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1
Instructional Strategies to Improve Learning in Computer
Games
Harold F. O’Neil and Hsin-Hui Chen, University of Southern
California/CRESST
AERA v.5Chicago, IllinoisApril 10, 2007
2
What Is a Game?
• A computer game consists of four key components– Settings that are real or imaginary– Roles or agendas for the participants– Rules (real life vs. imaginative)– Scoring, recording, monitoring, or other kinds
of systematic measurement
• Motivation comes from challenge, complexity, fantasy
3
CRESST Model of Learning
Content Understanding
Learning
Communication
Collaboration/Teamwork
Problem Solving
Self-Regulation
4
Content Understanding
Assessing Problem Solving Via Games
Domain-DependentProblem-Solving
Strategies
Self-Regulation
Metacognition
Self-Monitoring
Planning
Motivation
Effort Self-Efficacy
5
Research Questions
• Will games increase players’ problem solving?
• Will adding effective instructional strategies to commercial off the shelf games improve problem solving?
• Trade-off between development and selection
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The Specification of What We Are Teaching Is Essential
• From goal/objective of teaching leadership, situational awareness, decision making, tactical problem solving
– The instructional strategies follow
• Nature of feedback, timing of feedback, take-home packages, instructor training, homework assignments, etc.
– The type of assessment follows
• Different assessment measures, after-action reviews
7
Do Games Train? — Literature• The research indicates that computer games are
potentially useful for instructional purposes and are hypothesized to provide multiple benefits
– Promotion of motivation; improvement of knowledge and skills; facilitation of metacognition
• Limited empirical research in journals conducted on games topic (19 studies, 1990–2005)
– Adults, empirical (qualitative/quantitative)
– PsycINFO, Education Abs, SocSciAbs
• In 2006, DOD technical report literature added 4 additional reports
– Only one relevant empirical study on massive multiplayer games
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Developers Educators/Trainers
Type of game platform Learning objectives
Players Learners
Contractor Type of learning1 (e.g., collaborative problem solving)
Genre2 (e.g., strategy game) Type of feedback3 (e.g., implicit vs. explicit)
Commercial success Formative evaluation
Different Mental Models
1Content understanding, problem-solving, self-regulation, communication, team skills.2Action, role planning, adventure, strategy games, goal games, team sports, individual sports (Laird & VanLent, 2001).3Implicit vs. Explicit: During or after (AAR).
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Check Validity of Instructional Strategy
• Embedded in game
– Usually inductive discovery approach
— Usually doesn’t result in learning (Kirschner, P. A., Sweller, J., & Clark, R. E. 2006. Why minimal guidance during instruction does not work: An analysis of the failure of constructivist, discovery, problem-based, experiential, and inquiry-based learning. Educational Psychologist, 41, 75-86.)
• What Works in Distance Learning
– Good instructional practices that can be applied to games
10
Selection of Game for Research
• Off-the shelf games lacking learning objectives and assessment of learning
• Use wrap around instructional & assessment strategies as no access to source code
11
SafeCracker
• Puzzle-solving game– Example of problem solving
• No special background knowledge, motor skills, or extraordinary visual-spatial ability required
• Adult-oriented• Single-player game• Pacing controlled by players• Not popular
12
Common Methodology
• Participants: – Young adults selected to have no
experience of playing SafeCracker but game players
• Measures: – Knowledge mapper – Retention and transfer questions analogous
to Mayers’ – Trait self-regulation questionnaire
14
An Example of Scoring Map
Concept 1 Links Concept 2 Expert1 Expert2 Expert3
Key is used for Safe 1 1 1
Safe Requires Key 1 1 0
Catalog contains Clue 1 0 1
Safe Contains Clue 0 0 1
Final score= total score÷ number of experts =8÷3= 2.67
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Problem Solving Strategy Measure
• Domain-specific problem-solving strategies measured by open-ended questions
• Modifications of previous researchers (Mayer, 2001; Mayer & Moreno, 1998; Moreno & Mayer, 2004)
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Problem-Solving Strategy Measure
• Retention Question
List how you solved the puzzles inthe rooms.
• Transfer Question
List some ways to improve the funor challenge of the game.
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Scoring of Retention Question and Transfer Question
• Based on the number of predefined major idea units correctly stated by a participant regardless of the wording.
18
Measurement of Self-Regulation
• Trait self-regulation questionnaire (O’Neil & Herl, 1998).
– planning
– self-checking
– self-efficacy
– effort
19
Study I, II & III
• Study I– Without effective instructional strategies.
• Study II– With worked examples.
• Study III– With navigational aids.
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• Purpose of the Study I
To evaluate a computer game (SafeCracker) with regard to its effectiveness for improving problem solving
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Formative Evaluation
Measures design and tryout
Checking of validity of instructional strategies embedded in game against research literature
Feasibility review
Revisions implemented
O’Neil’s Framework (2002)
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Data Analysis
Knowledge Map
Retention Test
Transfer Test
M M M
Pretest 2% 8% 7%
Posttest 4% 15% 12%
t(29) = 4.32, p < .01
t(29) = 12.66, p < .01
t(29) = 7.05, p < .01
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Discussion/Implications• There was an increase in problem-solving. But it
was small.
• Existing instructional strategies (discovery learning) in the game were not effective.
• More research on a game designed with effective research-based instructional strategies
– Worked examples (Danny Shen)
– Pictorial aids (Richard Wainess)
– Just-in-Time Worked Examples (Joan Lang)
– After-Action Review
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• This study provides a research environment with reliable and valid measures of problem solving:
– knowledge maps
– retention and transfer questions
– trait self-regulation questionnaire
• Used in RSOE/USC game research
Discussion/Implications (cont.)
25
Study II
Wrap-Around Instructional Strategy (Shen & O’Neil, In-Press)
Will participants in the worked example group
increase their problem solving in a game-based
task (i.e., SafeCracker) after studying worked
examples compared to the control group?
26
Worked Examples
• Worked examples are procedures that focus attention on problem states and associated operators (i.e., solution steps), enabling students to induce generalized solutions or schemas (Sweller, 1998).
• Many researchers investigated the efficacy of using worked examples in classroom and computer-based instruction and provided evidence of the effectiveness of worked examples instruction (Cooper & Sweller, 1987; Mayer & Mautone, 2002; Ward & Sweller, 1990).
• No research used worked examples in a game-based environment.
27
A Sample of a Worked Example
Room 5: Constructor OfficeGoal: Open the Liberty SafeStep 1: Recognize the Buttons, the Lights, and the Handle.
Buttons
Lights
Handle
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ResultsWorked example instruction produced a significant increase in content understanding compared to the control group.
Percentage Group Mean SD
Control Pretest 4.97% 2.87% Posttest 5.74% 3.42% Improvement .77% 3.03%
Worked example Pretest 4.08% 2.85% Posttest 6.81% 4.89% Improvement 2.73% 3.16%
Inferential Statistics
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Worked example instruction produced a significant increase in problem-solving strategy question of retention compared to the control group. Percentage
Group Mean SD Control
Pretest 10.52% 4.43% Posttest 13.89% 4.07% Improvement 3.52%* .52%*
Worked example Pretest 7.74% 4.87% Posttest 13.69% 6.07% Improvement 5.81%* .52%*
Inferential Statistics
* Adjusted value
30
Worked example instruction produced a significant increase in problem-solving strategy question of transfer compared to the control group. Percentage
Group Mean SD Control
Pretest 5.18% 5.23% Posttest 7.32% 5.88% Improvement 2.38%* .62%*
Worked example Pretest 7.95% 5.58% Posttest 12.37% 8.46% Improvement 4.19%* .62%*
Inferential Statistics
* Adjusted value
31
Results (cont.)
Alternative Problem Solving Measure
Opened worked example safes Group Mean SD
Control Posttest 1.03 (34.33%) 1.08 (36.07%)
Worked example Posttest 2.53 (84.33%) .88 (29.26%)
Inferential Statistics t (70) = 6.46, p < .01
32
Discussion/Implications• The worked example group significantly improved
more than the control group in content understanding and problem-solving strategies. However, the improvement was small.
• This study provided evidence that using worked examples could be one of the good instructional methods to facilitate adults’ problem solving with a commercial off-the-shelf computer game.
• In order to obtain greater improvement, in future studies the worked example instruction could add:– Just-in-Time– Fading procedure– Self-monitoring
33
General Research Results
• Study I– Problem solving increased somewhat after game playing.
• Study II– Problem solving increased significantly more with worked examples.
• Study III– Navigation maps did not affect problem solving.
34
What Are Continuing R&D Issues?
• Can we leverage game technology for training?
– Embedded instructional and assessment strategies
– Wrap-around instructional and assessment strategies
35
Walk-Away Issues• How are games currently used effectively for
adults?
– Limited evaluation data (qualitative or quantitative) to answer this question
– There is little empirical work in the literature on effectiveness of games for training of adults
• Analytically, would you predict that commercial off-the-shelf games should teach?
– No
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Walk-Away Issues (cont.)
• What support and guidance would help training game developers to do a better job?
-Alignment with What Works in Distance Learning
• Instructional strategies that could work
- Wrap-around or embedded instructional and assessment strategies
37
CRESST Web Site
http://www.cresst.org or any search engine: type CRESST
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