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A multidimensional approach for
studying ‘engagement’ and learning
      in instructional games.
    Michael Filsecker, Duisburg-Essen University

              michael.filsecker@uni-due.de
Introduction
Arguments

                                                                    Inconclusive
                     Are games effective
                     for learning?                                 (Dempsey et al., 1996)

                     Are games effective
                     for motivating to learn?


Research practices
                          (1)   “proof of concepts”,
                          (2)   undeveloped “theory of action”,
                          (3)   lack of control groups,            Limited research
                          (4)   games +other learning activities   base
                          (5)   lack of common definitions and
                                                                   (NRC, 2011)
                                terminology

                                      Understand „learning from educational games“
                                      Inform practice (use and design)        2
Our „Black box“?
        Input                      Process                   Output

• Prior knowledge                                      • Cognitive
• VG Self-efficacy                                       • Memorize
• Interest                                                 information
• Gender                                                 • Understanding
• Motivation                                               relatioships
• Preconceptions                                         • Apply skills
• Usability                            Kolb‘s cycle:
                                                         • Apply generic
                       Assimilation-                       skills
• G literacy           accomodation    CO-RO-AC-AE




                           Flow:       „Game cycle“:
                           A-S-C           J-B-F
• Game                                                 • Motivational &
  characteristics                                        Affective
• Content                                                • Interest
  knowledge                                              • Intr. Motivation
                                                                              3
Procedural
                               Engagement
 Conceptual     Gresalfi et al. (2009)

Consequential                            Engaged participation      Hickey (1997)

                                         Engaged learning           Jones et al. (1992)

Productive
                Engel & Conant (2002)
Disciplinary

Motivated       Habgood (2005)           Mindfulness     Salomon (1984)

Cognitive                                Intentional learning   Bereiter & Scardamalia (1989)

Behavioral      Fredriks et al. (2004)   Committed learning      diSessa (2000)
Emotional
                                                                                          4
Quest Atlantis &
 Assessment
Motivation-Volition
Approach/avoidan
                                  Goal setting
  ce tendencies


 Conception of                                                         Action-control:
                                   Desicion
   learning                        making                               • Resource
                                    (goal)                                 allocation
Perception of the
      task                                                               Goal related
                    Action-goal
                    Commitment
                                                                          cognition:
                                                                       • Mindful effort
                                                                        • Strategie use
                                         Implementation (goal
                                              execution)
                                                                             Consequences:
                                                                            • Flow + affects
                                                         Goal engagement      • Learning
    Corno (1993)                                                                          6
Engagement
Multidimentional construct involving different cognitions,
  behaviors and emotions that reflect volitive aspects
              of the motivational process


Cognitive = investment in learning and includes self-regulation, thoughtfulness,
and willingness to go beyond the basic requirements to master difficult skills .
Behavioral = active participation and includes effort, concentration, attendance,
following the rules, and avoiding trouble.
Emotional = the extent a person experiences positive and negative reactions to
teachers, peers, and activities in general, and includes emotions such as interest,
enjoyment, enthusiasm, feelings of belonging and valuing of learning.


              Fredericks et al (2004); Bohnert et al. (2010)                          7
Tendencies…
                                  Tendencies that
                                  Provide a richer
                                  Understanding of…



                                …how people
                                Interact with technology




                 Time scale




Questionnaires
                                                  8
Our „Black box“?
        Input                    Process               Output

• Prior knowledge                                • Cognitive
• VG Self-efficacy                                 • Memorize
• Interest                                           information
• Gender                                           • Understanding
• Motivation                                         relatioships
• Preconceptions                                   • Apply skills
                                     ycle:         • Apply generic
• Usability
• G literacy
                       Behavioral    Cognitive
                                    CO-RO-           skills
                                    AC-AE

                                     „Game
                         Flow:
                                       “:
                         A-S-CEmotional
• Game
                                    J-B-F        • Motivational &
  characteristics                                  Affective
• Content                                          • Interest
  knowledge                                        • Intr. Motivation
                                                                        9
Conceptual Framework

              Amount of invested effort (Salomon, 1984)
              Mental effort (Paas et al., 1992)                Questionnaires
Cognitive     Depth of processing (Clairk & Lokhart, 1972)
              Cognitive engagement (Corno & Mandinach, 1983)   Interview

              Attention allocation and cognitive processes
              (Just & Carpenter, 1980)                         Eye movements
Behavioral
              Visual attention (Duchowski, 2007)


              Intrinsic motivation – Flow-
              Enjoyment (Rheinberg & Vollmeyer, 2003)          Questionnaires
Emotional
              Interest



                                                                           10
The Pilot Study
The Game Unternehmen Physikus


                                          Simulation &
                     Edutaiment
                                         Game elements

                   Tasks/Exercises:          Role of
                       Physics            enterpreneur

                                  Goal: Develop
                                    your own
                                    company




              12
The experimental session

                                    Questionnaire
Survey           Gameplay                              Interview        Recall test
                                        (CE)




 Preconceptions             Play               Learn               t
 Self-efficacy               17                 20            -1,567
 Easyness                   10,67               11            -0,233
 Usefulness                 5,17               7,17           -1,395
 Game experience            2,17                4             -2,607*
 Cog. Engagement            13,33              13,50          -0,146
                                        13
Results
20 yr. Old undergraduates (n=16). 20 min playtime
Two conditions (pre-post):
- Instructed to learn („learn as much as you can while playing” )
- Instructed to play for fun („have fun while playing the game”)
Dependent variables:
[AIME (Salomon, 1984) and Mental effort (Pass, 1992) (ME)]=CE
(Fredriksen et al., 2004), eye movements;
Control variables: game exp & Self-effic., perception of games.
Sig. difference on Mental Effort & recall
No sig. difference on AIME
No sig. Correlation between K. page & Learning & ME
But, different corr. Pattern K. page & Learning & ME.
Examples of information processing
          during gameplay
Condition to learn     Condition for fun




                                           15
Study 2
Undergraduates (n=42). 30 min playtime
Two conditions (pre-post):
- Instructed to learn
(„learn as much as you can about physics while playing “)
- Instructed to play for fun
(„have fun while playing the game”)

Dependent variables: AIME, Situational cognitive
Engagement, AIME & Mental effort (ME), learning
Eye movements + Interview
Control variables: game experience & Self-efficacy




                                 No sig. diff. Between conditions   16
Example of scanpath


              N=15
              15,38% of the individuals
              engaged in a pairwise
              comparison between AOIs
              (only 2 AOIs hit),
              70% of them used more
              “overview” scanning (three,
              four and five AOI hits).

              (See Holmqvist et al., 2011)




                                             17
The next question
• Cognitive engagement or flow moderates the
  relatioship between motivation and learning
  while playing educational games?

                    Cog. Eng.
             a                        b


       Motivation               Learning
                       c

           a'                    b'
                     Flow
                                          18
                                                18
Thank you!

Michael Filsecker, Duisburg-Essen University
            Michael.filsecker@gmail.com
            Michael.filsecker@uni-due.de

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Mfilsecker engagement and educational games

  • 1. A multidimensional approach for studying ‘engagement’ and learning in instructional games. Michael Filsecker, Duisburg-Essen University michael.filsecker@uni-due.de
  • 2. Introduction Arguments Inconclusive Are games effective for learning? (Dempsey et al., 1996) Are games effective for motivating to learn? Research practices (1) “proof of concepts”, (2) undeveloped “theory of action”, (3) lack of control groups, Limited research (4) games +other learning activities base (5) lack of common definitions and (NRC, 2011) terminology Understand „learning from educational games“ Inform practice (use and design) 2
  • 3. Our „Black box“? Input Process Output • Prior knowledge • Cognitive • VG Self-efficacy • Memorize • Interest information • Gender • Understanding • Motivation relatioships • Preconceptions • Apply skills • Usability Kolb‘s cycle: • Apply generic Assimilation- skills • G literacy accomodation CO-RO-AC-AE Flow: „Game cycle“: A-S-C J-B-F • Game • Motivational & characteristics Affective • Content • Interest knowledge • Intr. Motivation 3
  • 4. Procedural Engagement Conceptual Gresalfi et al. (2009) Consequential Engaged participation Hickey (1997) Engaged learning Jones et al. (1992) Productive Engel & Conant (2002) Disciplinary Motivated Habgood (2005) Mindfulness Salomon (1984) Cognitive Intentional learning Bereiter & Scardamalia (1989) Behavioral Fredriks et al. (2004) Committed learning diSessa (2000) Emotional 4
  • 5. Quest Atlantis & Assessment
  • 6. Motivation-Volition Approach/avoidan Goal setting ce tendencies Conception of Action-control: Desicion learning making • Resource (goal) allocation Perception of the task Goal related Action-goal Commitment cognition: • Mindful effort • Strategie use Implementation (goal execution) Consequences: • Flow + affects Goal engagement • Learning Corno (1993) 6
  • 7. Engagement Multidimentional construct involving different cognitions, behaviors and emotions that reflect volitive aspects of the motivational process Cognitive = investment in learning and includes self-regulation, thoughtfulness, and willingness to go beyond the basic requirements to master difficult skills . Behavioral = active participation and includes effort, concentration, attendance, following the rules, and avoiding trouble. Emotional = the extent a person experiences positive and negative reactions to teachers, peers, and activities in general, and includes emotions such as interest, enjoyment, enthusiasm, feelings of belonging and valuing of learning. Fredericks et al (2004); Bohnert et al. (2010) 7
  • 8. Tendencies… Tendencies that Provide a richer Understanding of… …how people Interact with technology Time scale Questionnaires 8
  • 9. Our „Black box“? Input Process Output • Prior knowledge • Cognitive • VG Self-efficacy • Memorize • Interest information • Gender • Understanding • Motivation relatioships • Preconceptions • Apply skills ycle: • Apply generic • Usability • G literacy Behavioral Cognitive CO-RO- skills AC-AE „Game Flow: “: A-S-CEmotional • Game J-B-F • Motivational & characteristics Affective • Content • Interest knowledge • Intr. Motivation 9
  • 10. Conceptual Framework Amount of invested effort (Salomon, 1984) Mental effort (Paas et al., 1992) Questionnaires Cognitive Depth of processing (Clairk & Lokhart, 1972) Cognitive engagement (Corno & Mandinach, 1983) Interview Attention allocation and cognitive processes (Just & Carpenter, 1980) Eye movements Behavioral Visual attention (Duchowski, 2007) Intrinsic motivation – Flow- Enjoyment (Rheinberg & Vollmeyer, 2003) Questionnaires Emotional Interest 10
  • 12. The Game Unternehmen Physikus Simulation & Edutaiment Game elements Tasks/Exercises: Role of Physics enterpreneur Goal: Develop your own company 12
  • 13. The experimental session Questionnaire Survey Gameplay Interview Recall test (CE) Preconceptions Play Learn t Self-efficacy 17 20 -1,567 Easyness 10,67 11 -0,233 Usefulness 5,17 7,17 -1,395 Game experience 2,17 4 -2,607* Cog. Engagement 13,33 13,50 -0,146 13
  • 14. Results 20 yr. Old undergraduates (n=16). 20 min playtime Two conditions (pre-post): - Instructed to learn („learn as much as you can while playing” ) - Instructed to play for fun („have fun while playing the game”) Dependent variables: [AIME (Salomon, 1984) and Mental effort (Pass, 1992) (ME)]=CE (Fredriksen et al., 2004), eye movements; Control variables: game exp & Self-effic., perception of games. Sig. difference on Mental Effort & recall No sig. difference on AIME No sig. Correlation between K. page & Learning & ME But, different corr. Pattern K. page & Learning & ME.
  • 15. Examples of information processing during gameplay Condition to learn Condition for fun 15
  • 16. Study 2 Undergraduates (n=42). 30 min playtime Two conditions (pre-post): - Instructed to learn („learn as much as you can about physics while playing “) - Instructed to play for fun („have fun while playing the game”) Dependent variables: AIME, Situational cognitive Engagement, AIME & Mental effort (ME), learning Eye movements + Interview Control variables: game experience & Self-efficacy No sig. diff. Between conditions 16
  • 17. Example of scanpath N=15 15,38% of the individuals engaged in a pairwise comparison between AOIs (only 2 AOIs hit), 70% of them used more “overview” scanning (three, four and five AOI hits). (See Holmqvist et al., 2011) 17
  • 18. The next question • Cognitive engagement or flow moderates the relatioship between motivation and learning while playing educational games? Cog. Eng. a b Motivation Learning c a' b' Flow 18 18
  • 19. Thank you! Michael Filsecker, Duisburg-Essen University Michael.filsecker@gmail.com Michael.filsecker@uni-due.de