SlideShare a Scribd company logo
Brian C. Nelson
Arizona State University
August 2016
Design for Learning and Assessment in Virtual Worlds
Why Virtual Worlds?
 Early take: teaching/training is about information
transmission and uptake by individuals
 More recent view: learning is primarily situated, social
activity of collaborating to make sense of and apply
content and concepts in specific contexts
 Many commercial virtual world-based games are
based on social networks and collaborative problem
solving…in and outside of the game environment
 Virtual world-based games are really good at
collecting data about player activities
Why Virtual Worlds (2)?
 Virtual Worlds and other digital media fill every
moment of a learner’s life…until they enter the
classroom
 To students in a media-rich world, the classroom can
feel like a museum
 Virtual worlds engage learners beyond a novelty
effect
 Virtual worlds may support demonstrations of
learning different/beyond that supported by
traditional assessments
Educational Virtual Worlds: A study in
Contrasts
1. Well -designed virtual worlds are good for learning
 Many educational virtual worlds are poorly designed
2. Virtual worlds can support innovative assessment of
“21st century skills”
 Many educational virtual worlds use traditional measures
and approaches to assess learning
3. Virtual worlds can support innovative thinking and
multiple ways of knowing
 Policy and cultural issues result in virtual worlds that guide
learners toward homogenous thinking and simple answers
My Goals Related to these Issues
1. Virtual Worlds are
poorly designed
2. Virtual Worlds use ill-
suited assessments
1. Theory-based design
for learning in Virtual
Worlds
2. Embed meaningful
assessments
Issue Goal
My Goals Related to these Issues
1. Virtual worlds are
poorly designed
2. Virtual worlds use ill-
suited assessments
1. Theory-based design
for learning
2. Embed meaningful
assessments
Issue Goal
Challenge: Education researchers focus
(understandably) on curricular and pedagogical
issues
Need: Study design of virtual worlds as
implemented in educational settings
Better Design for Learning in Virtual
Worlds
Complexity in Virtual Worlds
 Visual and interaction complexity boosts
immersion/embodiment but may hinder learning in
school settings
 large body of literature on design principles from a
cognitive processing perspective
 Summary: cut the cognitive fat
 Yet...successful virtual worlds are frequently highly
complex, but players can cope with that complexity and
learn
 Pragmatic approach: investigate the use of cognitive
processing based design to balance complexity, short
and long-term engagement, and efficiency
Chris Dede, Diane Ketelhut, Ed Dieterle, Jody Clarke-
Midura, Cassie Bowman, and a whole bunch more people!
River City
River City
 An Multi-player world to teach scientific inquiry and
content skills to middle school students
 Students work in teams to discover why people in
River City are getting sick
 Students gather data, form and test hypotheses
 More than 20,000 students have taken part
River City Origins
 National policy focus on real-world science
practices
 Push to include science inquiry into the classroom
 But…realistic inquiry is difficult to teach and
difficult to learn in the classroom
 Challenge: Create collaborative, situated inquiry
experiences that engage more students in science,
particularly those underrepresented in STEM fields
River City Interface: a mess
Cognitive Design
 Keep learner focus in the 3-d environment
 Reduce reading through “natural narration”
 Use visual and audio signalling techniques to focus
attention
 Apply spatial contiguity principle
 Design for “essential complexity”
Individual investigations of context-based science problems in a virtual world
Example 1: Simlandia
Voice vs. Text Chat collaboration
Ben Erlandson (former ASU PhD student) led study
people learn better when words are presented as audio
narration rather than as on-screen text (Mayer, 2005)
 helps reduce a “split attention” effect
Do students completing a science inquiry curriculum in a game using voice chat for
collaborative communication...
self-report lower levels of cognitive load
show better performance on a science learning measure
...than students collaborating via text chat?
Results
Cognitive load
 Voice-based Chat: lower levels of perceived cognitive
load
Learning
 almost identical performance for both groups
Why?
 Everyone did well on the pre-test
 Assessment-performance mismatch
Diane Ketelhut, Catherine Schifter, Younsu Kim, Uma
Natarajan, Kent Slack, Angela Shelton, (and many more
folks)
SAVE Science
SAVE Science
 situated assessment using virtual worlds for
science content and inquiry
 Virtual world-based Game to assess learning
of classroom curriculum in science
 Collect data evolving levels of understanding
 Enable students who don’t do well with
standardized tests to better show
understanding
SAVE Science Design Studies (so far)
 Visual Signaling
 Avatar Personalization
 Spatial Contiguity
Visual Signaling in Virtual Worlds
 Virtual worlds work well for learning, especially
over long(er) periods of engagement
 Virtual worlds are initially confusing, especially
for novice student gamers
 Low efficiency poses challenges to in-school
implementations
 Low efficiency challenges assessment reliability
and validity
 Visual signaling is used to guide players to
relevant objects and locations
Sheep Trouble Module
Sheep Trouble Module
 https://www.youtube.com/watch?v=uurufkuXu3s
 Assess students’ knowledge of beginning
speciation/adaptation as well as aspects of
scientific inquiry.
 New and old flocks of sheep
 Determine why recently imported sheep are
getting sick and dying
 Apply understanding of speciation and
adaptation
Investigating the sheep
Measuring sheep
Visual Signaling: Cognition
 Visual Signaling: using visual cues (such as arrows) to
direct learner attention to relevant information on the
screen or page (or virtual world)
 Visual Signaling may lower extraneous cognitive load
and/or increase germane load…letting learners
focus on tasks rather than on interface (Merrienboer,
2008)
 Mixed record in past studies: often found to reduce
self-reported cognitive load, but not always coupled
with improved learning (Morozov, 2009; Chen &
Fauzy, 2008)
Signaling Questions
Can the use of visual signaling techniques reduce
perceived extraneous cognitive load in a short game-
based assessment?
Can use of signaling increase the efficiency in a game-
based assessment?
Signaling Study
 193 7th graders
 Sheep Trouble: Assessment of Beginning Speciation
 Random assignment: signaling/no signaling
 Lower overall perceived cognitive load (p<.05)
 Increased interactions with sheep (p<.01)
 More measurements taken (p<.001)
 More records entered in notebook (p<.001)
Implications and Questions
 Use signaling!
 Why did signaling have a ‘sticky’ effect on
interacting with objects?
 Would the value of signaling for efficiency be
greater in a high search environment? (One with
more visual objects on the screen at once?)
My Goals Related to these Issues
1. Virtual Worlds are
poorly designed
2. Virtual Worlds use ill-
suited assessments
1. Theory-based design
for learning
2. Embed meaningful
assessments
Issue Goal
Emerging research on:
 Data-mining
 Statistical methods for making sense of learner
actions
Less research on:
 Design of tasks and “Work Products” of assessment
supported by highly immersive virtual worlds
Virtual world-based Assessment
Evidence Centered Design for Assessment in
Virtual Worlds
…and/or the Presentation Model aspect of ECD
(Robert Mislevy)
Assessment Tasks and Work products
 Assessment in Game-based learning environments:
many researchers and designers focusing mainly on
‘black box’ analysis of data output
 Virtual worlds are designed spaces
 Need full spectrum design for more meaningful
data
Assessment tasks in Virtual Worlds
 Virtual world-based tasks support multiple evidence
channels in isolation and in combination
 Provide complex and interwoven collection of work
tools for assessment activities
Example: Global Evidence Channels
Location/Movement (LM) Object Interaction (OI) Communication Activities
(CA)
Location tracking
•X location visited
•Time spent at X
•Coordinates
Movement tracking
•Direction
•Speed
•Acceleration/deceleration
•Teleporting
Movement patterns
•Order of movement
•Movement as response
•Movement strings over time
Objects:
•View
•Select
•Click
•Manipulate
•Pickup
•Release
Object Types:
•Artifacts and inventory
•Tools
•NPCs
•Humans
•“intangibles”
•Type
•Speak
•Response selection
•Emote
•In and out of character
•Human and NPC
•Goal-oriented vs. social
DATA-MINING BASKETBALL
TROUBLE
Shanshan Zhang and Slobodan Vucetic
Department of Computer and Information Sciences
Temple University
Basketball Module
 http://youtu.be/hrZVa2i-e5I
 Assess students’ knowledge of gas laws and
related properties as well as aspects of
scientific inquiry.
 Mid-winter basketball tournament
 Determine why balls at outdoor game don’t
bounce well compared to indoor setting
 Apply understanding of gas laws (air
pressure/temperature link)
Basketball Module
Study
1. Create automated grading models that predict the
number of embedded assessment questions a
student will answer correctly based on her/his
actions in the module
2. 187 students’ records analyzed
3. Analyze correlations between multiple-choice scores,
within-game behavior, and free-text answers
4. Correlation of .5 (Pearson’s p) with human graders
on predicting performance on in-game multiple
choice and short-answer questions
Study
 4 important and non-redundant features found:
 Distinct interactions with in-game objects
 Number of NPCs talked to
 Number of objects whose air pressure was measured
 Number of temperature measurements recorded in e-
notebook
 Key task: discover that a decrease in the temperature
of several gas systems (basketballs and balloons
filled with air) is causing their pressure to decrease.
Example
A graphical illustration of how our Classification Techniques are able to learn to distinguish
between Advanced, Proficient, and Basic student evaluations (x indicates incorrect prediction)
• Good predictors for grades are highlynon-linear
• Spherical boundaries approximately indicate the student groups
Brian C. Nelson
Brian.Nelson@asu.edu
Questions?

More Related Content

PPTX
Aect2018 workshop-v6ij-compressed
PPTX
Conole athens
DOC
Conole keynote edmedia
PPT
Technology that enhances classroom learning
PPTX
2017 02-kansas city-ijv2
PPT
Isajahnke mobile-learning-spaces2011-10-17
PPT
Conole Wilson Eden Workshop
PDF
Virtual Worlds in Education Velon 15.03.2011
Aect2018 workshop-v6ij-compressed
Conole athens
Conole keynote edmedia
Technology that enhances classroom learning
2017 02-kansas city-ijv2
Isajahnke mobile-learning-spaces2011-10-17
Conole Wilson Eden Workshop
Virtual Worlds in Education Velon 15.03.2011

What's hot (20)

PPTX
2015 03-27-bozen-v3ij
PPTX
Iced2014 crea-v1-Fostering-Creativity-in-Higher-Education
PDF
Much Ado about Digital Content: What do the Students Say?
PPTX
LeXMizzou August2017
PDF
What is blended learning?
PPT
The Use of Computer Simulations and Gaming to Enhance Authentic Learning
PPTX
Faculty Adoption of Virtual Worlds, Nov 2012
PPTX
Designing Meaningful Learning with Technologies in CrossActionSpaces
PPTX
Sociotechnical Walkthrough Workshop@AECT17
PPT
Pres-ACMgroup2012intro-v2-isajahnke
PPT
isajahnke ictml umea 2011-05-v1
PPTX
Digitaaliset välineet opetuksessa ja oppimisessa opettajankoulutuksen konteks...
PPTX
2014-ICT-in-education
PPT
mobile-learning2012 at IADIS ML2012
PPTX
Active-Meaningful Learning with Technologies
PPTX
Rev2020 Remote Engineering conference
PPT
Supporting integration through incidental learning
PDF
Tell me what you want and I’ll show you what you can have: who drives design ...
PPTX
Iced2014 bl-v2-What is blended in Blended Learning?
PPTX
Experiences of Collaborating and Learning through Collab3DWorld (iLRN 2015 Sh...
2015 03-27-bozen-v3ij
Iced2014 crea-v1-Fostering-Creativity-in-Higher-Education
Much Ado about Digital Content: What do the Students Say?
LeXMizzou August2017
What is blended learning?
The Use of Computer Simulations and Gaming to Enhance Authentic Learning
Faculty Adoption of Virtual Worlds, Nov 2012
Designing Meaningful Learning with Technologies in CrossActionSpaces
Sociotechnical Walkthrough Workshop@AECT17
Pres-ACMgroup2012intro-v2-isajahnke
isajahnke ictml umea 2011-05-v1
Digitaaliset välineet opetuksessa ja oppimisessa opettajankoulutuksen konteks...
2014-ICT-in-education
mobile-learning2012 at IADIS ML2012
Active-Meaningful Learning with Technologies
Rev2020 Remote Engineering conference
Supporting integration through incidental learning
Tell me what you want and I’ll show you what you can have: who drives design ...
Iced2014 bl-v2-What is blended in Blended Learning?
Experiences of Collaborating and Learning through Collab3DWorld (iLRN 2015 Sh...
Ad

Viewers also liked (11)

PDF
Wat eco cogins9-24pres16x9
PDF
Biemann ibm cog_comp_jan2015_noanim
PPTX
Engage 2013, SXSWedu, Chris Dede, How Immersion in Virtual Worlds Helps Stude...
PPTX
research proposal defense
PPTX
Understanding Software Ecosystems
PPTX
Software Ecosystem Evolution. It's complex!
DOCX
Software ecosystem
PDF
Challenges in Software Ecosystem Research
PDF
Keeping software development ecosystem healthy
PDF
IBM Watson for Ecosystem Program - You as ISV / Startup can enhance/build app...
PDF
IBM Watson Ecosystem roadshow - Chicago 4-2-14
Wat eco cogins9-24pres16x9
Biemann ibm cog_comp_jan2015_noanim
Engage 2013, SXSWedu, Chris Dede, How Immersion in Virtual Worlds Helps Stude...
research proposal defense
Understanding Software Ecosystems
Software Ecosystem Evolution. It's complex!
Software ecosystem
Challenges in Software Ecosystem Research
Keeping software development ecosystem healthy
IBM Watson for Ecosystem Program - You as ISV / Startup can enhance/build app...
IBM Watson Ecosystem roadshow - Chicago 4-2-14
Ad

Similar to Design for Learning and Assessment in Virtual Worlds (20)

PPT
St. James Tech Integration
PPT
Tech Integration St James
PPTX
SLALS526_MUVEs
PPTX
STEM immersive-virtual CIT2016
PPT
Virtual Worlds
PPT
Technology Integration @ St. James
PPT
Camp creation 8nov12 ppt
KEY
Nyscate2009
PPTX
ALA 2015 Invited Research Talk: Youth Collaborative Information Practices Dur...
PDF
Erin Hoffman-John - Effective Games: Why We Can't Have Nice Things (Yet)
KEY
Keane2009
PPT
Minds over matter_Constructivism and Emerging Media
PDF
Virtual guides: A Hybrid Approach to Immersive Learning
PPSX
JTEL Winter School 2010 Pecha Kucha
PPTX
Augmenting the reality of education for the 21st century. - Richard Lewington...
PPTX
Augmenting the reality of education for the 21st century by Richard Lewington
PDF
Reaching the Engagement Horizon in Virtual Worlds
PPTX
Serious gaming serious learning
PPTX
SunySolSummit3-7-2012NYC
PDF
Ctl4.4 p20 9 taking learning to the next level
St. James Tech Integration
Tech Integration St James
SLALS526_MUVEs
STEM immersive-virtual CIT2016
Virtual Worlds
Technology Integration @ St. James
Camp creation 8nov12 ppt
Nyscate2009
ALA 2015 Invited Research Talk: Youth Collaborative Information Practices Dur...
Erin Hoffman-John - Effective Games: Why We Can't Have Nice Things (Yet)
Keane2009
Minds over matter_Constructivism and Emerging Media
Virtual guides: A Hybrid Approach to Immersive Learning
JTEL Winter School 2010 Pecha Kucha
Augmenting the reality of education for the 21st century. - Richard Lewington...
Augmenting the reality of education for the 21st century by Richard Lewington
Reaching the Engagement Horizon in Virtual Worlds
Serious gaming serious learning
SunySolSummit3-7-2012NYC
Ctl4.4 p20 9 taking learning to the next level

More from diannepatricia (20)

PDF
Teaching cognitive computing with ibm watson
PDF
Cognitive systems institute talk 8 june 2017 - v.1.0
PDF
Building Compassionate Conversational Systems
PDF
“Artificial Intelligence, Cognitive Computing and Innovating in Practice”
PDF
Cognitive Insights drive self-driving Accessibility
PDF
Artificial Intellingence in the Car
PDF
“Semantic PDF Processing & Document Representation”
PDF
Joining Industry and Students for Cognitive Solutions at Karlsruhe Services R...
PDF
170330 cognitive systems institute speaker series mark sherman - watson pr...
PDF
“Fairness Cases as an Accelerant and Enabler for Cognitive Assistance Adoption”
PDF
Cognitive Assistance for the Aging
PDF
From complex Systems to Networks: Discovering and Modeling the Correct Network"
PDF
The Role of Dialog in Augmented Intelligence
PDF
Developing Cognitive Systems to Support Team Cognition
PDF
Cyber-Social Learning Systems
PDF
“IT Technology Trends in 2017… and Beyond”
PDF
"Curious Learning: using a mobile platform for early literacy education as a ...
PDF
Embodied Cognition - Booch HICSS50
PDF
KATE - a Platform for Machine Learning
PDF
Cognitive Computing for Aging Society
Teaching cognitive computing with ibm watson
Cognitive systems institute talk 8 june 2017 - v.1.0
Building Compassionate Conversational Systems
“Artificial Intelligence, Cognitive Computing and Innovating in Practice”
Cognitive Insights drive self-driving Accessibility
Artificial Intellingence in the Car
“Semantic PDF Processing & Document Representation”
Joining Industry and Students for Cognitive Solutions at Karlsruhe Services R...
170330 cognitive systems institute speaker series mark sherman - watson pr...
“Fairness Cases as an Accelerant and Enabler for Cognitive Assistance Adoption”
Cognitive Assistance for the Aging
From complex Systems to Networks: Discovering and Modeling the Correct Network"
The Role of Dialog in Augmented Intelligence
Developing Cognitive Systems to Support Team Cognition
Cyber-Social Learning Systems
“IT Technology Trends in 2017… and Beyond”
"Curious Learning: using a mobile platform for early literacy education as a ...
Embodied Cognition - Booch HICSS50
KATE - a Platform for Machine Learning
Cognitive Computing for Aging Society

Recently uploaded (20)

PDF
Machine learning based COVID-19 study performance prediction
PPTX
sap open course for s4hana steps from ECC to s4
PDF
Optimiser vos workloads AI/ML sur Amazon EC2 et AWS Graviton
PDF
Dropbox Q2 2025 Financial Results & Investor Presentation
PDF
Mobile App Security Testing_ A Comprehensive Guide.pdf
PPTX
Cloud computing and distributed systems.
PDF
TokAI - TikTok AI Agent : The First AI Application That Analyzes 10,000+ Vira...
PDF
Advanced methodologies resolving dimensionality complications for autism neur...
DOCX
The AUB Centre for AI in Media Proposal.docx
PDF
Architecting across the Boundaries of two Complex Domains - Healthcare & Tech...
PDF
Assigned Numbers - 2025 - Bluetooth® Document
PPTX
A Presentation on Artificial Intelligence
PPTX
Spectroscopy.pptx food analysis technology
PPTX
ACSFv1EN-58255 AWS Academy Cloud Security Foundations.pptx
PDF
gpt5_lecture_notes_comprehensive_20250812015547.pdf
PDF
Building Integrated photovoltaic BIPV_UPV.pdf
PDF
Peak of Data & AI Encore- AI for Metadata and Smarter Workflows
PDF
Per capita expenditure prediction using model stacking based on satellite ima...
PPTX
KOM of Painting work and Equipment Insulation REV00 update 25-dec.pptx
PDF
cuic standard and advanced reporting.pdf
Machine learning based COVID-19 study performance prediction
sap open course for s4hana steps from ECC to s4
Optimiser vos workloads AI/ML sur Amazon EC2 et AWS Graviton
Dropbox Q2 2025 Financial Results & Investor Presentation
Mobile App Security Testing_ A Comprehensive Guide.pdf
Cloud computing and distributed systems.
TokAI - TikTok AI Agent : The First AI Application That Analyzes 10,000+ Vira...
Advanced methodologies resolving dimensionality complications for autism neur...
The AUB Centre for AI in Media Proposal.docx
Architecting across the Boundaries of two Complex Domains - Healthcare & Tech...
Assigned Numbers - 2025 - Bluetooth® Document
A Presentation on Artificial Intelligence
Spectroscopy.pptx food analysis technology
ACSFv1EN-58255 AWS Academy Cloud Security Foundations.pptx
gpt5_lecture_notes_comprehensive_20250812015547.pdf
Building Integrated photovoltaic BIPV_UPV.pdf
Peak of Data & AI Encore- AI for Metadata and Smarter Workflows
Per capita expenditure prediction using model stacking based on satellite ima...
KOM of Painting work and Equipment Insulation REV00 update 25-dec.pptx
cuic standard and advanced reporting.pdf

Design for Learning and Assessment in Virtual Worlds

  • 1. Brian C. Nelson Arizona State University August 2016 Design for Learning and Assessment in Virtual Worlds
  • 2. Why Virtual Worlds?  Early take: teaching/training is about information transmission and uptake by individuals  More recent view: learning is primarily situated, social activity of collaborating to make sense of and apply content and concepts in specific contexts  Many commercial virtual world-based games are based on social networks and collaborative problem solving…in and outside of the game environment  Virtual world-based games are really good at collecting data about player activities
  • 3. Why Virtual Worlds (2)?  Virtual Worlds and other digital media fill every moment of a learner’s life…until they enter the classroom  To students in a media-rich world, the classroom can feel like a museum  Virtual worlds engage learners beyond a novelty effect  Virtual worlds may support demonstrations of learning different/beyond that supported by traditional assessments
  • 4. Educational Virtual Worlds: A study in Contrasts 1. Well -designed virtual worlds are good for learning  Many educational virtual worlds are poorly designed 2. Virtual worlds can support innovative assessment of “21st century skills”  Many educational virtual worlds use traditional measures and approaches to assess learning 3. Virtual worlds can support innovative thinking and multiple ways of knowing  Policy and cultural issues result in virtual worlds that guide learners toward homogenous thinking and simple answers
  • 5. My Goals Related to these Issues 1. Virtual Worlds are poorly designed 2. Virtual Worlds use ill- suited assessments 1. Theory-based design for learning in Virtual Worlds 2. Embed meaningful assessments Issue Goal
  • 6. My Goals Related to these Issues 1. Virtual worlds are poorly designed 2. Virtual worlds use ill- suited assessments 1. Theory-based design for learning 2. Embed meaningful assessments Issue Goal
  • 7. Challenge: Education researchers focus (understandably) on curricular and pedagogical issues Need: Study design of virtual worlds as implemented in educational settings Better Design for Learning in Virtual Worlds
  • 8. Complexity in Virtual Worlds  Visual and interaction complexity boosts immersion/embodiment but may hinder learning in school settings  large body of literature on design principles from a cognitive processing perspective  Summary: cut the cognitive fat  Yet...successful virtual worlds are frequently highly complex, but players can cope with that complexity and learn  Pragmatic approach: investigate the use of cognitive processing based design to balance complexity, short and long-term engagement, and efficiency
  • 9. Chris Dede, Diane Ketelhut, Ed Dieterle, Jody Clarke- Midura, Cassie Bowman, and a whole bunch more people! River City
  • 10. River City  An Multi-player world to teach scientific inquiry and content skills to middle school students  Students work in teams to discover why people in River City are getting sick  Students gather data, form and test hypotheses  More than 20,000 students have taken part
  • 11. River City Origins  National policy focus on real-world science practices  Push to include science inquiry into the classroom  But…realistic inquiry is difficult to teach and difficult to learn in the classroom  Challenge: Create collaborative, situated inquiry experiences that engage more students in science, particularly those underrepresented in STEM fields
  • 13. Cognitive Design  Keep learner focus in the 3-d environment  Reduce reading through “natural narration”  Use visual and audio signalling techniques to focus attention  Apply spatial contiguity principle  Design for “essential complexity”
  • 14. Individual investigations of context-based science problems in a virtual world Example 1: Simlandia
  • 15. Voice vs. Text Chat collaboration Ben Erlandson (former ASU PhD student) led study people learn better when words are presented as audio narration rather than as on-screen text (Mayer, 2005)  helps reduce a “split attention” effect Do students completing a science inquiry curriculum in a game using voice chat for collaborative communication... self-report lower levels of cognitive load show better performance on a science learning measure ...than students collaborating via text chat?
  • 16. Results Cognitive load  Voice-based Chat: lower levels of perceived cognitive load Learning  almost identical performance for both groups Why?  Everyone did well on the pre-test  Assessment-performance mismatch
  • 17. Diane Ketelhut, Catherine Schifter, Younsu Kim, Uma Natarajan, Kent Slack, Angela Shelton, (and many more folks) SAVE Science
  • 18. SAVE Science  situated assessment using virtual worlds for science content and inquiry  Virtual world-based Game to assess learning of classroom curriculum in science  Collect data evolving levels of understanding  Enable students who don’t do well with standardized tests to better show understanding
  • 19. SAVE Science Design Studies (so far)  Visual Signaling  Avatar Personalization  Spatial Contiguity
  • 20. Visual Signaling in Virtual Worlds  Virtual worlds work well for learning, especially over long(er) periods of engagement  Virtual worlds are initially confusing, especially for novice student gamers  Low efficiency poses challenges to in-school implementations  Low efficiency challenges assessment reliability and validity  Visual signaling is used to guide players to relevant objects and locations
  • 22. Sheep Trouble Module  https://www.youtube.com/watch?v=uurufkuXu3s  Assess students’ knowledge of beginning speciation/adaptation as well as aspects of scientific inquiry.  New and old flocks of sheep  Determine why recently imported sheep are getting sick and dying  Apply understanding of speciation and adaptation
  • 25. Visual Signaling: Cognition  Visual Signaling: using visual cues (such as arrows) to direct learner attention to relevant information on the screen or page (or virtual world)  Visual Signaling may lower extraneous cognitive load and/or increase germane load…letting learners focus on tasks rather than on interface (Merrienboer, 2008)  Mixed record in past studies: often found to reduce self-reported cognitive load, but not always coupled with improved learning (Morozov, 2009; Chen & Fauzy, 2008)
  • 26. Signaling Questions Can the use of visual signaling techniques reduce perceived extraneous cognitive load in a short game- based assessment? Can use of signaling increase the efficiency in a game- based assessment?
  • 27. Signaling Study  193 7th graders  Sheep Trouble: Assessment of Beginning Speciation  Random assignment: signaling/no signaling  Lower overall perceived cognitive load (p<.05)  Increased interactions with sheep (p<.01)  More measurements taken (p<.001)  More records entered in notebook (p<.001)
  • 28. Implications and Questions  Use signaling!  Why did signaling have a ‘sticky’ effect on interacting with objects?  Would the value of signaling for efficiency be greater in a high search environment? (One with more visual objects on the screen at once?)
  • 29. My Goals Related to these Issues 1. Virtual Worlds are poorly designed 2. Virtual Worlds use ill- suited assessments 1. Theory-based design for learning 2. Embed meaningful assessments Issue Goal
  • 30. Emerging research on:  Data-mining  Statistical methods for making sense of learner actions Less research on:  Design of tasks and “Work Products” of assessment supported by highly immersive virtual worlds Virtual world-based Assessment
  • 31. Evidence Centered Design for Assessment in Virtual Worlds …and/or the Presentation Model aspect of ECD (Robert Mislevy)
  • 32. Assessment Tasks and Work products  Assessment in Game-based learning environments: many researchers and designers focusing mainly on ‘black box’ analysis of data output  Virtual worlds are designed spaces  Need full spectrum design for more meaningful data
  • 33. Assessment tasks in Virtual Worlds  Virtual world-based tasks support multiple evidence channels in isolation and in combination  Provide complex and interwoven collection of work tools for assessment activities
  • 34. Example: Global Evidence Channels Location/Movement (LM) Object Interaction (OI) Communication Activities (CA) Location tracking •X location visited •Time spent at X •Coordinates Movement tracking •Direction •Speed •Acceleration/deceleration •Teleporting Movement patterns •Order of movement •Movement as response •Movement strings over time Objects: •View •Select •Click •Manipulate •Pickup •Release Object Types: •Artifacts and inventory •Tools •NPCs •Humans •“intangibles” •Type •Speak •Response selection •Emote •In and out of character •Human and NPC •Goal-oriented vs. social
  • 35. DATA-MINING BASKETBALL TROUBLE Shanshan Zhang and Slobodan Vucetic Department of Computer and Information Sciences Temple University
  • 36. Basketball Module  http://youtu.be/hrZVa2i-e5I  Assess students’ knowledge of gas laws and related properties as well as aspects of scientific inquiry.  Mid-winter basketball tournament  Determine why balls at outdoor game don’t bounce well compared to indoor setting  Apply understanding of gas laws (air pressure/temperature link)
  • 38. Study 1. Create automated grading models that predict the number of embedded assessment questions a student will answer correctly based on her/his actions in the module 2. 187 students’ records analyzed 3. Analyze correlations between multiple-choice scores, within-game behavior, and free-text answers 4. Correlation of .5 (Pearson’s p) with human graders on predicting performance on in-game multiple choice and short-answer questions
  • 39. Study  4 important and non-redundant features found:  Distinct interactions with in-game objects  Number of NPCs talked to  Number of objects whose air pressure was measured  Number of temperature measurements recorded in e- notebook  Key task: discover that a decrease in the temperature of several gas systems (basketballs and balloons filled with air) is causing their pressure to decrease.
  • 40. Example A graphical illustration of how our Classification Techniques are able to learn to distinguish between Advanced, Proficient, and Basic student evaluations (x indicates incorrect prediction) • Good predictors for grades are highlynon-linear • Spherical boundaries approximately indicate the student groups