Problem Solving Assessment in Games and Simulation Environments Richard E. Mayer University of California, Santa Barbara Collaborators Eva Baker Roxana Moreno Gayle Dow Harold F. O’Neil, Jr. Jennifer Dyck William Prothero Anne Fay Jill Quilici James Lester Valerie Sims Patricia Mautone Hiller Spires Sarah Mayer William Vilberg Supported by National Science Foundation, Andrew Mellon Foundation Problem Solving Assessment in Games and Simulation Environments Introduction What Is the Rationale for Games and Simulations? What Are Instructional Games and Simulations? What Is Problem-Solving Assessment in Games and Simulations? Example 1: Assessment of Problem Solving in Computer Programming Example 2: Assessment of Problem Solving in Playing Educational Games Example 3: Assessment of Problem Solving in the Bunny Game Example 4: Assessment of Problem Solving in the Design-A-Plant Game Example 5: Assessment of Problem Solving in the Profile Game Example 6: Assessment of Problem Solving in the Dr. Phyz Simulation Example 7: Assessment of Problem Solving in an Aircraft Simulation Conclusion What Is the Rationale for Games and Simulations? Bransford, Brown, & Cocking (1999) Visual modes of presentation: “technologies can help people visualize difficult-to-understand concepts…[so] students are able to work with visualization…software” Interactive modes of presentation: “new technologies are interactive [so] it is easier to create environments in which students learn by doing” What Are Instructional Games and Simulations? An instructional simulation: 1. Is a multimedia environment that models a to-be-learned system. 2. Allows for user interaction by responding in rule-based ways to user input. 3. Is intended to promote learner understanding of the to-belearned system. An instructional game: 4. Also involves one or more players competing to achieve some goal which is accomplished through understanding the subject matter. What Is Problem-Solving Assessment in Games and Simulations? Types of Knowledge Name Facts Definition basic elements Example magnets are made of metal Concepts models or principles how an electric motor works Procedures step-by-step processes how to add numbers Strategies general methods how to break a problem into parts Criteria for Problem-Solving Assessments Interactivity criterion: involves interaction between the learner and the computer-based system Multimedia criterion: involves verbal and non-verbal forms of representation (such as graphics) Problem-solving criterion: involves solving problems Seven Games and Simulations for Assessing the Learner’s Knowledge 1. 2. 3. 4. 5. 6. 7. Computer programming Educational games Bunny game Design-a-plant game Profile game Dr. Phyz simulation Aircraft simulation Programming in Logo RT 90 FD 5 Purpose: To determine the cognitive consequences of learning Logo or BASIC programming Test Knowledge Description Score(s) Map test Strategic Given a neighborhood map and list of locations draw a path connecting them. Given a neighborhood map showing a path connecting various locations, give verbal directions. Number correct Number correct Command prediction Conceptual Given a Logo command, draw what happens when it is executed. Number correct, misconception type Problem Conceptual Given a word problem, select a Number correct translation Following procedures corresponding equation. Strategic Given a list of verbal commands, describe the final output. From: Fay & Mayer (1987), Mayer & Fay (1987), Mayer, Dyck, & Vilberg (1986) Number correct Command prediction problem RT 90 Problem translation A car rental service charges 20 dollars a day and 15 cents a mile to rent a car. Find the expression for total cost C, in dollars, of renting a car for D days to travel M miles. a. C = 20D + 0.15M b. C = 15D + 0.20M c. C = 20D + 15 M d. C = 0.15D + 20M Following procedures 1. Put 5 in Box A. 2. Put 4 in Box B 3. Add the number in Box A and the number in Box B, put the result in Box C. 4. Add the number in Box A and the number in Box C, put the result in Box A. 5. Write down the numbers from Box A, B, and C. What is the output of this program? a. 5, 4, 9 b. 14, 4, 9 c. 14, 9, 9 d. 9, 4, 9 e. none of the above Purpose: To determine the cognitive consequences of playing educational computer games. Test Knowledge Description Sentence translation Conceptual Given a sentence from a word Number correct problem, select the corresponding number sentence. Necessary numbers Conceptual Given a word problem, select the numbers that are needed to solve the problem. Necessary operations Strategic Given a word problem, select Number correct the arithmetic operations that are needed to solve the problem. Puzzle tank Strategic Given a new game, make each necessary move. Number of excess moves, type of strategy Mental rotation Strategic Judge whether two shapes are same or different. Response time, best fitting model Form board Strategic Judge whether shapes fit together. Response time From Mayer et al. (1997), Mayer et al. (1999), Sims & Mayer (2002) Score(s) Number correct Sentence translation Ann and Rose have 20 books altogether. Which number sentence is correct? a. Ann’s books = Rose’s books + 20 b. Ann’s books + 20 = Rose’s books c. Ann’s books + Rose’s books = 20 d. Ann’s books = Rose’s books Necessary numbers Which numbers are needed to solve this problem? A package of 3 toys costs 88 cents. Richie bought 2 packages. How many toys did he buy? a. 3, 88, 2 b. 3, 88 c. 88, 2 d. 3, 2 Necessary operations What should you do for this problem? The 200 children at River View School are going on a bus trip. Each bus holds 50 children. How many buses are needed? a. divide, then add b. subtract only c. multiply only d. divide only Purpose: To assess knowledge of addition and subtraction of signed numbers in the bunny game. Test Knowledge Description Score(s) Bunny game Conceptual Given an arithmetic problem, use virtual joystick to simulate movement of bunny along number line. Number correct, misconception type Arithmetic solving Strategic, conceptual Given an arithmetic problem, type in correct answer. Number correct, misconception type From Moreno & Mayer (1999) Bunny game 4 - -5 =___ -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 JUMP FORWARD FACE LEFT FACE RIGHT JUMP BACK Purpose: To assess knowledge of how plants grow in the design-a-plant game. Test Knowledge Description Score(s) Design-aPlant game conceptual Select roots, stem, and leaves for a plant to grow in a specified environment. Number correct Given a plant with specified roots, stem, and leaves, describe the environment it is best suited for. Number correct From Moreno et al. (2001) Design-a-plant game “Design a plant to live in an environment with low sunlight.” [Select leaves, stem, and roots.] “Describe the environment that would be best for a plant with thick, small, think-skinned leaves; think, long, and dark bark stem; and branching, shallow, and thin roots.” Purpose: To assess knowledge of geology sonar detection in the profile game. Test Knowledge Description Score(s) Profile game strategic Detect geological features in a geology simulation. Number correct, solution time From Mayer, Mautone, & Prothero (2002) Section of earth Draw a line here Profile line See its profile here Purpose: Assess knowledge of how an electric motor works in the Dr. Phyz simulation. Test Knowledge Description Score(s) Troubleshooting problem conceptual List possible reasons for motor to not work when turned on. Number of correct answers Redesign problem conceptual Describe how to change a motor for a certain purpose. Number of correct answers Principle problem conceptual Explain why an event occurs. Number of correct answers Prediction problem conceptual. Tell what would happen for a specific set of actions. Number of correct answers Action problem conceptual Tell actions to take to make the motor accomplish a Number of correct answers specific goal. From Mayer et al. (2003) Troubleshooting problem “Suppose you switch on an electric motor but nothing happens. What could have gone wrong? Redesign problem “What could you do to increase the speed of the electric motor, that is, to make the wire loop rotate more rapidly? Principle problem “Why does the wire loop move? Prediction problem “What happens if you connect the negative terminal to the red wire and the positive terminal to the yellow wire?” Action problem “What can you do to reverse the movement of an electric motor, that is, to make the wire loop rotate in the opposite direction?” Purpose: To assess knowledge of an aircraft fuel system in the aircraft simulation. Test Knowledge Description Score(s) Troubleshooting problem conceptual List possible reasons for fuel system to malfunction. Number correct Redesign problem conceptual Describe how to change the fuel system for a certain purpose Number correct Prescription problem conceptual Tell what would happen for a specific set of actions Number correct From O’Neil et al. (2000) Troubleshooting problem “Suppose you try to transfer fuel from one tank to another but nothing happens. What could have gone wrong?” Redesign problem “What could be done to make fuel transfer more reliable, that is, to minimize the chances of something going wrong when fuel is transferred from one tank to the next?” Prediction problem “What would happen if the ejector pump stopped working?” Conclusion: Problem-solving performance in any domain depends on the learner’s knowledge, which is measurable. Conceptual and strategic knowledge can be assessed. Assess conceptual knowledge by asking the learner to: Specify what happens when a command is executed Translate a word problem into an equation Tell what numbers are needed to solve a word problem Ask a learner to role play what happens for a numerical computation Answering open-ended questions involving troubleshooting, redesign, predicting, explaining, and prescribing Assess strategic knowledge by asking the learner to: Generate or follow directions Describe the output of a procedure Specify the operations needed to solve a word problem Learn to play a new game Make judgments