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Title: Using sequence mining to reveal the efficiency in scientific reasoning during STEM learning with a game-based learning environment
The goal of this study was to assess how metacognitive monitoring and scientific reasoning impacted the efficiency of game completion during learning with Crystal Island, a game-based learning environment that fosters self-regulated learning and scientific reasoning by having participants solve the mystery of what illness impacted inhabitants of the island. We conducted sequential pattern mining and differential sequence mining on 64 undergraduate participants’ hypothesis testing behavior. Patterns were coded based on the relevancy of what items were being tested for, and the items themselves. Results revealed that participants who were more efficient at solving the mystery tested significantly fewer partially-relevant and irrelevant items than less efficient participants. Additionally, more efficient participants had fewer sequences of testing items overall, and significantly lower instance support values of the PartiallyRelevant--Relevant to Relevant--Relevant and PartiallyRelevant--PartiallyRelevant to Relevant--Partially Relevant sequences compared to less efficient participants. These findings have implications for designing adaptive GBLEs that scaffold participants based on in-game behaviors.  more » « less
Award ID(s):
1661202
NSF-PAR ID:
10091351
Author(s) / Creator(s):
; ; ; ;
Date Published:
Journal Name:
Learning and instruction
Volume:
54
ISSN:
0959-4752
Page Range / eLocation ID:
93-103
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
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  5. Introduction

    Self-regulated learning (SRL), or learners’ ability to monitor and change their own cognitive, affective, metacognitive, and motivational processes, encompasses several operations that should be deployed during learning including Searching, Monitoring, Assembling, Rehearsing, and Translating (SMART). Scaffolds are needed within GBLEs to both increase learning outcomes and promote the accurate and efficient use of SRL SMART operations. This study aims to examine how restricted agency (i.e., control over one’s actions) can be used to scaffold learners’ SMART operations as they learn about microbiology with Crystal Island, a game-based learning environment.

    Methods

    Undergraduate students (N = 94) were randomly assigned to one of two conditions: (1) Full Agency, where participants were able to make their own decisions about which actions they could take; and (2) Partial Agency, where participants were required to follow a pre-defined path that dictated the order in which buildings were visited, restricting one’s control. As participants played Crystal Island, participants’ multimodal data (i.e., log files, eye tracking) were collected to identify instances where participants deployed SMART operations.

    Results

    Results from this study support restricted agency as a successful scaffold of both learning outcomes and SRL SMART operations, where learners who were scaffolded demonstrated more efficient and accurate use of SMART operations.

    Discussion

    This study provides implications for future scaffolds to better support SRL SMART operations during learning and discussions for future directions for future studies scaffolding SRL during game-based learning.

     
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