Exploring the Subtleties of Agency and Indirect Control in Digital Learning Games

Erik Harpstead, J. Richey, Huy A. Nguyen, B. McLaren
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引用次数: 14

Abstract

How do the features of a learning environment's user interface impact learners' agency and, further, their learning? We explored this question in the context of Decimal Point, a digital learning game designed to support middle school students in learning decimals. Previous studies of the game showed that giving students the ability to choose the order and number of mini-games to play did not significantly impact their learning outcomes compared to a condition without choice. In this paper we explore whether some elements of the game's interface may have inadvertently exerted indirect control over students' choice, leading to the previous effects. We conducted a classroom study using a new version of the game that varied whether students saw a visual path connecting mini-games on the game map to modulate the level of indirect control students would experience with an implied ordering. Ultimately, we found that students in the no-line condition exercised significantly more agency but did not learn any less than the line condition. These results suggest that indirect control can be a subtle but powerful way to direct student attention in digital learning games.
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探讨数字学习游戏中的代理和间接控制的微妙之处
学习环境的用户界面的特征如何影响学习者的代理,进而影响他们的学习?我们在《Decimal Point》中探讨了这个问题,这是一款旨在帮助中学生学习小数的数字学习游戏。之前的研究表明,与没有选择的情况相比,让学生选择玩小游戏的顺序和数量对他们的学习效果没有显著影响。在本文中,我们探讨了游戏界面的某些元素是否可能无意中对学生的选择施加了间接控制,从而导致了之前的影响。我们使用一个新版本的游戏进行了一项课堂研究,改变了学生是否看到连接游戏地图上的迷你游戏的视觉路径,以调节学生将体验到的隐含顺序的间接控制水平。最终,我们发现,在无线条件下,学生明显地锻炼了更多的代理,但并没有比有线条件下学得少。这些结果表明,在数字学习游戏中,间接控制是引导学生注意力的一种微妙而有力的方式。
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