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Assessing implicit science learning in digital games

机译:评估数字游戏中的隐式科学学习

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Building on the promise shown in game-based learning research, this paper explores methods for Game Based Learning Assessments (GBLA) using a variety of educational data mining techniques (EDM). GBLA research examines patterns of behaviors evident in game data logs for the measurement of implicit learning-the development of unarticulated knowledge that is not yet expressible on a test or formal assessment. This paper reports on the study of two digital games showing how the combination of human coding with EDM has enabled researchers to measure implicit learning of Physics. In the game Impulse, researchers combined human coding of video with educational data mining to create a set of automated detectors of students' implicit understanding of Newtonian mechanics. For Quantum Spectre, an optics puzzle game, human coding of Interaction Networks was used to identify common student errors. Findings show that several of our measures of student implicit learning within these games were significantly correlated with improvements in external postassessments. Methods and detailed findings were different for each type of game. These results suggest GBLA shows promise for future work such as adaptive games and in-class, data-driven formative assessments, but design of the assessment mechanics must be carefully crafted for each game. (C) 2017 Elsevier Ltd. All rights reserved.
机译:基于基于游戏的学习研究中显示的希望,本文探索了使用多种教育数据挖掘技术(EDM)进行基于游戏的学习评估(GBLA)的方法。 GBLA的研究检查了游戏数据日志中明显的行为模式,用于测量隐性学习-尚未在测试或正式评估中表达的未表达知识的发展。本文报道了对两个数字游戏的研究,表明人类编码与EDM的结合如何使研究人员能够测量物理的隐式学习。在游戏《冲动》中,研究人员将视频的人工编码与教育数据挖掘相结合,创建了一套自动检测器,用于对学生对牛顿力学的隐式理解。对于光学益智游戏Quantum Spectre,使用交互网络的人工编码来识别常见的学生错误。研究结果表明,我们在这些游戏中对学生进行内隐学习的一些措施与外部后评估的改善显着相关。每种游戏的方法和详细发现都不同。这些结果表明,GBLA显示出对未来工作的希望,例如自适应游戏和数据驱动的课堂内形成性评估,但评估机制的设计必须针对每款游戏精心设计。 (C)2017 Elsevier Ltd.保留所有权利。

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