Investigating Epistemic Stances in Game Play Through Learning Analytics

Mario Martinez-Garza, Douglas B. Clark
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Abstract

The authors apply techniques of statistical computing to data logs to investigate the patterns in students' play of The Fuzzy Chronicles and how these patterns relate to learning outcomes related to Newtonian kinematics. This chapter has two goals. The first goal is to investigate the basic claims of the proposed two-system framework for game-based learning (or 2SM) that may serve as part of a general-use explanatory framework for educational gaming. The second goal is to explore and demonstrate the use of automated log files of student play as evidence of learning through educational data mining techniques. These goals were pursued via two research questions. The first research question examines whether students playing the game showed evidence of dichotomous fast/slow modes of solution. A second research question investigates the connection between conceptual understanding and student performance in conceptually-laden challenges. Implications in terms of game design, learning analytics, and refinement of the 2SM are discussed.
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通过学习分析研究游戏玩法中的认知立场
作者将统计计算技术应用于数据日志,以调查学生玩《模糊编年史》的模式,以及这些模式与牛顿运动学相关的学习成果之间的关系。本章有两个目标。第一个目标是调查基于游戏的学习(或2SM)的两系统框架的基本主张,这可能是教育游戏的通用解释框架的一部分。第二个目标是探索和演示使用学生游戏的自动日志文件作为通过教育数据挖掘技术学习的证据。这些目标是通过两个研究问题实现的。第一个研究问题考察了玩游戏的学生是否表现出二分的快/慢解决模式。第二个研究问题是关于概念理解和学生在充满概念的挑战中的表现之间的联系。本文讨论了游戏设计、学习分析和改进2SM的含义。
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