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Modeling User Exploration and Boundary Testing in Digital Learning Games

Published: 13 July 2016 Publication History

Abstract

Digital games can be potent problem solving environments which afford discovery learning through thoughtful exploration [1, 2]. As such, game microworlds facilitate self-regulated learning through sandbox elements in which students have agency in individualizing their pathways of interaction [3]. These agency-driven environments can support learning via individual discovery of problem space constraints and solutions, particularly through boundary testing and productive failure [cf. 4]. Thus, modeling of user interaction in digital learning games can provide considerable insight into emergent trajectories of discovery-based progression, in which equally engaged players may interact differently with the system. To this end, this research leverages educational data mining (EDM) [5] to investigate organic player trajectories of thoughtful exploration (around boundary testing and productive failure) in a learning gamespace. We align behavioral coding with log file data to automatically detect sequences of thoughtful exploration (TE) in play. Results include a robust predictive model of event-stream TE, with multiple trajectories of emergent student behavior-offering insight into organic learning pathways through the game-based problem space, and informing iterative design in optimization of user experience and student engagement.

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K. Squire, Video Games and Learning: Teaching and Participatory Culture in the Digital Age. Teachers College Press, 2011.
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L. P. Rieber, "Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games.," Educ. Technol. Res. Dev., vol. 44, no. 2, pp. 43--58, 1996.
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M. Kapur, "Productive failure," in Proceedings of the International Conference on the Learning Sciences, 2006, vol. 0, pp. 307--313.
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R. Halverson and V. E. Owen, "Game Based Assessment: An Integrated Model for Capturing Evidence of Learning in Play," Int. J. Learn. Technol. Spec. Issue Game-Based Learn., vol. 9, no. 2, pp. 111--138, 2014.
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Cited By

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  • (2024)When Athletes Play Around Technology - A Sporting Approach to Computing InquiryProceedings of the 2024 Symposium on Learning, Design and Technology10.1145/3663433.3663454(30-37)Online publication date: 21-Jun-2024
  • (2024)The Sequence Matters in Learning - A Systematic Literature ReviewProceedings of the 14th Learning Analytics and Knowledge Conference10.1145/3636555.3636880(263-272)Online publication date: 18-Mar-2024
  • (2022)A systematic review of empirical studies using log data from open‐ended learning environments to measure science and engineering practicesBritish Journal of Educational Technology10.1111/bjet.1328954:1(192-221)Online publication date: 28-Nov-2022
  • Show More Cited By

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Published In

cover image ACM Conferences
UMAP '16: Proceedings of the 2016 Conference on User Modeling Adaptation and Personalization
July 2016
366 pages
ISBN:9781450343688
DOI:10.1145/2930238
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 13 July 2016

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Author Tags

  1. behavior detection
  2. classification
  3. educational data mining
  4. exploration
  5. game-based learning
  6. microworlds
  7. productive failure
  8. serious games
  9. student model

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UMAP '16
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UMAP '16: User Modeling, Adaptation and Personalization Conference
July 13 - 17, 2016
Nova Scotia, Halifax, Canada

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UMAP '16 Paper Acceptance Rate 21 of 123 submissions, 17%;
Overall Acceptance Rate 162 of 633 submissions, 26%

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Cited By

View all
  • (2024)When Athletes Play Around Technology - A Sporting Approach to Computing InquiryProceedings of the 2024 Symposium on Learning, Design and Technology10.1145/3663433.3663454(30-37)Online publication date: 21-Jun-2024
  • (2024)The Sequence Matters in Learning - A Systematic Literature ReviewProceedings of the 14th Learning Analytics and Knowledge Conference10.1145/3636555.3636880(263-272)Online publication date: 18-Mar-2024
  • (2022)A systematic review of empirical studies using log data from open‐ended learning environments to measure science and engineering practicesBritish Journal of Educational Technology10.1111/bjet.1328954:1(192-221)Online publication date: 28-Nov-2022
  • (2019)Bridging Two Worlds: Principled Game-Based Assessment in Industry for Playful Learning at ScaleGame-Based Assessment Revisited10.1007/978-3-030-15569-8_12(229-256)Online publication date: 6-Nov-2019
  • (2018)Fueling Prediction of Player Decisions: Foundations of Feature Engineering for Optimized Behavior Modeling in Serious GamesTechnology, Knowledge and Learning10.1007/s10758-018-9393-9Online publication date: 22-Nov-2018

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