
NSF Org: |
IIS Division of Information & Intelligent Systems |
Recipient: |
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Initial Amendment Date: | August 29, 2013 |
Latest Amendment Date: | August 29, 2013 |
Award Number: | 1349082 |
Award Instrument: | Standard Grant |
Program Manager: |
Christopher Hoadley
IIS Division of Information & Intelligent Systems CSE Directorate for Computer and Information Science and Engineering |
Start Date: | September 1, 2013 |
End Date: | August 31, 2015 (Estimated) |
Total Intended Award Amount: | $149,999.00 |
Total Awarded Amount to Date: | $149,999.00 |
Funds Obligated to Date: |
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History of Investigator: |
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Recipient Sponsored Research Office: |
3141 CHESTNUT ST PHILADELPHIA PA US 19104-2875 (215)895-6342 |
Sponsor Congressional District: |
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Primary Place of Performance: |
Philadelphia PA US 19104-2737 |
Primary Place of
Performance Congressional District: |
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Unique Entity Identifier (UEI): |
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Parent UEI: |
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NSF Program(s): | Cyberlearn & Future Learn Tech |
Primary Program Source: |
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Program Reference Code(s): |
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Program Element Code(s): |
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Award Agency Code: | 4900 |
Fund Agency Code: | 4900 |
Assistance Listing Number(s): | 47.070 |
ABSTRACT
A key challenge for interactive learning environments is how to automatically co-regulate ? balancing learners? autonomy with the pedagogical processes intended by educators. In this Cyberlearning: Transforming Education EAGER project, the PIs are exploring the use of experience management (EM) to address this issue. They are collecting preliminary data about (1) the relationship between a learner's goal orientations and play style and (2) the impact of dynamically adjusting the learning environment using a variety of EM strategies and their impacts on learners' autonomy and learning outcomes. These issues are being addressed in the context of an interactive learning environment called Solving the Incognitum. Using this environment, learners learn about geological time and the fossil record. The setting is the historical Charles Willson Peale Museum of Art and Science, the largest US natural history museum of its day (1801-1827). Included in this virtual museum are all the dinosaur and ancient animal bones that Peale and his group brought back from his expeditions. Learners are challenged to find the bones that are missing from a skeleton, and clues are scattered around the museum. Learners with a goal-achievement orientation may not explore enough and may need to be encouraged to do that, while those who are more natural explorers may need to be guided to move towards the planning needed to achieve their goal. Reflection in action and reflection on action are supported.
As ailing governments cut funding for schools, there is a push towards using technology for providing the kinds of help that aides and specialized teachers might have provided. For such an effort to be successful, we need to learn more about how to design engaging learning environments that can help struggling learners. Learning environments where learners get to explore, design, build, and solve problems are engaging, but using them to promote learning requires understanding how to give learners the autonomy they need to remain engaged and enthusiastic along with the guidance they need to successfully learn. This project represents an early attempt at addressing that need.
PUBLICATIONS PRODUCED AS A RESULT OF THIS RESEARCH
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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.
The long-term goal of our research is to understand how to make adaptive educational games — in particular, how to give individual learners the freedom to learn in ways they prefer while still making sure the personalized learning experiences satisfy necessary pedagogical structure. Through this EAGER project, we gained scientific knowledge and understanding of 1) how individual learners behave in a widely used genre of educational games, 2) how to algorithmically model individual learning behaviors, and 3) how to scaffold individual learning by balancing learning autonomy and pedagogical process.
We developed Solving the Incognitum, an educational game about fundamental earth science concepts. Drawing on the rich history of Philadelphia, our virtual learning environment was modeled after Charles Peale's early 19th century Museum of Art and Science located in the Independence Hall, the largest U.S. natural history museum of its day. Our game followed the convention of education games and was designed specifically to support learners motivated by accomplishing goals as well as those motivated by exploration, two main player types identified in our prior work and existing literature.
Using Solving the Incognitum, we gathered data on how players interact with this virtual environment. By correlating players’ self-report survey data with how they actually play the game, our project advanced the existing understanding of how learners behave in educational games. Most notably, our study is among the first to provide empirical evidence that learners change their play styles within the same gameplay session and how this shift takes place in the context of our game.
To provide personalized support automatically requires the game to first identify the play style adopted by each individual learner. Existing techniques of player modeling assume static play styles. Thus, our project made important contribution to the scientific understanding of how to model the dynamic nature of play style, as observed in our study above. In particular, we developed a novel framework by segmenting each learner’s gameplay data into appropriate episodes and use sequential machine learning techniques to model them. Our results show that our framework outperforms the standard methods.
The final key intellectual contribution of this EAGER project is to explore how to scaffold individual learning by balancing learning autonomy and pedagogical process. We developed an extension of the Solving the Incognitum game where a trained human researcher alters the game in real time, based on each learner’s play style. We recruited 27 additional participants to play the game. Although its impact on learning is inconclusive, the adaptive version of the game led to higher learner satisfaction of the game. It also produced valuable information of how to design adaptive educational games.
Overall, this project directly led to four peer-reviewed publications at international conferences, two of which had the acceptance rates of around 30%. One of these publications was nominated for the Best Student Paper (overall acceptance rate of 28%). We also presented results from this project at two additional international conferences.
In addition to the above-mentioned intellectual outcome, this project fulfilled our intended goals for broader impact. Our collaboration with a Science teacher from George Washington Carver High School of Engineering and Science, part of the Philadelphia Public School District, allowed us to disseminate our educational game and research to a broader audience outside the traditional academic setting.
We provided interdisciplinary research training and mentoring to multiple undergraduate students and graduate students from Digital Media, Computer Science, and Sociolo...
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