TY - GEN
T1 - In-game assessments increase novice programmers' engagement and level completion speed
AU - Lee, Michael J.
AU - Ko, Andrew J.
AU - Kwan, Irwin
PY - 2013
Y1 - 2013
N2 - Assessments have been shown to have positive effects on learning in compulsory educational settings. However, much less is known about their effects in discretionary learning settings, especially in computing education and educational games. We hypothesized that adding assessments to an educational computing game would provide extra opportunities for players to practice and correct misconceptions, thereby affecting their performance on subsequent levels and their motivation to continue playing. To test this, we designed a game called Gidget, in which players help a robot find and fix defects in programs that follow a mastery learning paradigm. Across two studies, we manipulated the inclusion of multiple choice and self-explanation assessment levels in the game, measuring their impact on engagement and level completion speed. In our first study, we found that including assessments caused learners to voluntarily play longer and complete more levels, suggesting increased engagement; in our second study, we found that including assessments caused learners to complete levels faster, suggesting increased understanding. These findings suggest that including assessments in a discretionary computing education game may be a key design strategy for improving informal learning of computing concepts.
AB - Assessments have been shown to have positive effects on learning in compulsory educational settings. However, much less is known about their effects in discretionary learning settings, especially in computing education and educational games. We hypothesized that adding assessments to an educational computing game would provide extra opportunities for players to practice and correct misconceptions, thereby affecting their performance on subsequent levels and their motivation to continue playing. To test this, we designed a game called Gidget, in which players help a robot find and fix defects in programs that follow a mastery learning paradigm. Across two studies, we manipulated the inclusion of multiple choice and self-explanation assessment levels in the game, measuring their impact on engagement and level completion speed. In our first study, we found that including assessments caused learners to voluntarily play longer and complete more levels, suggesting increased engagement; in our second study, we found that including assessments caused learners to complete levels faster, suggesting increased understanding. These findings suggest that including assessments in a discretionary computing education game may be a key design strategy for improving informal learning of computing concepts.
KW - Assessment
KW - Engagement, speed, debugging, serious game, educational game
KW - Programming
UR - http://www.scopus.com/inward/record.url?scp=84883499948&partnerID=8YFLogxK
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U2 - 10.1145/2493394.2493410
DO - 10.1145/2493394.2493410
M3 - Conference contribution
AN - SCOPUS:84883499948
SN - 9781450322430
T3 - ICER 2013 - Proceedings of the 2013 ACM Conference on International Computing Education Research
SP - 153
EP - 160
BT - ICER 2013 - Proceedings of the 2013 ACM Conference on International Computing Education Research
T2 - 9th Annual International Computing Education Research Conference, ICER 2013
Y2 - 12 August 2013 through 14 August 2013
ER -