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Supporting Cognitive
Adaptability Through
Game Design
P. Shane Gallagher, Ph.D
Learning Analysis Reasearch Corp
shane@learninganalysis.org
shane.gallagher.ctr@adlnet.gov

Shenan Prestwich
Advanced Distributed Learning (ADL)
shenan.prestwrich.ctr@adlnet.gov
Adaptability?

• Adaptability: identified by U.S.
  DoD, DoL, DoEd as important
  metacompetency.
• Ability to use existing knowledge
  to create innovative problem
  solutions
• Repeatedly trying new/different
  strategies to solve problems while
  reflecting on actions and
  incorporating feedback

                                       2
How can we frame it?

• Scale of macro to micro
  – Macro: adaptive stance,
    operational adaptability
  – Mid: individual adaptive behavior
  – Micro: micromomentary cognitive
    processes, i.e., cognitive
    adaptability



                                        3
Cognitive adaptability?


                • Micromomentary adaptive
                  cognitive processes & functions
                • Components
                   – Cognitive
                     Openness/Creativity
                   – Focused Attention
                   – Cognitive
                     Flexbility/Metacognition
                   – Critical Thinking & Problem-
                     Solving
                                                    4
Requires




 Supports
Fostering cognitive adaptability

• Metacompetency?
• Learning environment design?
  – Conceptual framework
  – Intersection with CA = research void
• Had to draw from other areas of research and
  posit how these findings can be translated into
  design
  – Cognitive remediation therapy (CRT)
  – Feature overlap theory
  – Game design - MDA                               6
Intersecting domains

• Cognitive Remediation Therapy (CRT)
  – Neurocognitive psychotherapy technique aimed at
    improving cognitive flexibility, working memory,
    and planning in sub-normal populations

  – Emphasizes practicing cognitive microskills

  – Wisconsin Card Sorting Test, Stroop Color Word
    Test, interventions (verbalizing, scaffolding,
    errorless learning)

                                                       7
Intersecting domains

• Feature Overlap Theory (Halpern, Hansen, &
  Riefer, 1990)
  – If training is too similar on a surface level to the actual
    event, students will reach for superficial connections

  – If training teaches a deep, causal understanding of the
    material but differs or varies on a surface level,
    students exercise ability to make deep connections and
    adapt knowledge.

                                                                  8
MDA
“…Hunicke, LeBlanc, and Zubek (2002), where
mechanics are the components of a game at the
level of data representation and algorithms,
dynamics are how the game components interact
with the player and vice-versa, and aesthetics
comprise the emotional response evoked by the
mechanics and dynamics…”
FOT       MDA
  CRT                           Others…




Conceptual Framework for Developing CA


                                          10
A variation on MDA: FFMDA




                            11
FFMDA




        12
FFMDA




        13
5 Features To Increase C A

 •   Unstated/Implicit Rules
 •   Unstated/Implicit Shifting of Rules
 •   Dynamic Shifting Environments
 •   Open-Ended Gameplay
 •   Implicit Reinforcement for Individual
     Actions/Choices to Achieve Final
     Goal



                                             14
The Study
Research Questions:
(Q1) Will 12 hours of consecutive gameplay of a video
game with the design features previously described
(Portal 2) cause an increase in cognitive adaptability as   Will playing a
measured by cognitive function tests (CANTAB)? Ind var      commercial off-the-
=Portal 2 playtime
(Q2) Will those playing Portal 2 be more likely to be       shelf game with the
metacognitively aware during play than those not playing    five identified features
Portal 2? Ind var Portal 2 play history
(Q3) Will those possessing higher metacognitive             will increase cognitive
awareness levels (MAL) also score higher on CANTAB          adaptability?
after playing Portal 2 than those who didn’t? Ind var
Portal 2 playtime
(Q4) Are there differences of CA between high MAL
(HMAL) and low MAL (LMAL)? Ind var MAL
(Q5) Is a prior history of playing Portal 2 or like games
positively correlated with higher metacognitive
awareness levels? Ind vars Portal 2 play history and MAL
(Q6) Will MA change over time during game play? Ind
var Portal 2 playtime
The Game
How we did it…




 June 8-17 2012         Used FFMDA
 Provided:                 • Portal 2
    • 39 Airmen         Measures
    • touchscreen          • CANTAB
       laptops             • Metacognitive Awareness
    • facilities              Inventory
    • tech support on   Protocol
       site                • Experimental
                           • 2 groups
Sample
Population




N=39
    18 – Control Group (MS Games)
    21 – Experimental Group (Portal 2)
Age 17-24, Ave age = 21
Ave years in AF – 1.22
Rank – mostly E1-E3
Education – mostly HS Diploma
Gender – 5.1% Female, 94.9% Male
Measures


• Cambridge Cognition CANTAB Eclipse
  •   http://www.cambridgecognition.com/cantab-tests.asp
• Metacognitve Awareness Inventory
  •   (Haynie, 2005)
• Game History Questionnaire
• Active MA Survey
• FRAPS recorded game sessions (3)
Procedure

June 8

CANTAB baseline
administration

Used for mitigating
practice effect in
repeated measures

Rugged touchscreen
laptops in computer
lab
Metacognitive Awareness Inventory
 Procedure


June 14

CANTAB pre-test

Metacognitive
Awareness Inventory




                      AMA
Procedure
June 15-16 Airmen played either
Portal II (Intervention)
 Has the 5 features that should promote CA
 Play for 6 hours over 2 days (12 hours total) with breaks every 1.5
    hours
 AMA questionnaire each break
 N=21
OR
Solitaire, Minesweeper, FreeCell, and Mahjong (Control)
 Do not have the 5 features that should promote CA
 Commonly found in MS Windows 7
 Puzzle/Logic games
 Play each for 1.5 hours a day over 2 days (12 hours total)
 AMA questionnaire each break
 N=18
Procedure
June 17 (final day)
• CANTAB posttest


• Game History Questionnaire
Results
• Average plays 6-9 hrs/wk
  – True for Exp and Control
• Most have never played Portal or Portal 2 before
  or have spent little time if they did
  – True for Exp and Control
• Majority indicated that time spent playing video
  games has decreased in the past year and in the
  past 5 years
Metacognitive Awareness Inventory
• Average Score = 78%, Range 65%-95%
CANTAB Results



Significant difference (increase) on RVPS between the experimental (Portal) and control
groups (n=39, F=6.126, p=.018).

Part of variance explained by high/low gaming



                                               Tests of Within-Subjects Effects
           Measure:RVPA
                                                Type III Sum of
           Source                                  Squares                df           Mean Square    F       Sig.
           Trial * GRP    Sphericity Assumed                  .002                1            .002   6.126      .018
                          Greenhouse-Geisser                  .002             1.000           .002   6.126      .018
                          Huynh-Feldt                         .002             1.000           .002   6.126      .018
                          Lower-bound                         .002             1.000           .002   6.126      .018
CANTAB Results
Spatial Span (SSP) -Computerized version of the Corsi Blocks task
• Assesses working memory capacity
• measure of frontal lobe functioning

Previous Portal 2 Play
Significant (p =.012) difference (decrease in errors) both pre and post measure on
SSP between those that have played Portal 2 in the past six months and those that
didn’t.
                                                                 Tests of Between-Subjects Effects
                              Measure:SSP

                              Transformed Variable:Average
                                                       Type III Sum of
                              Source                         Squares           df        Mean Square           F           Sig.
                              Intercept                         4075.283             1         4075.283       1702.932            .000
                              PRVPORTL2_NUM                       16.756             1               16.756        7.002          .012
                              Error                               86.152            36                2.393
CANTAB Results

High/Low Gaming Experience
Analysis by high/low gamers shows a large and significant difference
(F=16.778, p=0).



                                   Tests of Between-Subjects Effects

   Measure:SSP

   Transformed Variable:Average

                        Type III Sum of
   Source                   Squares            df        Mean Square       F         Sig.

   Intercept                      4565.978           1         4565.978   2341.745          .000

   TIME_WEEK_BI                     32.714           1           32.714     16.778          .000

   Error                            70.193          36            1.950
CANTAB Results
  Analysis of SSP by high and low gamers controlling for
  previous Portal play shows significant portion of variance is
  most likely due to gaming in general rather than Portal.


                                     Tests of Between-Subjects Effects
   Measure:SSP

   Transformed Variable:Average
                            Type III Sum of
   Source                         Squares          df         Mean Square         F           Sig.
   Intercept                          183.460            1           183.460      92.447             .000
   TIME_WEEK_BI                        16.694            1               16.694       8.412          .006
   PRVPORTL2_NUM                            .736         1                 .736        .371          .546
   Error                               69.457           35                1.984
CANTAB Results
One Touch Stockings of Cambridge (OTS)
• Tests executive planning
• Critical component for strategic thinking

Analysis of the number of problems correct on the first try (OTS) by high/low
gamers shows strong significant difference between groups.
High game play experience scored higher significantly on both the pre and post-
tests (F= 10.335, p=.003).

Controlling for previous Portal 2 play the significance was still at the .006 level
suggesting that most of the variance occurred because of prior game play in
general and not due to previous Portalof2 play.
                                    Tests Between-Subjects Effects

                 Measure:OTS

                 Transformed Variable:Average

                                      Type III Sum of
                 Source                   Squares         df        Mean Square      F         Sig.

                 Intercept                  10938.936           1       10938.936   2700.817          .000

                 TIME_WEEK_BI                    41.859         1          41.859     10.335          .003

                 Error                          149.859        37           4.050
CANTAB Results

Spatial Working Memory (SWM
• Tests the ability to retain spatial information
• manipulate remembered items in working memory
• It is a self-ordered task suggesting heuristic strategies

Analysis by high and low gamers shows large significant decrease in errors made by
high gamers (F=11,872, p=.001

                                                                 Tests of Between-Subjects Effects

                                  Measure:SWM

                                  Transformed Variable:Average

                                                       Type III Sum of
                                  Source                   Squares            df        Mean Square     F         Sig.

                                  Intercept                 228139.508              1      228139.508   109.646          .000

                                  TIME_WEEK_BI               24702.892              1       24702.892    11.872          .001

                                  Error                      76985.287             37        2080.683
Differences by Areas of
    Game Interest
Analysis of CANTAB by high/low gamers and previous Portal 2 play taking into account
areas of game interest shows four measures of interest.
• spatial working memory (SWM)
• latency or response for focused attention (RVML*)
• spatial span (SSP)
• execute planning (OTS)
Interactions
SWM (spatial working memory)- significant interaction effect over both trials between
interest in MMOG type games (F=8.965, p=.006).
RVPML - significant interaction for interest in Card games/Simple puzzles (F=5.622,
p=.026).
Between Subjects
Significant effect on SWM scores between interest in Racing games.

*latency measure on the focused attention task and is one of the most sensitive
measures on the CANTAB. It is a significant factor in the score differences of high/low
gamers and previous Portal 2 play.
Implications

  Design
  • Cognitive focused attention was enhanced in Portal 2
    players verses MS Games players
  • Potential cause is the open ended game play present in the
    design of Portal 2.
  Gaming
  • High frequency gamers scored higher on cognitive tests than
    low frequency gamers.
  • Design characteristics presents in MMOGs, card games,
    puzzles, racing, strategy, and sports games may lead to
    these increases and should be explored.

Playing video games may actually lead to cognitive enhancement.
Further Research


   • Cognitive Task Analysis of Portal 2
     and others - present
   • Further data collection on Portal
     2/non-Portal 2 players and
     CANTAB measures Fall 12/Spr 13
   • Testing for metacognitive
     monitoring on math for
     adaptability performance
     evidence and transfer tasks.
     Fall12/Spr 13
Questions?



     For more information contact:

     shane.gallagher.ctr@adlnet.gov

     703-575-3718

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Supporting cognitive adaptability through game design working 100412

  • 1. Supporting Cognitive Adaptability Through Game Design P. Shane Gallagher, Ph.D Learning Analysis Reasearch Corp shane@learninganalysis.org shane.gallagher.ctr@adlnet.gov Shenan Prestwich Advanced Distributed Learning (ADL) shenan.prestwrich.ctr@adlnet.gov
  • 2. Adaptability? • Adaptability: identified by U.S. DoD, DoL, DoEd as important metacompetency. • Ability to use existing knowledge to create innovative problem solutions • Repeatedly trying new/different strategies to solve problems while reflecting on actions and incorporating feedback 2
  • 3. How can we frame it? • Scale of macro to micro – Macro: adaptive stance, operational adaptability – Mid: individual adaptive behavior – Micro: micromomentary cognitive processes, i.e., cognitive adaptability 3
  • 4. Cognitive adaptability? • Micromomentary adaptive cognitive processes & functions • Components – Cognitive Openness/Creativity – Focused Attention – Cognitive Flexbility/Metacognition – Critical Thinking & Problem- Solving 4
  • 6. Fostering cognitive adaptability • Metacompetency? • Learning environment design? – Conceptual framework – Intersection with CA = research void • Had to draw from other areas of research and posit how these findings can be translated into design – Cognitive remediation therapy (CRT) – Feature overlap theory – Game design - MDA 6
  • 7. Intersecting domains • Cognitive Remediation Therapy (CRT) – Neurocognitive psychotherapy technique aimed at improving cognitive flexibility, working memory, and planning in sub-normal populations – Emphasizes practicing cognitive microskills – Wisconsin Card Sorting Test, Stroop Color Word Test, interventions (verbalizing, scaffolding, errorless learning) 7
  • 8. Intersecting domains • Feature Overlap Theory (Halpern, Hansen, & Riefer, 1990) – If training is too similar on a surface level to the actual event, students will reach for superficial connections – If training teaches a deep, causal understanding of the material but differs or varies on a surface level, students exercise ability to make deep connections and adapt knowledge. 8
  • 9. MDA “…Hunicke, LeBlanc, and Zubek (2002), where mechanics are the components of a game at the level of data representation and algorithms, dynamics are how the game components interact with the player and vice-versa, and aesthetics comprise the emotional response evoked by the mechanics and dynamics…”
  • 10. FOT MDA CRT Others… Conceptual Framework for Developing CA 10
  • 11. A variation on MDA: FFMDA 11
  • 12. FFMDA 12
  • 13. FFMDA 13
  • 14. 5 Features To Increase C A • Unstated/Implicit Rules • Unstated/Implicit Shifting of Rules • Dynamic Shifting Environments • Open-Ended Gameplay • Implicit Reinforcement for Individual Actions/Choices to Achieve Final Goal 14
  • 15. The Study Research Questions: (Q1) Will 12 hours of consecutive gameplay of a video game with the design features previously described (Portal 2) cause an increase in cognitive adaptability as Will playing a measured by cognitive function tests (CANTAB)? Ind var commercial off-the- =Portal 2 playtime (Q2) Will those playing Portal 2 be more likely to be shelf game with the metacognitively aware during play than those not playing five identified features Portal 2? Ind var Portal 2 play history (Q3) Will those possessing higher metacognitive will increase cognitive awareness levels (MAL) also score higher on CANTAB adaptability? after playing Portal 2 than those who didn’t? Ind var Portal 2 playtime (Q4) Are there differences of CA between high MAL (HMAL) and low MAL (LMAL)? Ind var MAL (Q5) Is a prior history of playing Portal 2 or like games positively correlated with higher metacognitive awareness levels? Ind vars Portal 2 play history and MAL (Q6) Will MA change over time during game play? Ind var Portal 2 playtime
  • 17.
  • 18. How we did it… June 8-17 2012 Used FFMDA Provided: • Portal 2 • 39 Airmen Measures • touchscreen • CANTAB laptops • Metacognitive Awareness • facilities Inventory • tech support on Protocol site • Experimental • 2 groups
  • 19. Sample Population N=39 18 – Control Group (MS Games) 21 – Experimental Group (Portal 2) Age 17-24, Ave age = 21 Ave years in AF – 1.22 Rank – mostly E1-E3 Education – mostly HS Diploma Gender – 5.1% Female, 94.9% Male
  • 20. Measures • Cambridge Cognition CANTAB Eclipse • http://www.cambridgecognition.com/cantab-tests.asp • Metacognitve Awareness Inventory • (Haynie, 2005) • Game History Questionnaire • Active MA Survey • FRAPS recorded game sessions (3)
  • 21. Procedure June 8 CANTAB baseline administration Used for mitigating practice effect in repeated measures Rugged touchscreen laptops in computer lab
  • 22. Metacognitive Awareness Inventory Procedure June 14 CANTAB pre-test Metacognitive Awareness Inventory AMA
  • 23. Procedure June 15-16 Airmen played either Portal II (Intervention) Has the 5 features that should promote CA Play for 6 hours over 2 days (12 hours total) with breaks every 1.5 hours AMA questionnaire each break N=21 OR Solitaire, Minesweeper, FreeCell, and Mahjong (Control) Do not have the 5 features that should promote CA Commonly found in MS Windows 7 Puzzle/Logic games Play each for 1.5 hours a day over 2 days (12 hours total) AMA questionnaire each break N=18
  • 24. Procedure June 17 (final day) • CANTAB posttest • Game History Questionnaire
  • 25. Results • Average plays 6-9 hrs/wk – True for Exp and Control • Most have never played Portal or Portal 2 before or have spent little time if they did – True for Exp and Control • Majority indicated that time spent playing video games has decreased in the past year and in the past 5 years Metacognitive Awareness Inventory • Average Score = 78%, Range 65%-95%
  • 26. CANTAB Results Significant difference (increase) on RVPS between the experimental (Portal) and control groups (n=39, F=6.126, p=.018). Part of variance explained by high/low gaming Tests of Within-Subjects Effects Measure:RVPA Type III Sum of Source Squares df Mean Square F Sig. Trial * GRP Sphericity Assumed .002 1 .002 6.126 .018 Greenhouse-Geisser .002 1.000 .002 6.126 .018 Huynh-Feldt .002 1.000 .002 6.126 .018 Lower-bound .002 1.000 .002 6.126 .018
  • 27. CANTAB Results Spatial Span (SSP) -Computerized version of the Corsi Blocks task • Assesses working memory capacity • measure of frontal lobe functioning Previous Portal 2 Play Significant (p =.012) difference (decrease in errors) both pre and post measure on SSP between those that have played Portal 2 in the past six months and those that didn’t. Tests of Between-Subjects Effects Measure:SSP Transformed Variable:Average Type III Sum of Source Squares df Mean Square F Sig. Intercept 4075.283 1 4075.283 1702.932 .000 PRVPORTL2_NUM 16.756 1 16.756 7.002 .012 Error 86.152 36 2.393
  • 28. CANTAB Results High/Low Gaming Experience Analysis by high/low gamers shows a large and significant difference (F=16.778, p=0). Tests of Between-Subjects Effects Measure:SSP Transformed Variable:Average Type III Sum of Source Squares df Mean Square F Sig. Intercept 4565.978 1 4565.978 2341.745 .000 TIME_WEEK_BI 32.714 1 32.714 16.778 .000 Error 70.193 36 1.950
  • 29. CANTAB Results Analysis of SSP by high and low gamers controlling for previous Portal play shows significant portion of variance is most likely due to gaming in general rather than Portal. Tests of Between-Subjects Effects Measure:SSP Transformed Variable:Average Type III Sum of Source Squares df Mean Square F Sig. Intercept 183.460 1 183.460 92.447 .000 TIME_WEEK_BI 16.694 1 16.694 8.412 .006 PRVPORTL2_NUM .736 1 .736 .371 .546 Error 69.457 35 1.984
  • 30. CANTAB Results One Touch Stockings of Cambridge (OTS) • Tests executive planning • Critical component for strategic thinking Analysis of the number of problems correct on the first try (OTS) by high/low gamers shows strong significant difference between groups. High game play experience scored higher significantly on both the pre and post- tests (F= 10.335, p=.003). Controlling for previous Portal 2 play the significance was still at the .006 level suggesting that most of the variance occurred because of prior game play in general and not due to previous Portalof2 play. Tests Between-Subjects Effects Measure:OTS Transformed Variable:Average Type III Sum of Source Squares df Mean Square F Sig. Intercept 10938.936 1 10938.936 2700.817 .000 TIME_WEEK_BI 41.859 1 41.859 10.335 .003 Error 149.859 37 4.050
  • 31. CANTAB Results Spatial Working Memory (SWM • Tests the ability to retain spatial information • manipulate remembered items in working memory • It is a self-ordered task suggesting heuristic strategies Analysis by high and low gamers shows large significant decrease in errors made by high gamers (F=11,872, p=.001 Tests of Between-Subjects Effects Measure:SWM Transformed Variable:Average Type III Sum of Source Squares df Mean Square F Sig. Intercept 228139.508 1 228139.508 109.646 .000 TIME_WEEK_BI 24702.892 1 24702.892 11.872 .001 Error 76985.287 37 2080.683
  • 32. Differences by Areas of Game Interest Analysis of CANTAB by high/low gamers and previous Portal 2 play taking into account areas of game interest shows four measures of interest. • spatial working memory (SWM) • latency or response for focused attention (RVML*) • spatial span (SSP) • execute planning (OTS) Interactions SWM (spatial working memory)- significant interaction effect over both trials between interest in MMOG type games (F=8.965, p=.006). RVPML - significant interaction for interest in Card games/Simple puzzles (F=5.622, p=.026). Between Subjects Significant effect on SWM scores between interest in Racing games. *latency measure on the focused attention task and is one of the most sensitive measures on the CANTAB. It is a significant factor in the score differences of high/low gamers and previous Portal 2 play.
  • 33. Implications Design • Cognitive focused attention was enhanced in Portal 2 players verses MS Games players • Potential cause is the open ended game play present in the design of Portal 2. Gaming • High frequency gamers scored higher on cognitive tests than low frequency gamers. • Design characteristics presents in MMOGs, card games, puzzles, racing, strategy, and sports games may lead to these increases and should be explored. Playing video games may actually lead to cognitive enhancement.
  • 34. Further Research • Cognitive Task Analysis of Portal 2 and others - present • Further data collection on Portal 2/non-Portal 2 players and CANTAB measures Fall 12/Spr 13 • Testing for metacognitive monitoring on math for adaptability performance evidence and transfer tasks. Fall12/Spr 13
  • 35. Questions? For more information contact: shane.gallagher.ctr@adlnet.gov 703-575-3718