Computer Games, Education And Interfaces The E-GEMS Project

Computer Games, Education And Interfaces The E-GEMS Project
Computer Games, Education And Interfaces The E-GEMS Project

Computer Games, Education And Interfaces: The E-GEMS Project

Maria M. Klawe

Department of Computer Science

University of British Columbia

Abstract

For the past six years the E-GEMS project has studied the design and use of computer games and activities for mathematics education in grades 4 to 8. Our research has involved researchers in education and computer science, professional game developers, teachers and thousands of children. The outcomes of this collabora-tion include a wide range of research studies as well as innovative prototype games and a successful commer-cial product. Our results demonstrate that games can be very effective in increasing both motivation and achievement in mathematics learning. They also pin-point the critical importance of detailed elements of game design, the role of the teacher, and the integration of computer games with other forms of mathematics education. Finally our work has identified important differences, as well as similarities, in girls’ and boys’interactions with games and computers. In this paper we highlight some of the recent E-GEMS work with particular attention to the aspects related to interfaces and HCI.

Key words: interactive multimedia, games, educational technology, computer supported collaborative learning.

1Introduction

E-GEMS, the Electronic Games for Education in Math and Science project, is a collaborative project centered at the University of British Columbia (UBC). E-GEMS involves researchers in computer science and mathe-matics education as well as teachers, children and pro-fessional game developers. In addition to UBC, the E-GEMS participants include Queen’s University, Elec-tronic Arts, and several schools in British Columbia and Ontario.

E-GEMS was created in late 1992 to explore the potential of specially designed electronic games to in-crease learning and appreciation of mathematics and science by children in grades 4-8. This age range was chosen because research indicates that this is when most children lose interest in these subjects. We were interested in electronic (i.e. computer and video) games because of their appeal to children and because they offer excellent opportunities for visualization and ex-ploration of complex concepts. On the other hand, we also had serious concerns about using such games.Most girls, especially aged 10 and older, seemed to be less interested in playing electronic games than boys, and less interested in using computers in general. Moreover, there was little concrete evidence that tradi-tional electronic games were effective in enhancing mathematics and science learning for purposes beyond memorization drills.

The E-GEMS use of the term “educational computer game” encompasses a wide range of computer-based activities. Specifically, we use it to refer to educational software incorporating popular electronic game ele-ments such as a high degree of interactivity, explora-tion, puzzles, challenges, scoring, graphics, music, sound effects, or narrative. Over the last six years E-GEMS research has included basic studies on how chil-dren interact with commercially available computer and video games as well as the development of innovative prototype games which we have used to explore a vari-ety of design issues. Throughout we have paid particu-lar attention to gender issues in order to understand and support the effective participation of girls as well as boys in computer-supported learning environments.

Our project has benefited greatly from the contribu-tions of several teachers who have been part of the E-GEMS research team for several years. The teachers’classrooms serve as ongoing long-term research sites to test the effectiveness of games and strategies for incor-porating computer games into mathematics education. Moreover, both teachers and students contribute to the design of prototype games and usage strategies. We use an iterative process to develop game prototypes, alter-nating among design, implementation and evaluation in the E-GEMS classrooms. We also conduct focused quantitative and qualitative studies with students in other classes and schools to explore specific design and use issues.

Overviews of E-GEMS research can be found in [9] and [10], which, like most of the individual E-GEMS publications, are also available at our website, www.cs.ubc.ca/nest/egems/home.html. In this paper we start with three examples of E-GEMS work on the im-pact of software and hardware design in educational games. This is followed by a brief section on gender differences encountered in our research. We close with a section describing our current work on multi-user networked games.

2Exploring the impact of design

A primary goal of the computer scientists involved with E-GEMS is to understand the impact of detailed ele-ments of software and hardware design on children’s learning of the target educational concepts as well as on their motivation to play the game. This section briefly describes the main results obtained by three computer science graduate students who recently completed their thesis work in E-GEMS.

2.1Adapting the human-computer interface to

support collaborative learning environments

for children

Kori Inkpen’s Ph D. research [5] evaluated computer-based collaborative environments for children, using three important criteria: the social environment in which the technology was placed, the technology pro-vided for explicit collaboration, and the low-level inter-face design. An additional area of focus that crossed all three areas was gender. Three field studies were con-ducted using a creative problem-solving game as the research vehicle. The computer environment (both hardware and software) was modified to allow the ad-dition of a second mouse to explore how this would affect achievement, learning and behaviour. The major results of these studies include:

?The grouping of children at computers can affect their achievement, namely placing two children at

a single computer can have a positive effect on

both achievement and motivation compared to having children play on their own. [6]

?The addition of a second mouse can positively af-fect children’s achievement and learning in the game, as well as the temporal patters of who con-trols the mouse. [8]

?Children are able to perform point-and-click movements faster and with fewer errors than drag-and-drop movements. More children prefer point-and-click over drag-and-drop. [4]

?Choice of interaction style, i.e. point-and-click movements verus drag-and-drop, can affect both achievement and motivation. [4]

?Gender differences were observed in all stages of the research. [5]

2.2Interface manipulation style in a geometric

game

Kamran Sedighian’s Ph.D. research investigated the role of interface manipulation style and scaffolding on students’ reflective cognition and concept learning through a comparison of the effectiveness of several versions of a game, Super Tangrams, that was designed to assist in learning two-dimensional transformation geometry. The versions utilized three different interface designs. The first was a Direct Object Manipulation (DOM) interface in which the user manipulated the object being transformed. The second was a Direct Concept Manipulation (DCM) interface in which the user manipulated a representation of the transformation being applied to the object. Finally, the third was a Re-flective Direct Concept Manipulation (RDCM) inter-face in which the DCM approach was combined with scaffolding that gradually faded the feedback provided by the interface.

A field study of approximately one hundred grade 6 students was conducted to evaluate the effect of ten forty-minute playing sessions on their understanding of two-dimensional transformational geometry and on their attitude towards the subject area and various as-pects of the game design and experience. Data was collected from several sources including written pre-tests, post-tests, and questionnaires, videotapes and log files from the playing sessions, and interviews with twenty per cent of the students using each version of the software. Learning gains were assessed as the differ-ence between scores on the post-test and pre-test.

The learning gains of students using RDCM ver-sions were significantly better than those of students using DCM versions, which were again significantly better than those of students using versions with con-ventional direct manipulation interfaces. Moreover, the qualitative data from questionnaires and interviews strongly supported the quantitative data on learning gains. All students found the ten playing sessions highly enjoyable, but the students using RDCM ver-sions indicated that they had had to think very hard and felt they had learned a great deal. The students using DCM versions expressed this to a lesser degree, and the others to a much lesser degree. These results are pre-sented in detail in Sedighian’s thesis [14] and in a num-ber of papers ([13], [15], [16], [17], [18]).

2.3The importance of task specification and

communication mode in collaborative learn-

ing environments

The M. Sc. research of David Graves investigated the effect of task specification and communication mode on learning gains and attitude. An interactive multimedia activity, Builder, was created to allow a pair of students to build a house together, with each student working from their own computer. The activity included an in-teractive graphical interface, shared two- and three-dimensional views, sound feedback, and real-time written and spoken communication. Several mathemati-cal concepts were embedded in the activity including area, perimeter, volume, and tiling of surfaces. An field study with 134 school students aged ten to twelve found

that playing Builder led to learning gains in the target

mathematical areas, and that the nature of how the task

was specified had a significant impact on the size of the

gains. The learning gains were assessed as the differ-

ence between scores on written post-tests and pre-tests, and a questionnaire was used to collect information on

the socio-motivational outcomes of playing Builder.

Log files were also used to collect other measurements

such as number of challenges completed, scores

achieved on challenges, and number and length of mes-

sages that were sent. The mode of communication was

found to affect attitudes towards the activity and the

student’s partner. Gender differences were found in

perceived collaboration and attitudes towards the activ-

ity and the partner.

These results are particularly interesting for a num-

ber of reasons. This is one of the first studies involving the use of a networked mathematical multimedia activ-

ity. Significant improvements in mathematical under-

standing were found after only a short period (thirty

minutes) of play with the Builder activity. Perhaps most

important of all, a small change in the presentation of

the goal of the activity, namely requiring the achieve-

ment of a specific numeric goal versus a more open-

ended maximization goal, had a significant positive

effect on the increase in learning resulting from play.

This last outcome demonstrates the impact that detailed

elements in the design of software activities can have on their effectiveness as learning environments.

3Gender differences

Our field studies have repeatedly revealed gender dif-

ferences in students’ use of and attitudes towards inter-

active multimedia learning activities. Girls and boys

have shown different preferences and levels of per-formance in activities and interaction styles ([5], [3]).

Girls often spend more time exploring and communi-

cating with partners, while boys often make faster prog-

ress through the activities, completing more levels and puzzles ([1], [10], [3]). Despite completing more puz-zles and levels, boys have not shown greater achieve-ment in the assessments of mathematical understanding

(see [3] for example). During classroom observations,

boys have been more aggressive in seeking or de-

manding access to computers and in their behaviour

while engaged in the activities, but minor interventions

such as occasional girl-only play or discussions have

resulted in enthusiastic and sustained engagement of the

girls with the prototype software ([1], [9], [20], [21]).

4Multi-user networked games

For the past few years E-GEMS has been exploring the

design and use of multi-user mathematical computer games as part of the TeleLearning Network of Centres of Excellence. We have created two networked collabo-rative game prototypes, Island and Avalanche. The goal of these two prototype development efforts has been to use two very different game formats and platforms in order to compare the effectiveness of various design and use strategies. Island’s game format is a mi-croworld with no game-specified narrative, roles or precise goals, whereas Avalanche is a role-playing nar-rative-based game with clearly specified goals. Island’s Mac LAN platform using C++ allows higher levels of graphics, animation and interactivity, than Avalanche’s web platform using Java 1.1.

In Island players freely explore an island, obtaining building resources as rewards for solving puzzles de-signed to engage them in constructing knowledge about mathematical concepts, creating buildings either alone or collaboratively, and viewing those of other players. The activities available to Island players include:

-explore a fully illustrated 2D representation of the island

-communicate with other players via writing or speech

-acquire building resources (bricks, window and door frames) as rewards for completing two multi-user activities, Prime Climb (see Avalanche de-scription below) and Builder Challenge

-select, label, build on (collaboratively or alone) and modify Island sites

-explore 3D representations of all buildings existing on the island

In Avalanche players assume the roles of the four leading citizens who form the emergency response team in a mountain ski town, and work together to attempt to cope with and reduce damage from a series of ava-lanches. The current set of activities in Avalanche in-clude:

-locating all team members in the town after their communication network has been disabled due to an avalanche,

-Prime Climb: teams of players climb ice-faces by selecting numbers relatively prime to those occu-pied by other team members in order to collect the data needed to evaluate the critical mountain zones that are possible sites for the next avalanche

-Zone Size: players estimate the area and volume of snow in the critical zones using the data they have obtained and maps

-Snow Release: based on the information from the Zone Size activity, players decide where to place their limited set of explosives and barriers to re-lease snow from the most dangerous zones without

releasing so much snow that another avalanche is triggered

We have conducted a number of preliminary field trials of each game in the E-GEMS classrooms, as well as the field study using the Builder component of Island de-scribed in 2.3 above. Although students have generally found the networked games highly motivating, we have encountered significant and persistent difficulties in bringing the games to the level of stability needed to conduct field studies of the games as a whole. We are currently focusing our efforts on achieving the stability needed to begin field studies with Avalanche. We plan to focus these studies on investigating how the specifi-cation of roles in the task, and the apportionment of access to resources and control among the roles, affects learning gains, attitudes towards partners, and the de-gree and form of collaboration.

5Acknowledgments

Thanks is due to the many organizations who have sup-ported E-GEMS research, especially the Natural Sci-ences and Engineering Research Council of Canada, TeleLearning NCE, B.C. Advanced Systems Institute, Electronic Arts Canada, Creative Wonders, Apple Can-ada, Hewlett-Packard Canada, and IBM Canada.

6References

[1] DeJean, J., Upitis, R. Koch, C. and Young, J. 1998. The story of Phoenix Quest: how girls respond to a prototype language and mathematics computer game, Gender and Education, in press.

[2] D. Graves. Supporting Learners in a Remote Com-puter-Supported Collaborative Learning Environment: The Importance of Task and Communication. M.Sc. Dissertation, UBC, 1998.

[3] D. Graves and M. Klawe. Supporting learners in a remote computer-supported collaborative learning envi-ronment: the importance of task and communication. In Proc. CSCL ‘97, Toronto, 1997.

[4] K. Inkpen (1997). Drag-and-Drop vs. Point-and-Click Mouse Interaction Styles in Interactive Learning Environments for Children. To appear in Trans. Com-puter-Human Interaction.

[5] K. Inkpen. Adapting the Human Computer Interface to Support Collaborative Learning Environments for Children. Ph.D. Dissertation, UBC, 1997.

[6] K. Inkpen, K.S. Booth, M. Klawe and R. Upitis. Playing together beats playing apart, especially for girls. In Proc. CSCL'95. pages177-181, 1995.

[7] K. Inkpen, S. Gribble, K.S Booth, and M. Klawe. Give and take: children collaborating on one computer. In Proc. CHI'95, pages 258-259, 1995.[8] K. Inkpen, J. McGrenere, K.S. Booth, and M. Klawe. Turn-Taking Protocols for Mouse-Driven Col-laborative Environments. In Proc. Graphics Interface '97, pages 138-145, 1997.

[9] M. Klawe. When does the use of computer games and other interactive multimedia software help students learn mathematics? In Technology and NCTM Stan-dards 2000 Conference, Arlington, 1998.

[10] M. Klawe. Designing Game-based Interactive Multimedia Mathematics Learning Activities. In Proc. 4th UCSMP Int. Conf. Math. Educ., Chicago, 1998. [11] M. Klawe and E. Phillips. A classroom study: Electronic games engage children as researchers. In Proc. CSCL ‘95, 1995.

[12] M. Klawe, M. Westrom, D. Super, and K. David-son. Phoenix Quest: Lessons from developing an edu-cational computer game. In Int. Conf. on Multimedia Tech. Man., Hong Kong, 1996.

[13] K. Sedighian. An Investigation of Design Factors of Game-Based Electronic Learning Environments. In Proc. 2nd International Conference on the Learning Sciences, Evanston, 1996.

[14] K. Sedighian. Interface Style, Flow, and Reflective Cognition: issues in Designing Interactive Multimedia Mathematics Learning Environments for Children. Ph.D. Dissertation, UBC, 1998.

[15] K. Sedighian and M. Klawe. Super Tangrams: A child-centered approach to designing a computer sup-ported mathematics learning environment. In Proc. ICLS '96, pages 490-495, 1996.

[16] K. Sedighian and M. Klawe. An interface strategy for promoting reflective cognition in children. In CHI’96, Conference Companion, pages 179-180, 1996. [17] K. Sedighian, M. Klawe and M.Westrom, The role of interface manipulation style and scaffolding on cog-nition and concept learning. Preprint 1999.

[18] K. Sedighian and M.Westrom. Direct Object Ma-nipulation vs. Direct Concept Manipulation: Effect of Interface Style on Reflection and Domain Learning. In HCI 97, Bristol, UK, 1997.

[19] D. Super, M. Westrom, and M. Klawe. Design issues involving entertainment click-ons. In CHI’96, Conference Companion, pages 177-178, 1996.

[20] R. Upitis. From Hackers to Ludites, Game Players to Game Creators: Profiles of Adolescent Students Us-ing Technology in a Classroom Setting. In Journal of Curriculum Studies, 30(3) 293-318, 1998.

[21] R. Upitis and C. Koch. Is equal computer time fair for girls? Potential Internet Inequities. In Proceedings of the 6th annual Conference of the Internet Society, INET '96, Montréal, Québec, 1996.

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玩电脑游戏的利弊The Advantage and Disadvantage of Playing Computer Games When referring to computer games, mostadults always do not very happy. As there are so many examples that teenagershave lost themselves in front of computer games, so some adults do not like it,even look down upon it. However, there is another voice support computer games.As for me, I stand in the middle place. I think computer games have both advantagesand disadvantage. 说到电脑游戏的时候,大部分大人都不是很开心。因为有很多在电脑游戏面前迷失自我的青少年的例子,所以大人们不喜欢电脑游戏甚至是鄙视它。但是,有另外一些人对于电脑游戏是抱着支持的态度。至于我,我抱着中立的态度。我觉得电脑游戏既有好处也有坏处。 On the one hand, as computer games are theproduct of high-tech, they bring wonderful entertainment to our human beings,which make our life much more colorful. Through the human history, what peopleplay in the old times is very simple and boring. But now computer games arevery interesting. What's more, playing computer games is helpful for mankind todevelop their intelligence and enlarge their vision, because playing computergames needs thinking and will contact the knowledge of various fields. 一方面,由于电脑游戏是高科技产品,他们给人类带来了很棒的娱乐,使得我们的生活越来越丰富多彩。纵观人类历史,在古时候人们的娱乐是很单一和枯燥。但是现在电脑游戏是非常的有趣。再说,玩电脑游戏对于人们智力的发展很有帮助,也能够开拓他们的视野,因为玩电脑游戏的时候需要思考,也会接触到各种领域的知识。 On the other hand, computer games are easyfor people to be addicted in it. As mention above, it is high- tech product thatwill attract people's attention as easy as ABC. In fact, it is reallyinteresting and charming. So, many people, especially teenagers are easily trappedand unable to extricate themselves. Therefore, in orderto play computer games, many teenagers do not go to school to have class. Theirbehavior will destroy their future. In addition, playing computer games costslots of money in the long term. 另一方面,电脑游戏很容易让人沉迷其中。正如上面提高的,电脑游戏是高科技产品,可以轻而易举地吸引人们的注意力。事实上,它真的很有趣,有魅力。所以,很多人,特别是青少年很容易沉迷其中而无法自拔。很多青少年为了玩电脑游戏而不去上课。他们的行为会毁了他们的未来的。而且,长期玩电脑也很耗钱。

电脑游戏(Computer Games)

电脑游戏(Computer Games) fromancienttimes,therehavebeenquiteavarietyofaddictiveactivitiestopeopl e,suchasgambling,takingdrugandwhatnot.inrecentyears,computergamesas anewformofaddictionhaveemergedandareboomingamongtheyoungnow.th eyarejustlikeotheraddictionsthatenchantandenmeshpeoplewiththeirprevai lingpower.theoriginalintentionoftheinventionofcomputergameswasjustfore ntertainmentandtheydobringpeoplelotsoffunandhappiness.theyarealwayss timulatingandhelptorefreshpeoplewhofeeltiredanddull.theyarerule-governedandarestockedwithsundryobstaclestoconquer.throughplayingtheg ames,playerscandevelopahabitoffollowingrulesandstrengthentheirproblem - solvingability.inaddition,thegamesalwayscallforthesimultaneousmovement sofhandsandeyes,betweenwhichthecoordinationwillbewellimproved.accor dingtosomeresearchers,somespeciallydesignedcomputergamesmayevenbe abletohelpchildrenovercomedyslexiaandotherlanguagedifficultiesbyteachi ngtheirmindstounderstandtherapidsoundsofnormalspeech.however,asacoi nhastwosides,computergameshaveacharacterofademonaswellasanangel.as weknow,everythingshouldbekeptwithintheboundaryofmoderation.astepou tofthelimitcanalwaysbringaboutunfavorableresults.indulgenceincomputerg amescanalienatepeoplefromhealth.atoolongengagementinthegameswillstr

childrenshouldplaycomputergames

Should children be prohibited from playing computer games? (Ever since the first computer was invented, computers have been used to simplify our work by storing information and data. With time gone by, the function of computer has been diversified from work to personal entertainment. Up till now, computers become household necessity and children are believed to have an earlier expose than ever before, which are arose the concerns of educator and parents. From where I stand, this concern seems necessary.) Admittedly, playing computer games may open up children’s creation, inspiring them to think, create, and apply. Nevertheless it is one-sided practicing this ability in the computer games. In fact, it is more efficient and all-sided to use the wasted time which you spend on computer games to study, which can still develop your creation on knowledge aspect rather than just try to build a useless house in a theoretical world which everything inside is block, and it is also better for your eyes to read a few hours study material and have a little break rather than waste your time on computer games without any limit for a whole day. (One aspect needed to be taken into consideration is how playing computer games actually exerts a negative influence on study. As we know, within a day, children will spend the majority of time on sleeping, study, and eating. Computer games will reduce other part of time. Take my neighbor’s children as an example. He used to be a good student until he start to play computer games, since that he is addicted to it. He stays up late or even does not go to sleep all day long. His biological clock has been completely disorder. Recently, I meet him in the school. He does not want to study at all, all of things he thinks are computer games. So the computer games can ruin your life. Other aspect also needs us to feel anxious is the eyesight issue. Eyesight issue becomes one of the most worried questions that parents have. For most of parents, they want their children have normal healthy eyesight which will not become a burden of their daily life. According to a study of Yale, the computer will emit a kind of gamma radio wave which will hurt children’s brittle immature eyes’ retina and make they have nearsightedness, even contribute to the blind if they keep watching it for a long time. Children, as a group in society which is lack of self management, will play computer games all day long if they are allowed, because the computer games is so attractive that children cannot control themselves to refute to play it. As a result, many children wear glasses in very young age now, which they have a very inconvenient period of time in their life.

Computer games are very popular.完形填空答案

Computer games are very popular.完形填 空答案 Computer games are very popular.It is natural for people to want to 1 ,so playing against a computer or against a friend on the computer can be 2 to stop.“Just one more game,” often turns into another game,then another. Computer games do have their 3 .They are excellent for training hand / eye coordination(协调).Surgeons(外科医生)who played computer games as chitdren are often more skilled.Computer games can also be great for teaching students.The students are open to learning while playing.They can study for longer than a 4 would be able to teach.Students can also learn at their own speed and not feel pressured to match classmates.And with computers you can 5 a task as many times as you like.The more you do this,the better you will get,until you can do it perfectly. But like anything else in life,things should be balanced.Too much time on the com purer can 6 your eyes.Regular breaks are needed.If students cannot 7 playing computer games,they won’t do as well in other areas in their

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