Presenter: Ryan Carlson, Research Programmer, Carnegie Learning
We developed an iPad racing game to increase students’ math fluency with an architecture that enables rapid prototyping of game features. The game is unique in that it is configurable in both content and behavior, allowing educational researchers, without programming, to quickly build a wide range of experiments to gauge educational gains. For example, researchers can change game parameters, in-game feedback, the reward structure or even make interface changes. Students have been very enthusiastic about the game. Initial tests show big differences in the way students approach the speed/accuracy tradeoff inherent in playing the game. Our hypothesis is that students’ approach reflects both their understanding and motivation. Robust instrumentation enables a deeper understanding of students’ learning and experiences within the game.
2. Overview
• New iPad game to practice & develop number
sense
• In-school user study & pilot study addressing
non-cognitive factors
• Discussion of instrumentation & evaluation of
our game
3. Outline
• Some Definitions
• NumberACEr
• Designing a configurable game
• Instrumentation
• User Study
• Pilot Study
• Data Analysis
• Lessons Learned
4. Who Are We?
• Founded 1998
• Develop K-12 mathematics blended curricula
• 600k students / year across >2,000 schools
• Cognitive Tutor
• Model student knowledge
• Adaptively present new material
5. What is Number Sense?
“fluidity and flexibility with numbers, the
sense of what numbers mean and ability to
perform mental mathematics to look at the
world and make comparisons”
(Gersten & Chard, 1999)
• Foundation for further mathematics
• Early number sense predicts later mathematics
ability (Geary et. al., 2013)
14. Configurability
• Content
• Game Parameters
• Level Layout
• Scripting System
• Dynamic runtime engine
• React to game events
• Add text / images
For non-
programmers
17. Instrumentation
Boring But Important
• Generate usage data & plan analyses before
deployment
• Logging infrastructure & API
• Developers annotate code
• Log messages sent to central storage
• Log everything!
• Level started?
• Speed changes?
• iPad tilt?
• Device suspend?
18. User Study
• December 2014 in Raleigh, West Virginia
• 6th graders (36)
• 8th graders (7)
• Played for ~10 min
• Exit feedback (verbal + written)
33. Pilot Study: Intervention Effectiveness
Relationship b/w Self-Efficacy and how much
students play the game
Self-Efficacy & Grit interact in an interesting way
40. Lessons Learned & Limitations
• Promising directions for adapting to cognitive +
non-cognitive factors into games
• Gamification serves a purpose
• Countdown timer adds pressure
• Speed forces rapid comparisons
• “pretty fun for a school game”
• Desire for common game features
• Customization, currency
• Assumption: the game is a valid measure of
number sense
41. References
• Geary DC, Hoard MK, Nugent L, Bailey DH (2013) “Adolescents’
Functional Numeracy Is Predicted by Their School Entry Number
System Knowledge”. PLoS ONE 8(1): e54651.
• Gersten, R., and D. Chard. “Number Sense: Rethinking Arithmetic
Instruction for Students with Mathematical Disabilities.” The Journal of
Special Education 33.1 (1999): 18-28
Rework this
Dramatic changes in student learning when attitudes are taken into account
on ipad! Tilt to control!
Configurability is targeted at researchers
~ what works best for all students
~ what differs between students
everything is for non-programmers (except the scripting system)
personalize this "imagine you're a student"
* suppose you're a 6th grade and your nervous about your math ability, so you go slow and formally compare the numbers
* or you go super fast because you don't care
low accuracy = cognitive, cautious = math anxiety
“Answer more questions correctly to grow your brain”
“You get smarter the more you play - keep at it”
----- Meeting Notes (7/20/15 14:56) -----
show actual messages here
mastery orientation, growth mindset = higher long term learning
New users on Thursday, Monday, and following Friday
We have a lot of replays
M = 40 min
Remember, this is an in-school game; teachers asked students to play the game, so we’re plenty happy with double the requested time
M= 6.2 levels
Consider breaking this into multiple
Anova conditioned on High SE students only
----- Meeting Notes (7/20/15 14:59) -----
2x2 SE w/ control+experimental conditions
for low SE, no diff
for high SE, difference!
Anova conditioned on High SE students only
----- Meeting Notes (7/20/15 14:59) -----
2x2 SE w/ control+experimental conditions
for low SE, no diff
for high SE, difference!
Takeaway: high SE students are more sensitive to interventions so they play more
But high grit students don’t give up!
High SE makes the grit effect disappear
It’s the High Grit + Low SE students we need to worry about
----- Meeting Notes (7/20/15 15:05) -----
this may be a measurement issue
- since grit questions are generic, may not apply to math
Useful to show that this trend is driven by the experimental condition
NOT SIGNIFICANT
Looking for new ways to leverage the platform; hope to be putting into the app store soon
----- Meeting Notes (7/20/15 15:05) -----
say thank you to ADL