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University of Wisconsin-Madison

Recent posts for University of Wisconsin-Madison

Engaging through chat

One of the big questions that we have been looking at in the Epistemic Games Group in recent years is whether the newer “all online” versions of our games give players the same kind of experience (and thus offer the same opportunities for learning) as the “live” versions we were using several years ago.

(For those new to the Blog, our AutoMentor project is all about providing computer-generated mentors in epistemic games that will give the same kind of feedback as real mentors. To make that happen, the most recent versions of our games have mentors communicating with players through chat sessions online, rather than face-to-face.)

I just returned from running a short study at the Massachusetts Audubon Society’s Drumlin Farm Wildlife Sanctuary outside of Boston that sheds some interesting light on that question.

In the study, kids played two slightly different versions of Urban Science.

One group was ten high school students who interacted with mentors through an internal chat program.

The other group was eleven high school students who interacted face-to-face with mentors in the room.

The players were randomly assigned to each group, and everything else about the two games was the same (or as close to the same) as we could make it.

We’re just starting to analyze the data, but on at least one key dimension we already have a really strong result.

When the game ends, players take an exit interview that contains seven questions about how engaged they are in the game.

The first question is whether they thought the game was fun. With only two exceptions, every player said the game was fun. (And to be fair, those two exceptions were…well, exceptional kids.)

The other six questions are adapted from Green and Brock’s (2000) narrative questionnaire which is an instrument used to measure the level of engagement that readers have in a book.

Here’s the thing:

There was no significant difference between the two groups on these measures of engagement.

In fact, on average, the players chatting with mentors online were slightly more engaged in the game than the players who were talking with mentors face-to-face–although again, that difference was not statistically significant.

So, are epistemic games engaging? Yes. Are they engaging just because kids are in the room with mentors? No.

Which means, in theory, if we can automate the mentors through the relatively thin medium of chat, we may be able to get a lot of engagement without a lot of overhead…

For those interested in the details, a technical report will soon follow.

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Modeling Learning Trajectories with Epistemic Network Analysis: An Investigation of a Novel Analytic Method for Learning Progressions in Epistemic Games

Choi, Y., Rupp, A., Gushta, M., & S. Sweet. (2010). Modeling learning trajectories with epistemic network analysis: An investigation of a novel analytic method for learning progressions in epistemic games. Submitted to National Council on Measurement in Education, Denver, CO.

http://epistemicgames.org/eg/wp-content/uploads/ENA-Simulation-Paper-NCME-Submission.pdf

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Modeling Learning Trajectories with Epistemic Network Analysis

Rupp, A., Sweet, S., & Y. Choi. (2010). Modeling learning trajectories with epistemic network analysis: A simulation-based investigation of a novel analytic method for epistemic games. Submitted to the Conference on Educational Data Mining, Pittsburgh, PA.

http://epistemicgames.org/eg/wp-content/uploads/EDM-Submission-Rupp-et-al.-2010.pdf

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Evidence-centered Design of Epistemic Games

Rupp, A, Gushta, M, Mislevy, R, & Shaffer, DW. (2010). Evidence-centered design of epistemic games: Measurement principles for complex learning environments. Journal of Technology, Learning, and Assessment, 8(4).

http://epistemicgames.org/eg/wp-content/uploads/ECD-for-Epistemic-Games-JTLA-Final-Version-with-Editorial-Edits.pdf

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