, results from analyzing the process data helped us to identify difficult items in the task. We conclude with implications for conducting process data analysis to better assess students’ argumentation skills and to inform task design.
期刊介绍:
The goal of this Journal is to provide an international scholarly publication forum for peer-reviewed interdisciplinary research into the applications, effects, and implications of computer-based education. The Journal features articles useful for practitioners and theorists alike. The terms "education" and "computing" are viewed broadly. “Education” refers to the use of computer-based technologies at all levels of the formal education system, business and industry, home-schooling, lifelong learning, and unintentional learning environments. “Computing” refers to all forms of computer applications and innovations - both hardware and software. For example, this could range from mobile and ubiquitous computing to immersive 3D simulations and games to computing-enhanced virtual learning environments.