Global 3D Technology Forum Developing and Testing Math Games for Learning: Best Practices, Lessons Learned, and Results From a Large-Scale Randomized Controlled Trial Gregory Chung Assistant Director for Research Innovation National Center for Research on Evaluation, Standards, and Student Testing (CRESST) University of California, Los Angeles (UCLA) Global 3D Technology Forum Seoul – 15 October 2014 Structure of Talk 2/9 • Brief introduction • Why develop math games? • Large-scale randomized controlled trial of the effectiveness of our games • Impact, best practices, and lessons learned Introduction to CRESST 3/9 • National Center for Research on Evaluation, Standards, and Student Testing • Co-Directors Eva Baker, Li Cai • 15+ PhD, 10+ MA/MS/BS research staff; graduate students, programmers, graphic artists, business and administrative support • Supported by federal (DoE, NSF, DARPA, ONR), state, and local agencies, foundations, non-profits, and business CRESST Games for Learning R&D IES / CATS DARPA / Engage ONR / CSUSB PBS Mobilize 6 K-3 College K-2 9-12 math physics math math c/s Develop ontology and knowledge specifications Research: In what ✓ ✓ ✓ Develop games ✓ ✓ ✓ ✓ ✓ Topic Grade Domain Engineering • ways and under what conditions ✓ effectively ✓ ✓ Develop testbed can video games be used to teach, ✓ ✓ ✓ ✓ Instrument games assess, and engage students? • Engineering: Develop or adopt design processes thatdesigns lead to effective and engaging ✓ ✓ games ✓ Instructional/game Research Modeling user understanding • ✓ Analytics: Develop or adopt methods of collecting ✓ ✓ ✓ ✓ and analyzing large-scale game data Mining gameplay data In-game adaptivity ✓ ✓ ✓ ✓ Rapid assessment generation ✓ ✓ Novel assessment formats ✓ ✓ Executing RCT ✓ ✓ Crowdsourcing data collection 4 /9 ✓ ✓ Background Why Develop Math Games? Focus on Pre-algebra 6/9 • Pre-algebra provides students with the fundamental skills and knowledge that underlie algebra • Gateway to more advanced mathematics and STEM majors • 3rd – 4th grade concepts remain unmastered well into college What’s Wrong With This Picture? 7/9 8th Grade National Sample % Incorrect: 25% % Incorrect: 33% 8/9 Remedial Math in College: Intermediate Algebra Item % Incorrect 27% 26% 11% 9 Tensions: Games for Learning Math game <–---> learning fun <–---> math play time <–---> efficiency choose to play <–---> have to play commercial grade <–---> research grade implicit instruction <–---> explicit instruction unobtrusive measurement <–---> obtrusive measurement (embedded) (external) simple tasks <–---> complex tasks abstract math <–---> concrete math 10 / 9 conceptual <–---> fluency Project Goal • Develop and evaluate video games aimed at improving students’ knowledge and skills in prealgebra topics Focus on rational numbers and solving equations (Grade 6) Use an engineering approach to systematically develop and test games Conduct a randomized controlled trial to test the effectiveness of our games 11 / 9 Randomized Controlled Trial of Game Effectiveness Research Question • 13 / 9 Does playing CRESST-developed rational number games result in more learning of rational number concepts compared to playing a comparison set of games? Sample • 62 classrooms randomly assigned to condition 30 treatment classrooms 29 comparison classrooms 3 classes dropped because of schools’ technology ~1500 students • 14 / 9 Final sample—59 classrooms, 9 districts, 23 schools in California and Nevada, ethnically diverse Procedure • Teachers integrated math games into their curriculum Rational number or control topic 3 hours professional development Implementation window: January to April (pre-state testing) Pretest 10 (30min) gameplay days within window (40min per occasion) Delayed • posttest 1 week after last game (30min) $600 honorarium to teacher 15 / 9 Measures 16 / 9 Results • The treatment condition performed significantly higher on the posttest than the comparison condition Treatment condition (n = 30) played 4 games related to fractions Comparison condition (n = 29) played 4 alternative games (solving equations) No differences between conditions on pretest 17 / 9 Student’s Perceptions I learned from at least two games Agree I really got into at least two games Disagree I wanted to play longer in at least two games 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% Teacher’s Perceptions At least two games helped students learn Agree Students were engaged in almost every game Disagree Would use games again in classroom 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% Efficacy Trial Results • Multi-level model shows significant effects of treatment, effect size = .6 Type of Intervention Mean Effect Size Instructional format .21a Instructional component/skill training .36a Focused on individual students .40a Simulation and games .34b Computer-assisted instruction .31b aLipsey, M. W. et al. (2012). Translating the Statistical Representation of the Effects of Education Interventions Into More Readily Interpretable Forms. (NCSER 2013-3000). bHattie, J . (2009). Visible Learning: A Synthesis of Over 800 Meta-Analyses Relating to Achievement. 19 / 9 Routledge. Game Development Methodology Hope is Not a Strategy Launch Schedule Y1 Y2 Y3 Game Development Studies Study lock Procedure test Classroom dry run 22 / 9 Launch Y4 Game Development Studies 2 Years Before RCT • Total of 24 small-scale studies, Grades 4-12 Schools, after-school program, private school 18 • sites; 8 school districts; 4 states Types of studies Small scale tests, pre-post, think-alouds 7 studies; total N=238 Experimental studies: Instructional variations 10 studies; total N=1588 Typically 30-40 minutes Assessment and methodology studies 23 / 9 7 studies; experimental data plus 711 new subjects LARGE SCALE EFFICACY TEST 59 classrooms (1,700 kids) GAME EFFECTIVENESS TRIALS 60 + kids per condition Game Development and Testing Process GAME PROTOTYPE + TESTING Small-scale (1-5 students) Classroom-scale (30 students) PLAY/PAPER TESTING Small-scale (1-5 students) Classroom-scale (30 students) DEVELOPMENT establish instructional sequence + assessments Fractions Games 25 / 9 Wiki Jones Save Patch (number line) (unit, fractional pieces, adding fractions) Tlaloc’s Book Rosie’s Rates (inverse operations) (functions) Solving Equations Games 26 / 9 Monster Line Expresso (operations on pos. and neg. integers) (transforming expressions) Zooples AlgebRock (solving equations) (solving equations) Game Development Studies Results • Empirical Instruction/feedback – less is more, narrative and avatar choice matters for engagement, collaboration helpful for low performers, repeated play improves learning, math measure validation, engagement scale validation, misconceptions and play strategies detectable via data mining, ... • Student and teacher self-reports, classroom observations Game features – music, graphics, cheevos, avatar select Math not really an issue, high engagement, surprises 27 / 9 Technology issues Game Development Studies Results • Developing games for learning – hard but doable Big difference between teaching and practice Games don’t have to be AAA quality Classroom context sets a low bar Stickiness possible – the more challenging, the more sticky Game mechanics that require use of knowledge is a key design feature Anecdotal collateral benefits of gameplay – more student 28 / 9 engagement, more individual attention, better feedback to teacher, increased confidence of student, productive studentstudent interactions Impact, Best Practices, and Lessons Learned Impact: Developed learningEffective Games • 30 / 9 6th students learned from our fractions games as measured by an external transfer test Impact: New Methodology, Dissemination • New statistical methodology developed at CRESST (Li Cai, Kil-Chan Choi) • Technical reports craziness CATS technical reports downloaded 69,456 times (4 yrs) • Journals (15), proceedings (7), chapters (9), technical reports (22), conference presentations (96) • Transfer of development approaches and methodologies to other game-focused projects at CRESST 31 / 9 Best Practices: Coherent Design Process • Ontologies and knowledge specifications • Guides what to teach in game, what to measure, what to focus on in teacher training 32 / 9 Common Core State Standards Best Practices: Game Testbed to Accelerate R&D <root> <verifylogins> false </verifylogins> <loginfile> RNLogins.xml </loginfile> <hidescroll> false </hidescroll> <cheats> true </cheats> <newFormat> true </newFormat> <showbuild> true </showbuild> <lockcharacters> true </lockcharacters> <levelselect> true </levelselect> <onlyvisited> false </onlyvisited> </root> <LevelName> Level 50 </LevelName> <LevelWidth> 3 </LevelWidth> <LevelHeight> 2 </LevelHeight> <Sign> <LevelDenominator> 2 </LevelDenominator> <xNum> 0 </xNum> <LevelScale> 2 </LevelScale> <xDenom> 2 </xDenom> <NumKeys> 0 </NumKeys> <yNum> 4 </yNum> <NumCoins> 0 </NumCoins> <yDenom> 2 </yDenom> <required> false </required> <optional> false </optional> <goal> false </goal> <start> true </start> 34 / 9 </Sign> Best Practices: Gameplay as a Data Source • Key design properties Game telemetry reflects description (not inferences) about events connected to learning Game telemetry packaged in a structured format (i.e., usable) Game mechanic requires use of math knowledge Game allows player to fail (i.e., commit errors) Game requires player to make decisions (do I do this or that?) Player cannot progress without requisite knowledge Stage / level design useful [stages = 1 concept; levels = 35 / 9 variations of concepts]; sawtooth curve Best Practice: Assume the Worst • 1994: Is there a network? • 2014: Can I access the network? • Same problem 20 years later: Networked vs. stand-alone Option 1: Put everything on a USB stick (EXE, data) Option 2: Bring 40 laptops to classroom 36 / 9 Lessons Learned • Assumption by game designers that making the game too “mathy” would destroy the game • Assumption by game designers that to be learning effective, the player has to have a fluid and seamless experience • Assumption by researchers that to be learning effective, every content detail had to be covered • Assumption by all that using games for learning purposes is a good idea 37 / 9 Lessons Learned • • • Developing games for learning--hard but doable • In-house design and development facilitate rapid iteration • • • • Testbed capability is an R&D accelerant 38 / 9 Learning issues should drive game design Common design specifications focuses development effort Gameplay interaction can be a rich data source Technology infrastructure a source of uncertainty Logistics is the last meter Acknowledgements cresst.org cats.cse.ucla.edu ies.ed.gov 40 / 9 greg@ucla.edu cresst.org 1/3 Design: Game mechanics • Design game mechanics to require targeted knowledge • Leverage interaction to exercise players’ knowledge Allow correct and incorrect player actions Create decision points as part of gameplay Use misconceptions to create game “traps” (puzzles) • 43 / 9 Examples from a fractions game Design: Game mechanics around misconceptions Partitioning Misconception Students believe the denominator is the number of dividing lines rather than the spaces between 1/4 1/4 1/4 1/4 = 4/4 44 / 9 Design: Game mechanics around misconceptions Partitioning Misconception Students believe the denominator is the number of dividing lines rather than the spaces between 1/3 1/3 1/3 1/3 = 4/3 45 / 9 Design: Game mechanics around misconceptions 46 / 9