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Building a Game for Assessment of the
Activities of Daily Living in Nursing
Brock R. Dubbels PhD.




www.vgAlt.com
What I’m Playing...
Play is the problem with games
Play and Function
• "Biologically, its function is to reinforce the
  organism’s variability in the face of
  rigidifications of successful adaptation”
   – (Sutton-Smith, 1997, 231).
• Play allows for a reframing of reality, and
  reconsideration of context and the realm of
  the possibilities.
   – (Dubbels, 2010)
Play and Cultural Role
• Play strengthens societies by uniting
  individuals through ritual activity and helping
  them achieve common goals.
  – Huizinga (1950)
     • Toys, jokes, and games are often as symbols of play to
       face collective fears about cultural issues that quickly
       overwhelm the individual: bigotry, racism, rejection,
       terrorism, addiction, and poverty.
     • Toys, jokes, and games are things we can study as
       distributed cognition by examining them as tools, rules,
       roles, and context.
Play
• Natural State of Learning and Inquiry
• Play allows for imaginative exploration and risk-
  taking with the freedom to make choices and
  mistakes, and the potential for spontaneous shared
  experience in constructed micro worlds without
  consequence.
• Play allows for a reframing of reality, and
  reconsideration of context and the realm of the
  possibilities.
   – Requires time
   – How do we conduct ROI?
Ambiguity of Play--Killing the Fun?




    Play              Work
    Uncertainty        Certainty
Certainty, Play & Language
Memory and Learning
Retrieval                                                    Auto Associative Memory
•   Retrieval (testing, quizzing) involves a                 • Associating patterns which are
    discrimination process in which a set                           – similar,
                                                                    – contrary,
    of retrieval cues is established and                            – in close proximity (spatial),
    the cues are used to determine the                              – in close succession (temporal)
    prior occurrence of a tar- get event.                    • Associative recall
                                                                    – evoke associated patterns
    The effectiveness or diagnostic value                           – recall a pattern by part of it
    of retrieval cues for solving this                              – evoke/recall with incomplete/
                                                                       noisy patterns
    discrimination problem will be a                         • Two types of associations. For two patterns
    function of how well a cue specifies                       s and t
    certain candidates                                              – hetero-association (s != t) : relating
     –   (Tulving, 1974; Tulving & Thomson, 1973) to the               two different patterns
         exclusion of other competitors (see Raaijmakers &
                                                                     – auto-association (s = t): relating
         Shiffrin, 1980, 1981; Surprenant & Neath, 2009;
         Karpicke & Blunt, 2011; Karpicke & smith, 2012;               parts of a pattern with other parts
         Karpicke & Zaromb, 2010).
Fun Evidence
• Name that tune
• Finish my sentence
• Crystalized knowledge
  – Content Knowledge &
    Terminology
     • Base
Why not Games?
• Games have been used for describing complex
  dynamic systems with multiple variables for
  many years for a variety of systems including
  economics, business, social systems, political
  science, biology, etc.
  – (Borels, 1938; von Neuman & Morgenstern, 1945)
Concrete
    Externally
    Imposed
    Structure                                             Work

                                            Models/Bran
                                            ching
                                      Simulations
                               Games
                                                            Story &
                                                            Narrative


  Self-Structured,
  Do-Over Abstract     Play

                                                       Consequence


Y = Structure: Time, Rules, Roles, Tools, Criteria
X = Consequence: Repetition, Status, Goods, Wealth
Z = Representation: Abstract (fantasy), Concrete (data)
Ethos of Activity
          Play         Work




Risk   Emphasis on learning outcomes from
       assessment, evaluation as consequence
What if we made a game about going
            to Las Vegas
It sounds kind of fun
And it is . . .
What do you end up with?
The Vegas Effect
Should everything that happens in games, stay in games?
It is not enough to invoke games and play.
Serious games should provide evidence that they delivered.
This should be quantifiable in performance metrics
Assessment Criteria & Mechanics
• Games assess, measure, and evaluate by their very nature.
• Outcomes from scoring criteria can provide evidence for
  assessment and diagnosis.
• Evidence is only as good as the scoring criteria.
• Evidence should constitute measures that support transfer of
  learning.
Games and Assessment
•   Formative assessments –a measurement tool used to measure growth and
    progress in learning and activity and can be used in games to alter subsequent
    learning experiences in games. Formative assessments represent a tool external to
    the learning activity, and typically occur in leading up to a summative evaluation.
•   Summative assessments provide an evaluation or a final summarization of
    learning. Summative assessment is characterized as assessment of learning and is
    contrasted with formative assessment, which is assessment for learning.
    Summative assessments are also tools external to the learning activity, and
    typically occur at the end of the learning intervention to evaluate and summarize
    and is conducted with a tool that is external, not part of the training.
•   Informative assessment guides and facilitates learning as part of the assessment.
    The assessment is the intervention. Successful participation in the learning results
    in evidence that learning has taken place. The behaviors in the activity have been
    shown to verify that learning has taken place. No external measures have been
    added on for assessment.
Games & Informative Assessment
• Research findings from over 4,000 studies
  indicate that informative assessment has the
  most significant impact on achievement.
     • (Wiliam, 2007).
Surface (face) & Content Validity
• Games are often built on these.
  – It looks like it measures what it is supposed to
    measure.
  – Have checked how the game represents the
    content against the relevant content domain.
  – Approach assumes that you have a good detailed
    description of the content domain, something
    that's not always true.
Criterion Validity
• Criteria-related validity, you check the
  performance of your operationalization
  against some criterion.
  – Predictive validity: assess the ability to predict something it should
    theoretically be able to predict. Improve ADLs.
  – Concurrent Validity: measure should be able to distinguish between
    people who can live independently or in assisted living.
  – Convergent Validity: correlate the scores on our test with scores on
    other tests that purport to measure ADLs, where high correlations
    would be evidence of convergent validity.
  – Discriminant Validity: gather evidence that shows that the assessment
    is not similar.
Serious Game Development
• Games need to adopt methods from the field
  of psychometrics in development for assuring
  validity and transfer.
  – Inter rater (coder, judge) reliability should be a
    critical component of content analysis for serious
    games.
• However, it does not insure validity
  – but without it, the data and interpretations of the
    data can not be considered valid.
Methodology in Assessment
• ”Without the establishment of reliability, content analysis
  measures are useless”
           – Neuendorf (2002) , p. 141).
• "interjudge reliability is often perceived as the standard
  measure of research quality. High levels of disagreement
  among judges suggest weaknesses in research methods,
  including the possibility of poor operational definitions,
  categories, and judge training"
           – (Kolbe & Burnett, 1991, p. 248).
Increasing Reliability
• Select one or more appropriate Indices (Cohen’s Kappa, Fleiss
  Kappa) best to select 2
   – establishing a decision rule that takes into account the assumptions
     and/or weaknesses of each
   – Select a minimum level of reliability Coefficients of .90 or greater are
     nearly always acceptable, .80 or greater is acceptable in most
     situations, and .70 may be appropriate in some exploratory studies for
     some indices.
• Assess reliability formally during coding of the sample.
• Report interrater reliability in a careful, clear, and detailed
  manner in all research reports.
Branching
• Choosing number of
  patients is all about
  mathematics
• Observed power for
  analysis.
   – N= 19, .9
   – Choice of parametric &
     non-parametric tests
   – Within-subject and
     across-subject tests.
Ratings
• Cohen’s Kappa
• Fleiss Kappa
• Agreement at .8
  – Kappa of <0.2 is
    considered poor
    agreement, 0.21-0.4 fair,
    0.41-0.6 moderate, 0.61-
    0.8 strong, and more
    than 0.8 near complete
    agreement.
ADL
• Activities of Daily Living                  • The term “activities of daily
                                                living” refers to a set of common,
    – The facility had already identified 8     everyday tasks, performance of
      items for identification in their         which is required for personal
      kiosk software.                           self-care and independent living.
    – The key game play element here            The most often used measure of
      was modeling the facility kiosks in       functional ability is the Katz
      the game and scoring the resident         Activities of Daily Living Scale
      interaction scenarios with how the        (Katz et al., 1963; Katz, 1983).
      CNAs document their observations.               • Wiener, Hanley, Clark, Van Nostrand
    – In the work environment, the                      (1990, pg.1 )
      kiosks are already used to collect
      data, and this provides an
      opportunity to create external,
      environmental, and population
      validity and provide ROI analysis
      for care plans.
Complex Relationship Building
•   Establish therapeutic relationship with patient
    to promote behavioral change.
1. Identify own attitude toward patient and
    situation.
2. Determine ethical boundaries of the
    relationship.
3. Deal with personal feeling evoked by the patient
    that my interfere with effectiveness
4. Provide for physical comfort before interaction
5. Discuss confidentiality of information shared
6. Create climate of warmth and acceptance
7. Reassure patient of your interest in them as a
    person
8. Return at established time to demonstrate trust
9. Maintain open body posture
10. Monitor, seek clarification & respond to non-
    verbal messages.
      –   10 of 31, NIC revised 5th edition 2008
Facial Action Coding
• The Facial Action       1.
                          2.
                                Anger
                                Disgust
  Coding Systems (FACS)   3.
                          4.
                                Fear
                                Happiness
  – (Ekman and Frisen     5.    sadness
                          6.    surprise
    1978).                7.    Amusement
  – 2 or more raters      8.    Contempt
                          9.    Contentment
                          10.   Embarrassment
                          11.   Excitement
                          12.   Guilt
                          13.   Pride in achievement
                          14.   Relief
                          15.   satisfaction
                          16.   sensory Pleasure
                          17.   shame
Judging
Kiosk
Tension in workflow
• Software Design                    • Research Design
  – Typically based upon an            – Typically based upon
    economic consideration.              answering a testable
     • How will this solve a             question.
       problem?                           • How will this solve a problem?
     • What are the first steps in        • How do I know this?
       production?
                                       – The focus is on method and
  – The focus is on stages of            hypothesis testing:
    production:                           • Construct validity, reliability,
     • Business Partner                     reliability, and probability.
       Relations, Function,
       Behavior, Structure, &
       Non-Function (qualities).
Training Development Process
                                                                               <<Design Review>>


              Overall Design
                                                                                          Maintenance
                                                          Beta         Deploy
                                                                                              CPI
            Prototype                  Build
                                                          Stakeholders Signed Off
                                                          Edit OK
                                                          Standards Followed
 Inputs
                                  Review
                     [Changes]




                                 {At least one must be
                                  classroom delivery}



  Charter                                                                    Required Outputs

                                     Assess
Templates
                                      Risk                                 Project Plan
                                                                                          Dashboard



Style Guide                                                                               Build
                                                                             Design
Take home
• Can you pose a testable question– hypothesis?
   – Tension between design process and measurement
      • How will you assure game mechanics are measuring what
        you think you are measuring? Theoretically? Conceptually?
          – Assessments, measures, & evaluations

• Usability testing should align with construct
   – Testing should be happen in development.
• Again, emphasis on validity
   – Without it, there is no capability for ROI analysis

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Building a Game for a Assessment Nursing Game

  • 1. Building a Game for Assessment of the Activities of Daily Living in Nursing Brock R. Dubbels PhD. www.vgAlt.com
  • 3. Play is the problem with games
  • 4. Play and Function • "Biologically, its function is to reinforce the organism’s variability in the face of rigidifications of successful adaptation” – (Sutton-Smith, 1997, 231). • Play allows for a reframing of reality, and reconsideration of context and the realm of the possibilities. – (Dubbels, 2010)
  • 5. Play and Cultural Role • Play strengthens societies by uniting individuals through ritual activity and helping them achieve common goals. – Huizinga (1950) • Toys, jokes, and games are often as symbols of play to face collective fears about cultural issues that quickly overwhelm the individual: bigotry, racism, rejection, terrorism, addiction, and poverty. • Toys, jokes, and games are things we can study as distributed cognition by examining them as tools, rules, roles, and context.
  • 6. Play • Natural State of Learning and Inquiry • Play allows for imaginative exploration and risk- taking with the freedom to make choices and mistakes, and the potential for spontaneous shared experience in constructed micro worlds without consequence. • Play allows for a reframing of reality, and reconsideration of context and the realm of the possibilities. – Requires time – How do we conduct ROI?
  • 7. Ambiguity of Play--Killing the Fun? Play Work Uncertainty Certainty
  • 8. Certainty, Play & Language
  • 9. Memory and Learning Retrieval Auto Associative Memory • Retrieval (testing, quizzing) involves a • Associating patterns which are discrimination process in which a set – similar, – contrary, of retrieval cues is established and – in close proximity (spatial), the cues are used to determine the – in close succession (temporal) prior occurrence of a tar- get event. • Associative recall – evoke associated patterns The effectiveness or diagnostic value – recall a pattern by part of it of retrieval cues for solving this – evoke/recall with incomplete/ noisy patterns discrimination problem will be a • Two types of associations. For two patterns function of how well a cue specifies s and t certain candidates – hetero-association (s != t) : relating – (Tulving, 1974; Tulving & Thomson, 1973) to the two different patterns exclusion of other competitors (see Raaijmakers & – auto-association (s = t): relating Shiffrin, 1980, 1981; Surprenant & Neath, 2009; Karpicke & Blunt, 2011; Karpicke & smith, 2012; parts of a pattern with other parts Karpicke & Zaromb, 2010).
  • 10. Fun Evidence • Name that tune • Finish my sentence • Crystalized knowledge – Content Knowledge & Terminology • Base
  • 11. Why not Games? • Games have been used for describing complex dynamic systems with multiple variables for many years for a variety of systems including economics, business, social systems, political science, biology, etc. – (Borels, 1938; von Neuman & Morgenstern, 1945)
  • 12. Concrete Externally Imposed Structure Work Models/Bran ching Simulations Games Story & Narrative Self-Structured, Do-Over Abstract Play Consequence Y = Structure: Time, Rules, Roles, Tools, Criteria X = Consequence: Repetition, Status, Goods, Wealth Z = Representation: Abstract (fantasy), Concrete (data)
  • 13. Ethos of Activity Play Work Risk Emphasis on learning outcomes from assessment, evaluation as consequence
  • 14. What if we made a game about going to Las Vegas
  • 15. It sounds kind of fun
  • 16. And it is . . .
  • 17. What do you end up with?
  • 18. The Vegas Effect Should everything that happens in games, stay in games? It is not enough to invoke games and play. Serious games should provide evidence that they delivered. This should be quantifiable in performance metrics
  • 19. Assessment Criteria & Mechanics • Games assess, measure, and evaluate by their very nature. • Outcomes from scoring criteria can provide evidence for assessment and diagnosis. • Evidence is only as good as the scoring criteria. • Evidence should constitute measures that support transfer of learning.
  • 20. Games and Assessment • Formative assessments –a measurement tool used to measure growth and progress in learning and activity and can be used in games to alter subsequent learning experiences in games. Formative assessments represent a tool external to the learning activity, and typically occur in leading up to a summative evaluation. • Summative assessments provide an evaluation or a final summarization of learning. Summative assessment is characterized as assessment of learning and is contrasted with formative assessment, which is assessment for learning. Summative assessments are also tools external to the learning activity, and typically occur at the end of the learning intervention to evaluate and summarize and is conducted with a tool that is external, not part of the training. • Informative assessment guides and facilitates learning as part of the assessment. The assessment is the intervention. Successful participation in the learning results in evidence that learning has taken place. The behaviors in the activity have been shown to verify that learning has taken place. No external measures have been added on for assessment.
  • 21. Games & Informative Assessment • Research findings from over 4,000 studies indicate that informative assessment has the most significant impact on achievement. • (Wiliam, 2007).
  • 22. Surface (face) & Content Validity • Games are often built on these. – It looks like it measures what it is supposed to measure. – Have checked how the game represents the content against the relevant content domain. – Approach assumes that you have a good detailed description of the content domain, something that's not always true.
  • 23. Criterion Validity • Criteria-related validity, you check the performance of your operationalization against some criterion. – Predictive validity: assess the ability to predict something it should theoretically be able to predict. Improve ADLs. – Concurrent Validity: measure should be able to distinguish between people who can live independently or in assisted living. – Convergent Validity: correlate the scores on our test with scores on other tests that purport to measure ADLs, where high correlations would be evidence of convergent validity. – Discriminant Validity: gather evidence that shows that the assessment is not similar.
  • 24. Serious Game Development • Games need to adopt methods from the field of psychometrics in development for assuring validity and transfer. – Inter rater (coder, judge) reliability should be a critical component of content analysis for serious games. • However, it does not insure validity – but without it, the data and interpretations of the data can not be considered valid.
  • 25.
  • 26. Methodology in Assessment • ”Without the establishment of reliability, content analysis measures are useless” – Neuendorf (2002) , p. 141). • "interjudge reliability is often perceived as the standard measure of research quality. High levels of disagreement among judges suggest weaknesses in research methods, including the possibility of poor operational definitions, categories, and judge training" – (Kolbe & Burnett, 1991, p. 248).
  • 27. Increasing Reliability • Select one or more appropriate Indices (Cohen’s Kappa, Fleiss Kappa) best to select 2 – establishing a decision rule that takes into account the assumptions and/or weaknesses of each – Select a minimum level of reliability Coefficients of .90 or greater are nearly always acceptable, .80 or greater is acceptable in most situations, and .70 may be appropriate in some exploratory studies for some indices. • Assess reliability formally during coding of the sample. • Report interrater reliability in a careful, clear, and detailed manner in all research reports.
  • 28. Branching • Choosing number of patients is all about mathematics • Observed power for analysis. – N= 19, .9 – Choice of parametric & non-parametric tests – Within-subject and across-subject tests.
  • 29. Ratings • Cohen’s Kappa • Fleiss Kappa • Agreement at .8 – Kappa of <0.2 is considered poor agreement, 0.21-0.4 fair, 0.41-0.6 moderate, 0.61- 0.8 strong, and more than 0.8 near complete agreement.
  • 30. ADL • Activities of Daily Living • The term “activities of daily living” refers to a set of common, – The facility had already identified 8 everyday tasks, performance of items for identification in their which is required for personal kiosk software. self-care and independent living. – The key game play element here The most often used measure of was modeling the facility kiosks in functional ability is the Katz the game and scoring the resident Activities of Daily Living Scale interaction scenarios with how the (Katz et al., 1963; Katz, 1983). CNAs document their observations. • Wiener, Hanley, Clark, Van Nostrand – In the work environment, the (1990, pg.1 ) kiosks are already used to collect data, and this provides an opportunity to create external, environmental, and population validity and provide ROI analysis for care plans.
  • 31. Complex Relationship Building • Establish therapeutic relationship with patient to promote behavioral change. 1. Identify own attitude toward patient and situation. 2. Determine ethical boundaries of the relationship. 3. Deal with personal feeling evoked by the patient that my interfere with effectiveness 4. Provide for physical comfort before interaction 5. Discuss confidentiality of information shared 6. Create climate of warmth and acceptance 7. Reassure patient of your interest in them as a person 8. Return at established time to demonstrate trust 9. Maintain open body posture 10. Monitor, seek clarification & respond to non- verbal messages. – 10 of 31, NIC revised 5th edition 2008
  • 32. Facial Action Coding • The Facial Action 1. 2. Anger Disgust Coding Systems (FACS) 3. 4. Fear Happiness – (Ekman and Frisen 5. sadness 6. surprise 1978). 7. Amusement – 2 or more raters 8. Contempt 9. Contentment 10. Embarrassment 11. Excitement 12. Guilt 13. Pride in achievement 14. Relief 15. satisfaction 16. sensory Pleasure 17. shame
  • 34. Kiosk
  • 35. Tension in workflow • Software Design • Research Design – Typically based upon an – Typically based upon economic consideration. answering a testable • How will this solve a question. problem? • How will this solve a problem? • What are the first steps in • How do I know this? production? – The focus is on method and – The focus is on stages of hypothesis testing: production: • Construct validity, reliability, • Business Partner reliability, and probability. Relations, Function, Behavior, Structure, & Non-Function (qualities).
  • 36. Training Development Process <<Design Review>> Overall Design Maintenance Beta Deploy CPI Prototype Build  Stakeholders Signed Off  Edit OK  Standards Followed Inputs Review [Changes] {At least one must be classroom delivery} Charter Required Outputs Assess Templates Risk Project Plan Dashboard Style Guide Build Design
  • 37. Take home • Can you pose a testable question– hypothesis? – Tension between design process and measurement • How will you assure game mechanics are measuring what you think you are measuring? Theoretically? Conceptually? – Assessments, measures, & evaluations • Usability testing should align with construct – Testing should be happen in development. • Again, emphasis on validity – Without it, there is no capability for ROI analysis

Editor's Notes

  1. Games and play can be a very powerful form of learningThe work of the game designer is to find the happy medium.The key to this is the creation of game mechanics that scaffold the learner into success through repetition and encouraging feedback based upon criteria.
  2. There are many types of play. This variation in the activity
  3. Games and play have their own types and degree of risk, but often the assessments do not come with the risks of failure, and are not as focused on crystallized content.Games are are not often constructed to provide evidence of transfer. These issues should be a priority in serious game developmentthere should be evidence that learning acquired in a game is applicable outside of the game.
  4. Serious games are very much like the tools used in psychological assessments and evaluations. Three types of assessments from psychometric methods
  5. Face -- you might observe a teenage pregnancy prevention program and conclude that, &quot;Yep, this is indeed a teenage pregnancy prevention program.&quot; Of course, if this is all you do to assess face validity, it would clearly be weak evidence because it is essentially a subjective judgment call.Content – the domain is drawn from observations—is this good enough for scientific results? ROI?
  6. How is this different from content validity? In content validity, the criteria are the construct definition itself -- it is a direct comparison. In criterion-related validity, we usually make a prediction about how the operationalization will perform based on our theory of the construct. The differences among the different criterion-related validity types is in the criteria they use as the standard for judgment.
  7. In our own work we developed for a number of criterion tools. This talk will examine Activities of Daily Living Explicitly