Pub Date : 1900-01-01DOI: 10.4018/978-1-5225-7461-3.CH003
T. Talbot, A. Rizzo
The USC Standard Patient is a virtual human-based conversational agent serving in the role of a simulated medical patient, also known as a virtual standardized patient (VSP). This research identified deficiencies of extant VSP systems, defined a robust set of requirements, and successfully achieved nearly all of them. Markedly impressive advancements were made in virtual human technology, techniques to apply natural language processing, automated assessment artificial intelligence, and pedagogical design. The effort succeeded with performance parameters of high conversational performance, accurate assessment, and strongly demonstrated user training effect. Although working well within its confined are of expertise, the ability for computers to create authentic mixed initiative conversations remains elusive. This effort leaves behind many lessons for interactive serious games, clinical virtual humans, and conversational virtual human training applications.
{"title":"Virtual Standardized Patients for Interactive Conversational Training","authors":"T. Talbot, A. Rizzo","doi":"10.4018/978-1-5225-7461-3.CH003","DOIUrl":"https://doi.org/10.4018/978-1-5225-7461-3.CH003","url":null,"abstract":"The USC Standard Patient is a virtual human-based conversational agent serving in the role of a simulated medical patient, also known as a virtual standardized patient (VSP). This research identified deficiencies of extant VSP systems, defined a robust set of requirements, and successfully achieved nearly all of them. Markedly impressive advancements were made in virtual human technology, techniques to apply natural language processing, automated assessment artificial intelligence, and pedagogical design. The effort succeeded with performance parameters of high conversational performance, accurate assessment, and strongly demonstrated user training effect. Although working well within its confined are of expertise, the ability for computers to create authentic mixed initiative conversations remains elusive. This effort leaves behind many lessons for interactive serious games, clinical virtual humans, and conversational virtual human training applications.","PeriodicalId":165616,"journal":{"name":"Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations","volume":"53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115736317","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.4018/978-1-5225-7461-3.CH009
Julie A. Brown, B. Schutter
Play is a lifelong construct that is individually defined and is influenced by multiple variables that affect how play is interpreted and experienced in old age. This chapter highlights the significance of using a life course perspective to explore how play is shaped and reflected through digital gameplay and preferences as a game player ages. Using grounded theory methodology, 51 participants (age 43–77) were interviewed individually. The resulting transcripts were coded to identify emergent themes. The findings demonstrate 1) how play changes throughout the lifespan, 2) how play preferences established in childhood influence digital gameplay for aging adults, and 3) how aging adult gamers aspire to continue gaming as they grow older. Collectively, these themes provide insight into the aspects that need to be taken into account when designing games for aging gamer populations.
{"title":"Using Notions of “Play” Over the Life Course to Inform Game Design for Older Populations","authors":"Julie A. Brown, B. Schutter","doi":"10.4018/978-1-5225-7461-3.CH009","DOIUrl":"https://doi.org/10.4018/978-1-5225-7461-3.CH009","url":null,"abstract":"Play is a lifelong construct that is individually defined and is influenced by multiple variables that affect how play is interpreted and experienced in old age. This chapter highlights the significance of using a life course perspective to explore how play is shaped and reflected through digital gameplay and preferences as a game player ages. Using grounded theory methodology, 51 participants (age 43–77) were interviewed individually. The resulting transcripts were coded to identify emergent themes. The findings demonstrate 1) how play changes throughout the lifespan, 2) how play preferences established in childhood influence digital gameplay for aging adults, and 3) how aging adult gamers aspire to continue gaming as they grow older. Collectively, these themes provide insight into the aspects that need to be taken into account when designing games for aging gamer populations.","PeriodicalId":165616,"journal":{"name":"Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134292746","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.4018/978-1-5225-7461-3.CH006
Karrie E. Godwin, D. Lomas, K. Koedinger, A. Fisher
Selective sustained attention, or the ability to allocate perceptual and mental resources to a single object or event, is an important cognitive ability widely assumed to be required for learning. Assessing young children's selective sustained attention is challenging due to the limited number of sensitive and developmentally appropriate performance-based measures. Furthermore, administration of existing assessments is difficult, as children's engagement with such tasks wanes quickly. One potential solution is to provide assessments within an engaging environment, such as a video game. This chapter reports the design and psychometric validation of a video game (Monster Mischief) designed to assess selective sustained attention in preschool children. In a randomized controlled trial, the authors demonstrate that Monster Mischief is significantly correlated with an existing measure of selective sustained attention (rs ≥ 0.52), and more motivating for young children as almost three times more children preferred Monster Mischief to the existing measure.
{"title":"Monster Mischief","authors":"Karrie E. Godwin, D. Lomas, K. Koedinger, A. Fisher","doi":"10.4018/978-1-5225-7461-3.CH006","DOIUrl":"https://doi.org/10.4018/978-1-5225-7461-3.CH006","url":null,"abstract":"Selective sustained attention, or the ability to allocate perceptual and mental resources to a single object or event, is an important cognitive ability widely assumed to be required for learning. Assessing young children's selective sustained attention is challenging due to the limited number of sensitive and developmentally appropriate performance-based measures. Furthermore, administration of existing assessments is difficult, as children's engagement with such tasks wanes quickly. One potential solution is to provide assessments within an engaging environment, such as a video game. This chapter reports the design and psychometric validation of a video game (Monster Mischief) designed to assess selective sustained attention in preschool children. In a randomized controlled trial, the authors demonstrate that Monster Mischief is significantly correlated with an existing measure of selective sustained attention (rs ≥ 0.52), and more motivating for young children as almost three times more children preferred Monster Mischief to the existing measure.","PeriodicalId":165616,"journal":{"name":"Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations","volume":"76 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125448412","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.4018/978-1-5225-7461-3.CH007
Yu-Hao Lee, Norah E. Dunbar, K. Kornelson, Scott N. Wilson, Ryan Ralston, M. Savić, Sepideh Stewart, Emily Lennox, William Thompson, Javier Elizondo
This study has two goals: first, to investigate the effectiveness of using a digital game to teach undergraduate-level calculus in improving task immersion, sense of control, calculation skills, and conceptual understanding, and second, to investigate how feedback and visual manipulation can facilitate conceptual understanding of calculus materials. One hundred thirty-two undergraduate students participated in a controlled lab experiment and were randomly assigned to either a game-playing condition, a practice quiz condition, or a no-treatment control condition. The authors collected survey data and behavioral-tracking data recorded by the server during gameplay. The results showed that students who played the digital game reported highest task immersion but not in sense of control. Students in the game condition also performed significantly better in conceptual understanding compared to students who solved a practice quiz and the control group. Gameplay behavioral-tracking data was used to examine the effects of visual manipulation and feedback on conceptual understanding.
{"title":"A Digital Game for Undergraduate Calculus","authors":"Yu-Hao Lee, Norah E. Dunbar, K. Kornelson, Scott N. Wilson, Ryan Ralston, M. Savić, Sepideh Stewart, Emily Lennox, William Thompson, Javier Elizondo","doi":"10.4018/978-1-5225-7461-3.CH007","DOIUrl":"https://doi.org/10.4018/978-1-5225-7461-3.CH007","url":null,"abstract":"This study has two goals: first, to investigate the effectiveness of using a digital game to teach undergraduate-level calculus in improving task immersion, sense of control, calculation skills, and conceptual understanding, and second, to investigate how feedback and visual manipulation can facilitate conceptual understanding of calculus materials. One hundred thirty-two undergraduate students participated in a controlled lab experiment and were randomly assigned to either a game-playing condition, a practice quiz condition, or a no-treatment control condition. The authors collected survey data and behavioral-tracking data recorded by the server during gameplay. The results showed that students who played the digital game reported highest task immersion but not in sense of control. Students in the game condition also performed significantly better in conceptual understanding compared to students who solved a practice quiz and the control group. Gameplay behavioral-tracking data was used to examine the effects of visual manipulation and feedback on conceptual understanding.","PeriodicalId":165616,"journal":{"name":"Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations","volume":"78 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123394290","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.4018/978-1-5225-7461-3.CH008
Liz Owens Boltz
Historical empathy has increasingly been recognized as a multidimensional construct that involves both cognitive and affective dimensions. Research suggests that engaging learners with diverse historical perspectives in activities like debate, writing, and role play can be more effective for historical empathy than traditional instruction. Although several studies have investigated the effectiveness of these strategies, little is known about the effectiveness of games in promoting historical empathy. Through observation, recorded game play, and semi-structured interviews, this chapter examined how historical empathy manifested as eighth graders played a videogame about World War I (Valiant Hearts). The findings indicate that specific elements of game play may foster particular dimensions of historical empathy better than others, and that some dimensions tend to arise spontaneously while others require (or even resist) prompting.
{"title":"“Nervousness and Maybe Even Some Regret”","authors":"Liz Owens Boltz","doi":"10.4018/978-1-5225-7461-3.CH008","DOIUrl":"https://doi.org/10.4018/978-1-5225-7461-3.CH008","url":null,"abstract":"Historical empathy has increasingly been recognized as a multidimensional construct that involves both cognitive and affective dimensions. Research suggests that engaging learners with diverse historical perspectives in activities like debate, writing, and role play can be more effective for historical empathy than traditional instruction. Although several studies have investigated the effectiveness of these strategies, little is known about the effectiveness of games in promoting historical empathy. Through observation, recorded game play, and semi-structured interviews, this chapter examined how historical empathy manifested as eighth graders played a videogame about World War I (Valiant Hearts). The findings indicate that specific elements of game play may foster particular dimensions of historical empathy better than others, and that some dimensions tend to arise spontaneously while others require (or even resist) prompting.","PeriodicalId":165616,"journal":{"name":"Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131016835","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.4018/978-1-5225-7461-3.CH004
Mario Martinez-Garza, Douglas B. Clark
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.
{"title":"Investigating Epistemic Stances in Game Play Through Learning Analytics","authors":"Mario Martinez-Garza, Douglas B. Clark","doi":"10.4018/978-1-5225-7461-3.CH004","DOIUrl":"https://doi.org/10.4018/978-1-5225-7461-3.CH004","url":null,"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.","PeriodicalId":165616,"journal":{"name":"Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations","volume":"218 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121054582","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.4018/978-1-5225-7461-3.CH001
Brock Dubbels
A serious game can be entertaining and enjoyable, but it is designed to facilitate the acquisition of skills and knowledge performance in the workplace, classroom, or therapeutic context. Claims of improvement can be validated through assessments successful, measurable practice beyond the game experience, the targeted context of the workplace, classroom, or clinical using the same tools as multiple traits and multiple measure (MTMM) models. This chapter provides a post-mortem describing the development of the initial design and development of a measurable model to inform the design requirements for validation for a serious game. In this chapter, the reader will gain insight into the implementation of lean process, design thinking, and field observations for generative research. This data informs the assessments and measurement of performance, validated through the MTMM model criteria for requirements. The emphasis examines the role of research insights for onboarding and professional development of newly hired certified nursing assistants in a long-term care facility.
{"title":"Requirements-Based Design of Serious Games and Learning Software","authors":"Brock Dubbels","doi":"10.4018/978-1-5225-7461-3.CH001","DOIUrl":"https://doi.org/10.4018/978-1-5225-7461-3.CH001","url":null,"abstract":"A serious game can be entertaining and enjoyable, but it is designed to facilitate the acquisition of skills and knowledge performance in the workplace, classroom, or therapeutic context. Claims of improvement can be validated through assessments successful, measurable practice beyond the game experience, the targeted context of the workplace, classroom, or clinical using the same tools as multiple traits and multiple measure (MTMM) models. This chapter provides a post-mortem describing the development of the initial design and development of a measurable model to inform the design requirements for validation for a serious game. In this chapter, the reader will gain insight into the implementation of lean process, design thinking, and field observations for generative research. This data informs the assessments and measurement of performance, validated through the MTMM model criteria for requirements. The emphasis examines the role of research insights for onboarding and professional development of newly hired certified nursing assistants in a long-term care facility.","PeriodicalId":165616,"journal":{"name":"Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations","volume":"117 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114569009","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.4018/978-1-5225-7461-3.CH005
Mina Johnson, David Birchfield, Colleen Megowan-Romanowicz
To understand how students learn while engaged in active and embodied science games, two gears games were created. Would students' gear switching skills during the game be correlated with pre- and post-knowledge tests? Twenty-three seventh graders, playing as dyads, used gestures to manipulate virtual gears in the games. The Microsoft Kinect sensor tracked arm-spinning movements. Paper and pencil gear knowledge tests were administered before and after. In Game 1 (the easier one), the in-game switching data was significantly negatively correlated with only pretest gear knowledge. In Game 2 (the harder one), switching was negatively associated with both pre- and posttests. Negative correlations mean that fewer switches were used and that demonstrated better knowledge of mechanical advantage. In-game process data can provide a window onto learner's knowledge. However, the games need to have appropriate sensitivity and map to the learner's ZPD. In ludo (or in-process) data from videogames with high sensitivity may attenuate the need for repetitive traditional knowledge tests.
{"title":"If the Gear Fits, Spin It Again!","authors":"Mina Johnson, David Birchfield, Colleen Megowan-Romanowicz","doi":"10.4018/978-1-5225-7461-3.CH005","DOIUrl":"https://doi.org/10.4018/978-1-5225-7461-3.CH005","url":null,"abstract":"To understand how students learn while engaged in active and embodied science games, two gears games were created. Would students' gear switching skills during the game be correlated with pre- and post-knowledge tests? Twenty-three seventh graders, playing as dyads, used gestures to manipulate virtual gears in the games. The Microsoft Kinect sensor tracked arm-spinning movements. Paper and pencil gear knowledge tests were administered before and after. In Game 1 (the easier one), the in-game switching data was significantly negatively correlated with only pretest gear knowledge. In Game 2 (the harder one), switching was negatively associated with both pre- and posttests. Negative correlations mean that fewer switches were used and that demonstrated better knowledge of mechanical advantage. In-game process data can provide a window onto learner's knowledge. However, the games need to have appropriate sensitivity and map to the learner's ZPD. In ludo (or in-process) data from videogames with high sensitivity may attenuate the need for repetitive traditional knowledge tests.","PeriodicalId":165616,"journal":{"name":"Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130685036","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}