Video Games, Mathematical Problem Solving, and Cross-Platform Learning Shalom Fisch MediaKidz Research & Consulting Richar...
<ul><li>Preaching to the converted: </li></ul><ul><li>“ Children and adults learn from playing  </li></ul><ul><li>educatio...
Cyberchase :  TV, Web, Hands-On
Sample and Design <ul><li>672 children,  transitioning from third to fourth grade, in nine schools in Michigan and Indiana...
Experimental Phase <ul><li>Five treatment groups: </li></ul><ul><li>DVD Only  (3 episodes/week over 8 weeks) </li></ul><ul...
Three  Cyberchase  online games <ul><ul><li>Decimals </li></ul></ul><ul><ul><li>Quantity/volume </li></ul></ul><ul><ul><li...
Sophistication of Strategies   <ul><li>Range of sophistication </li></ul><ul><ul><li>Matching strategy </li></ul></ul><ul>...
Case Study <ul><li>Player begins with matching strategy: </li></ul>Row # Event Piece Round Successful placement? Elapsed t...
Case Study <ul><li>Continues matching strategy, then switches to additive: </li></ul>Row # Event Piece Round Successful pl...
Case Study <ul><li>Continues additive strategy, then clears and switches to advanced: </li></ul>Row # Event Piece Round Su...
Sophistication of Strategies <ul><li>Shifts in strategy detectable in online tracking data via: </li></ul><ul><ul><li>Clus...
Cross-Platform Learning <ul><li>How does learning from multiple media platforms compare to learning from a single medium? ...
Problem Solving <ul><li>Pretest-posttest effects: </li></ul><ul><li>Cyberchase  users improved more than control group </l...
Cross-Platform Learning <ul><li>Performance in Web games </li></ul><ul><li>Sophistication of Strategy </li></ul><ul><li>Nu...
Motivation <ul><li>In two of three  Cyberchase  Web games, All Materials group was significantly more likely than Web Only...
Conclusions <ul><li>Games and problem solving: </li></ul><ul><li>Naturalistic, out-of-school context for mathematical reas...
Potential for convergent media…?
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Video Games, Mathematical Problem Solving, and Cross-Platform Learning

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Video Games, Mathematical Problem Solving, and Cross-Platform Learning

  1. 1. Video Games, Mathematical Problem Solving, and Cross-Platform Learning Shalom Fisch MediaKidz Research & Consulting Richard Lesh, Elizabeth Motoki Indiana University Sandra Crespo, & Vincent Melfi Michigan State University
  2. 2. <ul><li>Preaching to the converted: </li></ul><ul><li>“ Children and adults learn from playing </li></ul><ul><li>educational games.” </li></ul><ul><li>Present research extends the literature in two ways: </li></ul><ul><li>Games reveal evolution of mathematical problem solving </li></ul><ul><li>Beyond games alone: Cross-platform learning </li></ul>
  3. 3. Cyberchase : TV, Web, Hands-On
  4. 4. Sample and Design <ul><li>672 children, transitioning from third to fourth grade, in nine schools in Michigan and Indiana </li></ul><ul><li>Two phases: </li></ul><ul><ul><li>Naturalistic phase: track naturalistic use of Cyberchase media </li></ul></ul><ul><ul><li>Experimental phase: assess impact on problem solving; single vs. multiple media </li></ul></ul>
  5. 5. Experimental Phase <ul><li>Five treatment groups: </li></ul><ul><li>DVD Only (3 episodes/week over 8 weeks) </li></ul><ul><li>Web only (1 game/week over 8 weeks) </li></ul><ul><li>DVD + Web (all of the above) </li></ul><ul><li>All Materials (all of the above plus 1 hands- </li></ul><ul><li>on/week) </li></ul><ul><li>Control (viewed Liberty’s Kids instead) </li></ul>
  6. 6. Three Cyberchase online games <ul><ul><li>Decimals </li></ul></ul><ul><ul><li>Quantity/volume </li></ul></ul><ul><ul><li>Proportional reasoning </li></ul></ul>
  7. 7. Sophistication of Strategies <ul><li>Range of sophistication </li></ul><ul><ul><li>Matching strategy </li></ul></ul><ul><ul><li>Additive strategy </li></ul></ul><ul><ul><li>Advanced strategy </li></ul></ul><ul><li>Cycles of problem solving </li></ul><ul><ul><li>96% advanced or additive, but nearly all begin with matching </li></ul></ul><ul><ul><li>Detectable via both observations and data mining </li></ul></ul>
  8. 8. Case Study <ul><li>Player begins with matching strategy: </li></ul>Row # Event Piece Round Successful placement? Elapsed time 1 piecepress track4 1 n/a 7.161 2 piecedrop track4 1 wrong 7.272 3 piecepress track4 1 n/a 8.172 4 piecedrop track4 1 success 10.2
  9. 9. Case Study <ul><li>Continues matching strategy, then switches to additive: </li></ul>Row # Event Piece Round Successful placement? Elapsed time 5 piecepress Track8 2 n/a 22.09 6 piecedrop Track8 2 success 24.101 7 piecepress track7 2 n/a 25.329 8 piecedrop track7 2 success 26.942 9 piecepress track1 2 n/a 28.503 10 piecedrop track1 2 wrong 28.711 11 piecepress track1 2 n/a 29.099 12 piecedrop track1 2 success 30.91
  10. 10. Case Study <ul><li>Continues additive strategy, then clears and switches to advanced: </li></ul>Row # Event Piece Round Successful placement? Elapsed time 13 piecedrop track5 5 success 280.019 14 piecepress track4 5 n/a 282.065 15 piecedrop track4 5 success 283.587 16 clear n/a 5 n/a 285.864 17 piecepress track6 5 n/a 289.234 18 piecedrop track6 5 success 290.996 19 piecepress track5 5 n/a 291.982 20 piecedrop track5 5 success 293.233
  11. 11. Sophistication of Strategies <ul><li>Shifts in strategy detectable in online tracking data via: </li></ul><ul><ul><li>Clusters of errors </li></ul></ul><ul><ul><li>Using “clear” button </li></ul></ul><ul><ul><li>Not having necessary pieces available </li></ul></ul>
  12. 12. Cross-Platform Learning <ul><li>How does learning from multiple media platforms compare to learning from a single medium? </li></ul>
  13. 13. Problem Solving <ul><li>Pretest-posttest effects: </li></ul><ul><li>Cyberchase users improved more than control group </li></ul><ul><li>Effects often strongest and most consistent for DVD + Web group </li></ul>
  14. 14. Cross-Platform Learning <ul><li>Performance in Web games </li></ul><ul><li>Sophistication of Strategy </li></ul><ul><li>Number Correct </li></ul>
  15. 15. Motivation <ul><li>In two of three Cyberchase Web games, All Materials group was significantly more likely than Web Only to continue playing beyond the end of the game. </li></ul>
  16. 16. Conclusions <ul><li>Games and problem solving: </li></ul><ul><li>Naturalistic, out-of-school context for mathematical reasoning </li></ul><ul><li>Data mining captures rich processes of reasoning </li></ul><ul><li>Cross-platform learning: </li></ul><ul><li>Stronger pre-post effects </li></ul><ul><li>Transfer of learning across media platforms </li></ul><ul><ul><li>Richer engagement </li></ul></ul><ul><ul><li>Facilitate transfer? Surface structure similarity </li></ul></ul><ul><li>Enhanced motivation </li></ul><ul><ul><li>Fits Hidi and Renninger’s (2006) four-stage model of interest development </li></ul></ul>
  17. 17. Potential for convergent media…?

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