On Evaluating Serious Games - Presentation Transcript
On Evaluating The 80 Days Geography Game For School Students Mahmoud Abdulwahed
Pre Evaluation
Understand the utilized pedagogical theories.
Understand the utilized cognitive theories, i.e. the CbKST.
Understand the game architecture, in particular:
The adaptive engine
The Narration engine
Pedagogical
Usability
Cognitive
Affective
Economy
Others: such as Neuroscience, the gaming factor, etc.
The DEGs’ Evaluation Dimensions
The DEGs Learning Outcomes
Intended learning outcomes, such as:
Countries capitals
Demographic information
Climate states
and any such intended geography learning outcomes by the school curricula
Occasional, or un intended learning outcomes (nevertheless its still learning !), such as:
Organizational skills
Decision making skills
Strategic skills
and any such generic learning outcomes as a result of playing digital games
Two Types of Learning Outcomes are Associated with DEGs
Pedagogical Variables of DGs Generic Learning Types Associated with Digital Games (Prensky 2001)
Some Important Pedagogical Measures
Depth of the gained knowledge, i.e. deep vs. surface learning.
Sustainability of learning (Direct impact on life-long learning), i.e. do students seek to learn more about geography outside the game environment as a result of DEG based learning ?
Breadth of learning outcome for DEGs vs. Classical Pedagogies.
Time spent of the learning objectives.
Learning styles change? i.e. does it increase the experiential learning style?
Social learning:
Proximal, i.e. is the DEG an optimal platform for implementing effective social learning experience for students in the classroom or the lab?
Cyber, i.e. online collaborative learning with DEG through the web
Some Proposed Methods and Tools
Analysing the game logged data
Questionnaire
Pre and Post tests
Comparative evaluation, i.e. classical teaching vs. DEG based teaching.
Learning styles inventories.
Interviews
Focus groups
And many others
Usability Problems of Digital Games
Unpredictable / inconsistent response to user’s actions
Does not allow enough customization
Artificial intelligence problems
Mismatch between camera/view and action
Does not let user skip non-playable content
Clumsy input scheme
Difficult to control actions in the game
Does not provide enough information on game status
Does not provide adequate training and help
Command sequences are too complex
Visual representations are difficult to interpret
Response to user’s action not timely enough
Generic List of DGs Usability Problems (Pinelle et al 2008):
Setting up The Usability Problems of DEGs
Many usability problems of the generic DGs usability problems may apply for DEGs.
Build upon the educational usability findings of educational software research.
Extension towards the notion of DEGs Educational Usability will be necessary when evaluating DEGs usability, i.e. the combination of the learning elements make the game boring?, knowledge is difficult to navigate or retrieve?, schools does not have enough IT equipments for running the 3D games (high quality graphic cards)?, too much time needed to learn basic knowledge? etc.
Usability Evaluation Methods
Coaching Method
Co-discovery Learning
Performance Measurement
Question-asking Protocol
Remote Testing
Retrospective Testing
Shadowing Method
Teaching Method
Thinking Aloud Protocol
Cognitive Walkthroughs
Feature Inspection
Heuristic Evaluation
Pluralistic Walkthrough
Perspective-based Inspection
Focus Groups
Interviews
Logging Actual Use
Questionnaires (QUIS, PUEU , NAU
NHE, CSUQ, ASQ, PHUE, PUTQ, USE )
From http://www.usabilityhome.com/
Usability Evaluation of DEGs Methodology: The Adoption, Adaptation, and Extension Principle
Cognitive and Affective Variables
Gender issues of the game perception?
Cognitive overload?
The content dimension
The spent time dimension
Information retaining:
Short term.
Long term.
Like or dislike
Engagement
Addiction?
Self esteem
Preference in comparison to commercial educational games during leisure times, i.e. is it alternative? Supplement? or no preference at all?
Confidence in geography
Motivation towards schooling
Summary: Evaluating, How To? Hybrid Evaluation Methods
Data Analysis of the Game.
Pedagogical measurements methods and instruments, i.e. the learning style inventory LSI.
Cognitive measurements instruments, i.e. memory tests, mind maps, IQ tests, etc.
Quantitative methods.
Qualitative methods.
Usability instruments.
Suggested Tools: Comparative Evaluations X X Treatment Pre Post Experimental Group Equivalent groups Different Outcome? Control Group Y Yt
Conclusions
Objectives based evaluation. i.e. identifying the objectives of the game on all perspectives and evaluating whether they met or not and to which extent.
In-Game and Out Game evaluation.
Surveying the potential current tools and models of evaluation (pedagogical, usability, cognitive, etc) Adaptation Extension. Hence, developing Novel Models.
Inventing new models from scratch when needed.
Comparative evaluations when possible.
Evaluation during the design process phase, and final product evaluation.
Hybrid evaluation approach, i.e. quantitative and qualitative.
Embedding more science in explaining the evaluation findings, i.e. relating the findings to the pedagogical theories and cognitive theories, explaining from systems dynamics and game theory perspectives.
There is a lot of objectives and variables to be evaluated; load of evaluation experiments, methodologies and models that can be designed or used comprehensive work, BUT , a lot of high quality publications!.
Robust and Holistic evaluation models would be developed after having more insight on the project, contacting with the partners, and getting closer view of the associated multidisciplinary domains.
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