当前位置: X-MOL 学术IEEE Trans. Learning Technol. › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Patterns of Engagement in an Educational Massively Multiplayer Online Game: A Multidimensional View
IEEE Transactions on Learning Technologies ( IF 3.7 ) Pub Date : 2020-01-21 , DOI: 10.1109/tlt.2020.2968234
Jose A. Ruiperez-Valiente , Matthew Gaydos , Louisa Rosenheck , Yoon Jeon Kim , Eric Klopfer

Learning games have great potential to become an integral part of new classrooms of the future. One of the key reported benefits is the capacity to keep students deeply engaged during their learning process. Therefore, it is necessary to develop models that can measure quantitatively how learners are engaging with learning games to inform game designers and educators, and to find ways to maximize learner engagement. In this article, we present our proposal to multidimensionally measure engagement in a learning game over four dimensions: general activity, social, exploration, and quests. We apply metrics from these dimensions to data from The Radix Endeavor , an inquiry-based online game for STEM learning that has been tested in K-12 classrooms as part of a pilot study across numerous schools. Based on these dimensions, we apply clustering and report four different engagement profiles that we define as “integrally engaged,” “lone achiever,” “social explorer,” and “nonengaged.” We also use three variables (account type, class grade, and gender) to perform a cross-sectional analysis finding interesting, statistically significant differences in engagement. For example, in-school students and accounts registered to males engaged socially much more than out-of-school learners or accounts registered to females, and that older students have better performance metrics than younger ones.

中文翻译:

教育性大型多人在线游戏中的参与模式:多维视角

学习游戏具有巨大的潜力,可以成为未来新教室不可或缺的一部分。报告的主要好处之一是可以使学生在学习过程中保持深度投入。因此,有必要开发一种模型,该模型可以定量地衡量学习者如何与学习游戏互动,以告知游戏设计者和教育者,并找到最大程度地提高学习者参与度的方法。在本文中,我们提出了从四个方面对学习游戏中的参与度进行多维测量的建议:一般活动,社交,探索和任务。我们将这些维度的指标应用于来自奋进基 ,这是一款基于查询的STEM学习在线游戏,已在K-12教室进行了测试,作为众多学校试点研究的一部分。基于这些维度,我们应用聚类并报告四个不同的参与配置文件,我们将其定义为“整体参与”,“孤独成就者”,“社交探索者”和“未参与”。我们还使用三个变量(帐户类型,班级等级和性别)进行横断面分析,发现有趣的,具有统计学意义的参与度差异。例如,在校学生和向男性注册的账户比在校学习者或向女性注册的账户参与的社交活动更多,并且年龄较大的学生比年轻的学生具有更好的绩效指标。
更新日期:2020-01-21
down
wechat
bug