Award Abstract # 1138497
Type I: ENGAGE: Immersive Game-Based Learning for Middle Grade Computational Fluency

NSF Org: CNS
Division Of Computer and Network Systems
Recipient: NORTH CAROLINA STATE UNIVERSITY
Initial Amendment Date: August 29, 2011
Latest Amendment Date: May 6, 2014
Award Number: 1138497
Award Instrument: Standard Grant
Program Manager: kamau bobb
CNS
 Division Of Computer and Network Systems
CSE
 Directorate for Computer and Information Science and Engineering
Start Date: January 1, 2012
End Date: October 31, 2015 (Estimated)
Total Intended Award Amount: $999,996.00
Total Awarded Amount to Date: $1,047,996.00
Funds Obligated to Date: FY 2011 = $999,996.00
FY 2012 = $16,000.00

FY 2013 = $16,000.00

FY 2014 = $16,000.00
History of Investigator:
  • James Lester (Principal Investigator)
    lester@csc.ncsu.edu
  • Eric Wiebe (Co-Principal Investigator)
  • Bradford Mott (Co-Principal Investigator)
  • Kristy Boyer (Co-Principal Investigator)
Recipient Sponsored Research Office: North Carolina State University
2601 WOLF VILLAGE WAY
RALEIGH
NC  US  27695-0001
(919)515-2444
Sponsor Congressional District: 02
Primary Place of Performance: North Carolina State University
NC  US  27695-8206
Primary Place of Performance
Congressional District:
02
Unique Entity Identifier (UEI): U3NVH931QJJ3
Parent UEI: U3NVH931QJJ3
NSF Program(s): Special Projects - CNS,
Computing Ed for 21st Century
Primary Program Source: 01001112DB NSF RESEARCH & RELATED ACTIVIT
01001213DB NSF RESEARCH & RELATED ACTIVIT

01001314DB NSF RESEARCH & RELATED ACTIVIT

01001415DB NSF RESEARCH & RELATED ACTIVIT
Program Reference Code(s): 1714, 9116, 9251
Program Element Code(s): 171400, 738200
Award Agency Code: 4900
Fund Agency Code: 4900
Assistance Listing Number(s): 47.070

ABSTRACT

North Carolina State University proposes the ENGAGE project to develop, implement, and evaluate a middle grade version of the CS Principles course that is fully situated within an immersive game-based learning environment. ENGAGE has three thrusts: (1) developing and implementing a highly engaging game-based learning environment that delivers a CS Principles course for middle grade students and their teachers; (2) making a significant educational research contribution by evaluating the effectiveness of game-based learning for computer science education; and (3) making a significant contribution to broadening the participation in computing by evaluating the effectiveness of the game-based learning framework for student learning, computing interest, and self-efficacy, particularly for underrepresented groups.

ENGAGE leverages the strengths of game-based learning, particularly narrative-centered learning, in which the game is driven by an engaging and highly motivating story. Within ENGAGE, students explore and solve global computing problems they encounter on a remote volcanic island, Crystal Island. Students work collaboratively, think creatively, deal with "big data," and analyze how their computing artifacts or those created by others are likely to impact their world. The project also includes a major focus on in-service professional development through the EngageToTeach summer institute designed not only to build teachers' computational fluency, but to instill a sense of advocacy toward computing education.

ENGAGE will see the development of a game-based learning environment for middle grade computational fluency that is expected to be highly effective for all students. With a specific focus on serving underrepresented groups, the project will draw on a partnership with North Carolina State University and diverse middle schools, including a public middle school of Johnston County, North Carolina, and a private middle school of Durham, North Carolina.

PUBLICATIONS PRODUCED AS A RESULT OF THIS RESEARCH

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Akram, B. and Min, W. and Wiebe, E. and Mott, B. and Boyer, K. E. and Lester, J. "Improving Stealth Assessment in Game-Based Learning with LSTM-Based Analytics" International Conference on Educational Data Mining , 2018 Citation Details
Bradford Mott, Jonathan Rowe, Wookhee Min, Robert Taylor, and James Lester "Flare: An Open Source Toolkit for Creating Expressive User Interfaces for Serious Games" Proceedings of the Ninth International Conference on the Foundations of Digital Games , 2014
Fernando Rodríguez, Natalie Kerby, and Kristy Elizabeth Boyer "Informing the Design of a Game-Based Learning Environment for Computer Science: A Pilot Study on Engagement and Collaborative Dialogue" Proceedings of The First Workshop on AI-Supported Education for Computer Science , 2013 , p.30
Fernando Rodríguez, Natalie Kerby, and Kristy Elizabeth Boyer "Repairing Disengagement in Collaborative Dialogue for Game-Based Learning" Proceedings of the Sixteenth International Conference on Artificial Intelligence in Education , 2013 , p.807
Philip Buffum, Allison Martínez-Arocho, Megan Frankosky, Fernando Rodríguez, Eric Wiebe, and Kristy Elizabeth Boyer "CS Principles Goes to Middle School: Learning How to Teach ?Big Data?" Proceedings of the Forty-Fifth ACM Technical Symposium on Computer Science Education , 2014 , p.151
Philip Sheridan Buffum, Kristy Elizabeth Boyer, Eric N. Wiebe, Bradford W. Mott, James C. Lester "Mind the Gap: Improving Gender Equity in Game-based Learning Environments with Learning Companions" Proceedings of the International Conference on Artificial Intelligence in Education , 2015 , p.64
Philip Sheridan Buffum, Megan Hardy Frankosky, Kristy Elizabeth Boyer, Eric N. Wiebe, Bradford W. Mott, James C. Lester "Leveraging Collaboration to Improve Gender Equity in a Game-based Learning Environment for Middle School Computer Science" RESPECT - IEEE Special Technical Community on Broadening Participation , 2015
Wiebe, Eric and London, Jennifer and Aksit, Osman and Mott, Bradford W. and Boyer, Kristy Elizabeth and Lester, James C. "Development of a Lean Computational Thinking Abilities Assessment for Middle Grades Students" Proceedings of the 50th ACM Technical Symposium on Computer Science Education , 2019 10.1145/3287324.3287390 Citation Details
Wookhee Min, Bradford Mott, and James Lester "Adaptive Scaffolding in an Intelligent Game-Based Learning Environment for Computer Science" Proceedings of the ITS Workshop on AI-supported Education for Computer Science , 2014 , p.41
Wookhee Min, Megan Frankosky, Bradford Mott, Jonathan Rowe, Eric Wiebe, Kristy Elizabeth Boyer, and James Lester "DeepStealth: Leveraging Deep Learning Models for Stealth Assessment in Game-based Learning Environments" Proceedings of the Seventeenth International Conference on Artificial Intelligence in Education , 2015 , p.277

PROJECT OUTCOMES REPORT

Disclaimer

This Project Outcomes Report for the General Public is displayed verbatim as submitted by the Principal Investigator (PI) for this award. Any opinions, findings, and conclusions or recommendations expressed in this Report are those of the PI and do not necessarily reflect the views of the National Science Foundation; NSF has not approved or endorsed its content.

Leveraging the significant potential of integrating an innovative curriculum, CS Principles, with a highly engaging game-based learning pedagogy, the overarching objective of the Engage project was to develop, implement, and evaluate a middle grade version of the CS Principles course that was fully situated within an immersive game-based learning environment.

The project centered on the design, development, and investigation of the Engage game-based learning environment, which delivers a CS Principles course for middle grade students and their teachers. Throughout the project, a diverse set of over 300 middle school students participated in Engage focus group activities, pilot tests, and classroom implementations. Of the students who provided demographic information, 47% were female, 24% were African American or Black and 16% were Hispanic or Latino/a, 17% were Asian, 38% were White, and 5% of students were Multi-racial. The project also included a focus on teacher professional development. The research team worked closely with a diverse group of teachers throughout the project. These teachers helped to co-design the Engage curriculum and game-based learning activities and provide iterative feedback throughout development. Each of the teachers attended either one or two summer institutes designed to introduce them to computational thinking concepts, to the Engage game-based learning environment, and prepare them for classroom implementations.

Second, the project has made an educational research contribution by evaluating the effectiveness of the Engage game-based learning environment. Investigations to date have focused on assessing problem-solving processes and computer science competencies with qualitative and quantitative data analytic and machine-learning techniques. Using these techniques, research findings have taken steps towards 1) understanding how game-based learning environments like Engage can be integrated into middle school classrooms, 2) investigating how students interact with Engage to solve challenging computational thinking problems, and 3) using machine learning techniques to create models of student competency using student's problem-solving behaviors.

Finally, the project has made contributions to broadening participation in computing by evaluating the effectiveness of Engage with a specific focus on underrepresented groups. Engage has consistently improved students’ understanding of Computer Science concepts. Results from focus groups, pilot tests, and classroom studies show that Engage creates effective, engaging learning interactions. Analyses of summative pre and post-test scores on instruments developed to assess Computer Science concepts knowledge show that students of all ethnicities, male and female students, and students with and without prior programming experiences exhibited significant increases in learning after using Engage.

The project’s results have been reported in thirteen publications that have been presented at international conferences, including the leading conferences in computer science education and intelligent tutoring systems. The project has advanced our understanding of how to design a game-based learning environment for introducing middle school students to Computer Science concepts and for use in the science classrooms. It is anticipated that the findings will inform the design of future game-based learning systems so they can best support learners and t...

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