Author(s)
Popovic, ZoranContributor(s)
WASHINGTON UNIV SEATTLE DEPT OF COMPUTER SCIENCEKeywords
Humanities and HistoryComputer Programming and Software
*LEARNING
*PROBLEM SOLVING
BEHAVIOR
BOREDOM
CHILDREN
DATA ACQUISITION
EMOTIONS
FRUSTRATION
INTEGRATED SYSTEMS
INTERVALS
MATHEMATICS
REFRACTION
RETENTION(PSYCHOLOGY)
SCHOOLS
STUDENTS
TEST METHODS
COLLABORATION
CONCENTRATION
CREATURE CAPTURE
EUREKA
GAMEPLAY DATA
SCHOOL DISTRICTS
TREEFROG TREASURES
GAMES
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http://oai.dtic.mil/oai/oai?&verb=getRecord&metadataPrefix=html&identifier=ADA570550Abstract
The pre- and post- tests for Refraction, Treefrog Treasure, and Creature Capture have been finalized by the Learning Science team and are now being integrated into the games. After the students get the link and they are filtered into the right condition, they will be given the pre-test before any gameplay occurs. The tests are themed for each game that they will appear in, so as to not feel as disjointed from the game and improve retention through the testing process. In October, we focused on creating relationships with Seattle and Bellevue school districts, as well as reaching out to Lake Washington and Shoreline school districts. As these school districts are local to us, they could be extremely helpful in achieving rapid buy-in through close, face to face collaboration, as well as help us reach a potentially large number of students directly through the districts math curriculum developers and math coaches. We are currently in discussions with the Seattle and Bellevue districts on potential use strategies for their schools. The Learning Sciences team is planning on doing several in-classroom data collection sessions at University Child Development School (UCDS), Lowell Elementary School, Greenlake Elementary School and Interagency Academy (part of Seattle Public Schools) over the course of the next quarter. They will be employing a new data collection protocol created by Ryan Baker at Teachers College, Columbia. The tool is used to collect behavioral and affective data in the classroom during gameplay, and the recorded observations will be automatically synched to gameplay data. The behavioral measures include items such as: on-task, off-task, on-task conversation, on-task helping, on-task receiving help. Affective measures include items such as: engaged concentration, boredom, surprise, delight, eureka, frustration. Researchers will record both measures on each student in 20 second intervals.Date
2012-11-15Type
TextIdentifier
oai:ADA570550http://oai.dtic.mil/oai/oai?&verb=getRecord&metadataPrefix=html&identifier=ADA570550