Using Information Visualization to Promote Students' Reflection on "Gaming the System" in Online Learning

Meng Xia, Yuya Asano, J. Williams, Huamin Qu, Xiaojuan Ma
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引用次数: 9

Abstract

"Gaming the system" is the phenomenon where students attempt to perform well by systematically exploiting properties of the learning system, rather than learning the material. Frequent gaming tends to cause bad learning outcomes. Though existing studies tackle the problem by redesigning the system workflow to change students' behaviors automatically, gaming students discover new ways to game. We instead propose a novel way, reflective nudge, to reflectively influence students' attitudes by conveying reasons not to game via information visualizations. Particularly, we identify three common gaming contexts and involve students and instructors in co-designing three context-specific persuasive visualizations. We deploy our information visualizations in a real online learning platform. Through embedded surveys and in-person interviews, we find some evidence that the designs can promote students' reflection on gaming, and suggestive data that two of them can reduce gaming compared with control groups. Furthermore, we present insights into reflective nudge designs and practical issues concerning deployment.
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利用信息可视化促进学生对网络学习中“游戏系统”的思考
“游戏系统”是指学生试图通过系统地利用学习系统的特性而不是学习材料来取得好成绩的现象。频繁玩游戏往往会导致糟糕的学习结果。虽然现有的研究通过重新设计系统工作流程来自动改变学生的行为来解决问题,但游戏学生发现了新的游戏方式。相反,我们提出了一种新颖的方式,反思性推动,通过信息可视化传达不玩游戏的理由,反思性地影响学生的态度。特别是,我们确定了三种常见的游戏情境,并让学生和教师共同设计三种特定情境的说服性可视化。我们在一个真正的在线学习平台上部署我们的信息可视化。通过嵌入式调查和面对面访谈,我们发现一些证据表明,这些设计可以促进学生对游戏的反思,并且暗示数据表明,与对照组相比,其中两个设计可以减少游戏。此外,我们还提出了对反思性助推设计和有关部署的实际问题的见解。
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