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1

PROGRAMA DE EVALUACIÓN DE COMPETENCIAS

PARA EL APRENDIZAJE DE LAS CIENCIAS

NASA Center for Educational Technologies

Wheeling Jesuit University

Debbie Reese

2

[ _________]:

The Greatest Shows on Earth

3

4

Successful art tears away the veil and allows you to

see the world with lapidary clarity; successful art

pulls you apart and puts you back together again,

often against your will, and in the process reminds

you in a visceral way of your limitations, your

vulnerabilities, makes you in effect more human. . . .

We have the technology, the narrative sophistication

and an audience willing to take any number of wild

illuminating rides as long as they're couched in the

grammar of spectacular addictive gameplay. And the

fact that such a game is possible, even if it hasn't yet

materialized, is [a cause for celebration].

-Junot Díaz

5

Aspirations:

What we can do for entertainment--

We can do for education.

6

Cyberlearning

Game-based

Metaphor-Enhanced

***

1. Make hard concepts intuitive.

2. Translate expert knowledge into

gameplay.

3. Provide experiential learning.

4. Assess learning and flow.

~CyGaMEs

7

Cyberlearing

Game-based

Metaphor-Enhanced

***

1. Make hard concepts intuitive.

2. Translate expert knowledge into gameplay.

3. Provide experiential learning.

4.Assess learning & flow.

~CyGaMEs

8

~Intersection

Game Design

Instructional

Design

Subject/

Pedagogy

Expertise

Single teacher

in classroom

does not create

instructional games

Instructional

game is not play.

Metaphorist

Game

design/development is

expensive

Game

design/development is

tough!

9

~Intersection

Game Design

Instructional

Design

Subject/

Pedagogy

Expertise

Single teacher

in classroom

does not create

instructional games

Instructional

game is not play.

Metaphorist

Game

design/development is

expensive

Game

design/development is

tough!

10

~The Team

• NASA eEducation

• Dr. Debbie Denise Reese - Center for Educational Technologies, Wheeling Jesuit University (WJU)

• Dr. Charles Wood –Center for Educational Technologies, WJU

• Dr. Ian Bogost – Persuasive Games & Georgia Tech

• Dr. Ben Hitt – Center for Informatics Sciences, WJU

• Andrew Harrison – Wheeling Jesuit University

• James Oliverio –Digital Worlds Institute, University of Florida

• The Georgia Tech and Center for Educational Technologies Team Members (listed alphabetically)– Dr. James Coffield, Dr. Karen Chen, Katy Cox, Justin Erfort, Matt Gilbert, Will Hankinson, Andrew Harrison, Chris Kreger, Ron Magers, Lisa McFarland, Don Watson.

• David P. Nichols –SPSS master statistician

11

A Growing Team

• Dr. Agustin Tristan – FAMILIA DE PROGRAMAS

KALT.

• Dr. Virginia Diehl – Western Illinois University

• Dr. Beverly Carter – Wheeling Jesuit University

• Dr. Barbara Tabachnick - California State University,

Northridge

• Storm Conaway - Wheeling Jesuit University

• Michael Phillips - Wheeling Jesuit University

• Ralph Seward – Wheeling Jesuit University

• Lisa McFarland – Wheeling Jesuit University

12

~Theory

• Structure mapping (Gentner, 1980+)

• GaME design (Reese, 2003+)

13

~Approach

CORE Content

Gameplay

Game system

Game mechanics

Game goals

14

~ 3 Tools

Flowometer

Assessments

1

3

2

Timed Report Gesture

15

~Continuum

Assessments

16

~Design

From “First Steps and Beyond: Serious Games as Preparation for Future Learning” by Debbie

Denise Reese, 2007, Journal of Educational Media and Hypermedia, in press. Copyright 2007

Association for the Advancement of Computing in Education.

17

~Design

Adapted from Double Transfer Paradigm (Schwartz & Martin, 2004).

Myset 4 Myset 3 Myset 1 Myset 2

Play

Instruction

Watch

Watch Watch

Play

P l a y

18 Image: Bill Hartmann

Chuck Wood

Lunar Scientist

19

Proof-of-Concept

• Embodied.

• Relevant.

• Interest thru

knowledge.

© William K. Hartmann

20

~Domain

21

22

~Assessment

Embedded

• Perceived experience – Flowometer

• Learning – Timed Report

• Learning – Gestures

• Time

External

• Timeline

• Mutual Alignment

23

~Assessment

Accretion

0. Slingshot

1. Scale

Surface Features

2. Select tool

3. Aim

4. Launch

5. Impact

6. Garden

7. Place vent

8. Aim basin-forming asteroid

9. Launch basin-forming asteroid

10. Basin-forming impact

24

~Assessment

Embedded

• Perceived experience – Flowometer

• Learning – Timed Report

• Learning – Gestures

• Time

External

• Timeline

• Mutual Alignment

25

• Pragmatic constraints (Holyoak,1980+)

• Learning goal = Game goal

• 1 variable

~3 Scales: 1.1

26

• Pragmatic constraints (Holyoak,1980+)

• Learning goal = Game goal

• 3 variables

~3 Scales: 1.2

27

• Pragmatic constraints (Holyoak,1980+)

• Learning goal = Game goal

• 5 variables

~3 Scales : 1.3

28

Flow

• Action/awareness

• Concentration

• Loss of self-

consciousness

• Goals

• Feedback

• Paradox of control

29

30

~ESM

Experience Sampling Method Form

31

~Flowometer

32

~Omnibus

• 4 x 7 x 2

• Between-within-within ANOVA

• IV – Condition (4, between): 1-PIP, 2-PPI, 3-

WIP, 4-WPI.

– Segment (7 within)

– Flow (2 within): Challenge and Skill

• DV: Rating (on scale 0-100)

• Outliers moved to next lowest

33

~Omnibus

• Between-within-within ANOVA

• N=96

• nPIP=20, nPPI=9, nWIP=35, nWPI=32

• Univariate, SPSS 15 GLM repeated

• Sphericity-Huynh-Feldt adjustment

34

~Omnibus

Flow: NS

Flow x Condition

• F(3,92)=6.55, p<.001, partial η2=18

Segment

• F(4.40,404.83)=3.98, p<.01, partial η2=.04

Segment x Condition

• NS

Flow x Segment

• F(3.67,337.62)=55.39, p<.001, partial η2=.38

Flow x Segment x Condition

• F(11.01,337.62)=5.30, p<.001, partial η2=.15

35

Myset 1

61.58

39.96

36.29

76.16 75.42

30.68

26.00

39.87

68.87 69.68

34.68

24.89

75.61 76.16

0.00

10.00

20.00

30.00

40.00

50.00

60.00

70.00

80.00

90.00

100.00

1. SSAcc 2. Acc 3. SF 4. IAcc 5. I. SF 6. Acc 7. SF

R1. Watch R1. Play R1. Watch R2. Play

Skill

Challenge

W P W P

36

Myset 1

61.58

39.96

36.29

76.16 75.42

30.68

26.00

39.87

68.87 69.68

34.68

24.89

75.61 76.16

0.00

10.00

20.00

30.00

40.00

50.00

60.00

70.00

80.00

90.00

100.00

1. SSAcc 2. Acc 3. SF 4. IAcc 5. I. SF 6. Acc 7. SF

R1. Watch R1. Play R1. Watch R2. Play

Skill

Challenge

W P W P

37

61.58

39.96

36.29

76.16 75.42

30.68

26.00

39.87

68.87 69.68

34.68

24.89

75.61 76.16

0.00

10.00

20.00

30.00

40.00

50.00

60.00

70.00

80.00

90.00

100.00

1. SSAcc 2. Acc 3. SF 4. IAcc 5. I. SF 6. Acc 7. SF

R1. Watch R1. Play R1. Watch R2. Play

Skill

Challenge53.41

59.67

40.86

45.52

36.82

83.41

71.82

51.09

67.96

74.41

77.72 77.36

32.27

39.82

0.00

10.00

20.00

30.00

40.00

50.00

60.00

70.00

80.00

90.00

100.00

1. SSAcc 2. Acc 3. SF 6. Acc 7. SF 8. Iacc 9. ISF

R1. Watch R1. Play R2. Play R2. Watch

Skill

Challenge

51.38

64.24

72.14 71.22

74.72

33.53

27.33

39.18

31.85

22.67 22.78 22.81

75.63

78.97

0.00

10.00

20.00

30.00

40.00

50.00

60.00

70.00

80.00

90.00

100.00

1. SSAcc 2. Acc 3. SF 4. IAcc 5. I. SF 6. Acc 7. SF

R1. Watch R1. Watch R1. Watch R2. Play

Skill

Challenge50.10

64.94

69.65

50.73

40.81

71.94 72.81

51.53

40.77 41.61

67.63

73.84

37.84

32.48

0.00

10.00

20.00

30.00

40.00

50.00

60.00

70.00

80.00

90.00

100.00

1. SSAcc 2. Acc 3. SF 6. Acc 7. SF 8. I-Acc 9. I-SF

R1. Watch R1. Watch R2. Play R2. Watch

Skill

Challenge

Myset 1 Myset 2

Myset 3 Myset 4

38

61.58

39.96

36.29

76.16 75.42

30.68

26.00

39.87

68.87 69.68

34.68

24.89

75.61 76.16

0.00

10.00

20.00

30.00

40.00

50.00

60.00

70.00

80.00

90.00

100.00

1. SSAcc 2. Acc 3. SF 4. IAcc 5. I. SF 6. Acc 7. SF

R1. Watch R1. Play R1. Watch R2. Play

Skill

Challenge53.41

59.67

40.86

45.52

36.82

83.41

71.82

51.09

67.96

74.41

77.72 77.36

32.27

39.82

0.00

10.00

20.00

30.00

40.00

50.00

60.00

70.00

80.00

90.00

100.00

1. SSAcc 2. Acc 3. SF 6. Acc 7. SF 8. Iacc 9. ISF

R1. Watch R1. Play R2. Play R2. Watch

Skill

Challenge

51.38

64.24

72.14 71.22

74.72

33.53

27.33

39.18

31.85

22.67 22.78 22.81

75.63

78.97

0.00

10.00

20.00

30.00

40.00

50.00

60.00

70.00

80.00

90.00

100.00

1. SSAcc 2. Acc 3. SF 4. IAcc 5. I. SF 6. Acc 7. SF

R1. Watch R1. Watch R1. Watch R2. Play

Skill

Challenge50.10

64.94

69.65

50.73

40.81

71.94 72.81

51.53

40.77 41.61

67.63

73.84

37.84

32.48

0.00

10.00

20.00

30.00

40.00

50.00

60.00

70.00

80.00

90.00

100.00

1. SSAcc 2. Acc 3. SF 6. Acc 7. SF 8. I-Acc 9. I-SF

R1. Watch R1. Watch R2. Play R2. Watch

Skill

Challenge

Myset 1 Myset 2

Myset 3 Myset 4

39

61.58

39.96

36.29

76.16 75.42

30.68

26.00

39.87

68.87 69.68

34.68

24.89

75.61 76.16

0.00

10.00

20.00

30.00

40.00

50.00

60.00

70.00

80.00

90.00

100.00

1. SSAcc 2. Acc 3. SF 4. IAcc 5. I. SF 6. Acc 7. SF

R1. Watch R1. Play R1. Watch R2. Play

Skill

Challenge53.41

59.67

40.86

45.52

36.82

83.41

71.82

51.09

67.96

74.41

77.72 77.36

32.27

39.82

0.00

10.00

20.00

30.00

40.00

50.00

60.00

70.00

80.00

90.00

100.00

1. SSAcc 2. Acc 3. SF 6. Acc 7. SF 8. Iacc 9. ISF

R1. Watch R1. Play R2. Play R2. Watch

Skill

Challenge

51.38

64.24

72.14 71.22

74.72

33.53

27.33

39.18

31.85

22.67 22.78 22.81

75.63

78.97

0.00

10.00

20.00

30.00

40.00

50.00

60.00

70.00

80.00

90.00

100.00

1. SSAcc 2. Acc 3. SF 4. IAcc 5. I. SF 6. Acc 7. SF

R1. Watch R1. Watch R1. Watch R2. Play

Skill

Challenge50.10

64.94

69.65

50.73

40.81

71.94 72.81

51.53

40.77 41.61

67.63

73.84

37.84

32.48

0.00

10.00

20.00

30.00

40.00

50.00

60.00

70.00

80.00

90.00

100.00

1. SSAcc 2. Acc 3. SF 6. Acc 7. SF 8. I-Acc 9. I-SF

R1. Watch R1. Watch R2. Play R2. Watch

Skill

Challenge

Myset 1 Myset 2

Myset 3 Myset 4

40

61.58

39.96

36.29

76.16 75.42

30.68

26.00

39.87

68.87 69.68

34.68

24.89

75.61 76.16

0.00

10.00

20.00

30.00

40.00

50.00

60.00

70.00

80.00

90.00

100.00

1. SSAcc 2. Acc 3. SF 4. IAcc 5. I. SF 6. Acc 7. SF

R1. Watch R1. Play R1. Watch R2. Play

Skill

Challenge53.41

59.67

40.86

45.52

36.82

83.41

71.82

51.09

67.96

74.41

77.72 77.36

32.27

39.82

0.00

10.00

20.00

30.00

40.00

50.00

60.00

70.00

80.00

90.00

100.00

1. SSAcc 2. Acc 3. SF 6. Acc 7. SF 8. Iacc 9. ISF

R1. Watch R1. Play R2. Play R2. Watch

Skill

Challenge

51.38

64.24

72.14 71.22

74.72

33.53

27.33

39.18

31.85

22.67 22.78 22.81

75.63

78.97

0.00

10.00

20.00

30.00

40.00

50.00

60.00

70.00

80.00

90.00

100.00

1. SSAcc 2. Acc 3. SF 4. IAcc 5. I. SF 6. Acc 7. SF

R1. Watch R1. Watch R1. Watch R2. Play

Skill

Challenge50.10

64.94

69.65

50.73

40.81

71.94 72.81

51.53

40.77 41.61

67.63

73.84

37.84

32.48

0.00

10.00

20.00

30.00

40.00

50.00

60.00

70.00

80.00

90.00

100.00

1. SSAcc 2. Acc 3. SF 6. Acc 7. SF 8. I-Acc 9. I-SF

R1. Watch R1. Watch R2. Play R2. Watch

Skill

Challenge

Myset 1 Myset 2

Myset 3 Myset 4

41

~Difference Trend

-80

-60

-40

-20

0

20

40

60

80

1 2 3 4 5 6 7

Time

Dif

fere

nce (

Ch

all

en

ge -

Skil

l)

1 PIP

2 PPI

3 WIP

4 WPI

p

PLAY

WATCH

p

p

pp

p

p

p

p

pp

I

I II

I

I

II

42

~Flow Linear Trend

43

~Flow Linear Trend

44

~Means what?

Myset 1

0

10

20

30

40

50

60

70

80

90

100

0 10 20 30 40 50 60 70 80 90 100Skill

Ch

all

en

ge

1. r1w

2. r1p

3. r1p

4. r1wI

5. r1wI

6. r2p7. r2p

Myset 2

0

10

20

30

40

50

60

70

80

90

100

0 10 20 30 40 50 60 70 80 90 100Skill

Ch

all

en

ge

1.r1w

2. r1p

3.r1p

8.r2wI

9. r2wI

6. r2p7.r2p

Myset 3

0

10

20

30

40

50

60

70

80

90

100

0 10 20 30 40 50 60 70 80 90 100Skill

Ch

all

en

ge

1.r1w

4.r1I

5.r1I

3.r1w

2. r1w

6.r2p

7. r2p

Myset 4

0

10

20

30

40

50

60

70

80

90

100

0 10 20 30 40 50 60 70 80 90 100Skill

Ch

alle

ng

e

1. r1w

2. r1w

3. r1w

8. r1wI

9. r1wI

6. r2p7. r2p

45

~Screening

0

10

20

30

40

50

60

70

80

90

100

0 10 20 30 40 50 60 70 80 90 100

Skill

Ch

all

en

ge

Instructional Movie

Watch Solar System Accretion

Gameplay

Apathy Relaxation

Boredom

Worry

Anxiety Flow

Arousal

Control I

I

W

I

W

46

0

10

20

30

40

50

60

70

80

90

100

0 10 20 30 40 50 60 70 80 90 10

0

Skill

Ch

allen

ge

1. r1w

2. r1p

3. r1p

4. r1wI

5. r1wI

6. r2p

7. r2p

0

10

20

30

40

50

60

70

80

90

100

0 10 20 30 40 50 60 70 80 90 100

Skill

Ch

all

en

ge

Instructional Movie

Watch Solar System Accretion

Gameplay

Apathy Relaxation

Boredom

Worry

Anxiety Flow

Arousal

Control I

I

W

I

W

Skill

100

Player 1714 Trace Mean Myset 1 Trace

47

~Flow PID 1714

0

20

40

60

80

100

1201.

DS

SA

cc2.

GM

Ar1

s13.

GM

Ar1

s34.

GM

Ar1

s35.

GM

Ar1

s36.

GM

Ar1

s37.

GS

Fr1

S2

8.

GS

Fr1

s3

9. I

MO

10.

IV

11.

GM

Ar2

s312

.

GM

Ar2

s313

.

GS

Fr2

s2

R1.

Watch

R1. Play R1.

Watch

R2. Play

PID 1714 •Challenge

•Skill

Myset 1Mean •Challenge

•Skill

48

~Timed Report

• Every 10 seconds of gameplay.

• Scored

– -1 – 0

– +1

• X by

– Segment (4 or 2)

– Subsegment (12 or 6)

49

~TR Trace

0

10

20

30

40

50

60

70

80

90

100ssa

ccs/t

accR

1s/t

1

accR

1s/t

2

accR

1s/t

2

accR

1s/t

3

accR

1s/t

3

accR

1s/t

3

sfR

1s/t

2

sfR

1s/t

3

accR

2s/t

2

accR

2s/t

2

accR

2s/t

3

sfR

2s/t

1

Timed Report

skill

challenge

10

-1

IVm

agR

1

IVvolR

1

50

~TR Trace

0

10

20

30

40

50

60

70

80

90

100

ssa

ccs/

t

acc

R1

s/t1

acc

R1

s/t2

acc

R1

s/t2

acc

R1

s/t3

acc

R1

s/t3

acc

R1

s/t3

sfR

1s/

t2

sfR

1s/

t3

acc

R2

s/t2

acc

R2

s/t2

acc

R2

s/t3

sfR

2s/

t1

summed TR

skill

challenge

IVm

ag

R1

IVvo

lR1

51

~Timed Report

• 2 x 12

• Between-within ANOVA

• IV

– Condition (2, between): 1-PIP, 2-PPI.

– Subsegment (12 within)

• DV: TR Progress (scale: -1 to 1)

• Outliers not yet considered

52

~Omnibus

Subsegment

• F(8.50,229.62)=19.85, p<.001, partial

η2=.42

Subsegment x Condition

• NS

Condition

• NS

53

~Learning @5.1

54

~TR Post hoc

Sub-

Seg.

Mean*

Std.

Error

95% CI

LCI UCI

1) 1.1 .65 4, 6, 7, 9, 12 .05 .54 .76

2) 1.2 .68 3, 4, 6, 7, 9, 10, 12 .03 .63 .74

4) 2.1 .38 1, 2, 7,8

.38 .30 .45

7) 5.1 .94 1, 2,3,4,5,6,8,9,10,11,12

.02 .91 .97

8) 5.2 .68 3, 4, 6, 7, 9, 10, 12

.03 .62 .75

11) 6.2 .54 6, 7 .06 .43 .66

*Bonferroni adjustment

for multiple comparisons of

alpha=.05

Mysets PIP & PPI

55

~TR Post hoc

Subsegment (Huynt-Feldt), alpha=.0125

• F(1,28)=19.85, p<.001, partial η2=.54

.66 .95

56

~Timed Reports

57

~Timed Report

• 4 x 6

• Between-within ANOVA

• IV

– Condition (4, between): 1-PIP, 2-PPI, 3-

WIP, 4-WPI.

– Segment (6 within)

• DV: TR Progress (scale: -1 to 1)

• Outliers not yet considered

58

~Omnibus

Subsegment (Huynh-Feldt correction)

• F(3.90,355.24)=56.22, p<.001, partial

η2=.38

Subsegment x Condition

• NS

Condition

• NS

59

~All TR

60

~TR Post hoc

Sub-

Seg.

Mean*

Std.

Error

95% CI

LCI UCI

1) 5.1 .90 2, 3, 4, 5, 6 .02 .87 .93

2) 5.2 .66 1, 3, 4, 5, 6 .02 .63 .69

3) 5.3 .41 1, 2

.02 .37 .45

4) 6.1 .42 1, 2

.04 .34 .49

5) 6.2 .51 1, 2, 6

.04 .43 .59

6) 6.3 .33 1, 2, 6 .04 .25 .41

*Bonferroni adjustment

for multiple comparisons

61

~Omnibus

• Between-within-within ANOVA

• N=96

• nPIP=20, nPPI=9, nWIP=35, nWPI=32

• Univariate, SPSS 15 GLM repeated

• Sphericity-Huynh-Feldt adjustment

62

~Omnibus

Flow: NS

Flow x Condition

• F(3,92)=6.55, p<.001, partial η2=.18

Segment

• F(4.40,404.83)=3.98, p<.01, partial η2=.04

Segment x Condition

• NS

Flow x Segment

• F(3.67,337.62)=55.39, p<.001, partial η2=.38

Flow x Segment x Condition

• F(11.01,337.62)=5.30, p<.001, partial η2=.15

63

~Continuum

Assessments

Timeline Assessment

64

~Concepts

• Define targeted domain relational structure.

• Domain structure=game structure.

• Flow supports domain structure.

• Goal: Requires players to master targeted learning.

• Component of events of instruction.

http://selene.cet.edu

65

~CyGaMEs

Csikszentmihaly and Larson (1980) wrote: “the main goal of a truly

civilized education is in fact to teach children to experience flow in

settings that are not harmful to self and others. Again this is the

goal Plato established for his own educational system: To train

youths in how to find pleasure in action which strengthens the

bonds of human solidarity rather than set them against each other”

(p. 186).

CyGaME’s ultimate accomplishment may be to contribute to a truly

civilized education by teaching people to experience flow in

settings that are beneficial to both self and others.

Games as preparation for Future

Learning

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[ _________]:

The Greatest Shows on Earth

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~Questions?

debbie@cet.edu

selene@cet.edu

304-243-4327

CyGaMEs PI Selene project manager

Senior educational researcher

Center for Educational Technologies

NASA-sponsored Classroom of the Future

Wheeling Jesuit University

Wheeling, WV 26003

http://selene.cet.edu

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Dr. Debbie Denise Reese is the senior educational researcher at the NASA-

sponsored Classroom of the Future (COTF) within Wheeling Jesuit University’s

Center for Educational Technologies in Wheeling, WV. She specializes in the

application of cognitive theories to the design of educational technologies and

environments. Over the past 10 years she developed a method for the design,

development, and evaluation of metaphor-enhanced, computer-mediated learning

objects through applied cognitive science metaphor theory. When NASA

eEducation established its roadmap to enhance the nation’s learning and practice

of science through videogames and synthetic worlds, COTF appointed Reese to

lead the research effort into learning and assessment in videogames. In that

capacity Reese refined her earlier work into a method for game-based, metaphor-

enhanced (GaME) instructional design and assessment. In 2007 she implemented

GaME design to produce a cyber-enabled research environment. The resultant

proof-of-concept, Selene: A Lunar Construction GaME, is the subject of national

research study in formal and informal education venues. This research is now

funded by NSF. Reese was the principal researcher and project manager for

NASA’s COTF Inspiration project, an earlier nationwide research study that

developed and tested instructional technology tools for enhancing flow, self-

efficacy, and identity. Selene extends flow research into Game environments.

Dr. Debbie

Denise Reese

CURRICULUM