Quantifying Scientific Thinking Using Multichannel Data With Crystal Island: Implications for Individualized Game-Learning Analytics

Quantifying scientific thinking using multichannel data to individualize game-based learning remains a significant challenge for researchers and educators. Not only do empirical studies find that learners do not possess sufficient scientific-thinking skills to deal with the demands of the twenty-fir...

Full description

Bibliographic Details
Main Authors: Elizabeth B. Cloude, Daryn A. Dever, Megan D. Wiedbusch, Roger Azevedo
Format: Article
Language:English
Published: Frontiers Media S.A. 2020-11-01
Series:Frontiers in Education
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/feduc.2020.572546/full
id doaj-7f6fbd2fc5744d29837199e79ae6d45a
record_format Article
spelling doaj-7f6fbd2fc5744d29837199e79ae6d45a2020-11-25T04:03:20ZengFrontiers Media S.A.Frontiers in Education2504-284X2020-11-01510.3389/feduc.2020.572546572546Quantifying Scientific Thinking Using Multichannel Data With Crystal Island: Implications for Individualized Game-Learning AnalyticsElizabeth B. CloudeDaryn A. DeverMegan D. WiedbuschRoger AzevedoQuantifying scientific thinking using multichannel data to individualize game-based learning remains a significant challenge for researchers and educators. Not only do empirical studies find that learners do not possess sufficient scientific-thinking skills to deal with the demands of the twenty-first century, but there is little agreement in how researchers should accurately and dynamically capture scientific thinking with game-based learning environments (GBLEs). Traditionally, in-game actions, collected through log files, are used to define if, when, and for how long learners think scientifically about solving complex problems with GBLEs. But can in-game actions distinguish between learners who are thinking scientifically while solving problems vs. those who are not? We argue that collecting multiple channels of data identifies if, when, and for how long learners think scientifically during game-based learning compared to only in-game actions. In this study, we examined relationships between 68 undergraduates' pre-test scores (i.e., prior knowledge), degree of agency, eye movements, and in-game actions related to scientific-thinking actions during game-based learning, and performance outcomes after learning about microbiology with Crystal Island. Results showed significant predictive relationships between eye movements, prior knowledge, degree of agency, and in-game actions related to scientific thinking, suggesting that combining these data channels has the potential to capture when learners engage in scientific thinking and its relation to performance with GBLEs. Our findings provide implications for using multichannel data, e.g., eye-gaze and in-game actions, to capture scientific thinking and inform game-learning analytics to guide instructional decision making and enhance our understanding of scientific thinking within GBLEs. We discuss GBLEs designed to guide individualized and adaptive game-analytics using learners' multichannel data to optimize scientific thinking and performance.https://www.frontiersin.org/articles/10.3389/feduc.2020.572546/fullscientific thinkingmultichannel datagame-based learninggame-based analyticsindividualized game-based learning environments
collection DOAJ
language English
format Article
sources DOAJ
author Elizabeth B. Cloude
Daryn A. Dever
Megan D. Wiedbusch
Roger Azevedo
spellingShingle Elizabeth B. Cloude
Daryn A. Dever
Megan D. Wiedbusch
Roger Azevedo
Quantifying Scientific Thinking Using Multichannel Data With Crystal Island: Implications for Individualized Game-Learning Analytics
Frontiers in Education
scientific thinking
multichannel data
game-based learning
game-based analytics
individualized game-based learning environments
author_facet Elizabeth B. Cloude
Daryn A. Dever
Megan D. Wiedbusch
Roger Azevedo
author_sort Elizabeth B. Cloude
title Quantifying Scientific Thinking Using Multichannel Data With Crystal Island: Implications for Individualized Game-Learning Analytics
title_short Quantifying Scientific Thinking Using Multichannel Data With Crystal Island: Implications for Individualized Game-Learning Analytics
title_full Quantifying Scientific Thinking Using Multichannel Data With Crystal Island: Implications for Individualized Game-Learning Analytics
title_fullStr Quantifying Scientific Thinking Using Multichannel Data With Crystal Island: Implications for Individualized Game-Learning Analytics
title_full_unstemmed Quantifying Scientific Thinking Using Multichannel Data With Crystal Island: Implications for Individualized Game-Learning Analytics
title_sort quantifying scientific thinking using multichannel data with crystal island: implications for individualized game-learning analytics
publisher Frontiers Media S.A.
series Frontiers in Education
issn 2504-284X
publishDate 2020-11-01
description Quantifying scientific thinking using multichannel data to individualize game-based learning remains a significant challenge for researchers and educators. Not only do empirical studies find that learners do not possess sufficient scientific-thinking skills to deal with the demands of the twenty-first century, but there is little agreement in how researchers should accurately and dynamically capture scientific thinking with game-based learning environments (GBLEs). Traditionally, in-game actions, collected through log files, are used to define if, when, and for how long learners think scientifically about solving complex problems with GBLEs. But can in-game actions distinguish between learners who are thinking scientifically while solving problems vs. those who are not? We argue that collecting multiple channels of data identifies if, when, and for how long learners think scientifically during game-based learning compared to only in-game actions. In this study, we examined relationships between 68 undergraduates' pre-test scores (i.e., prior knowledge), degree of agency, eye movements, and in-game actions related to scientific-thinking actions during game-based learning, and performance outcomes after learning about microbiology with Crystal Island. Results showed significant predictive relationships between eye movements, prior knowledge, degree of agency, and in-game actions related to scientific thinking, suggesting that combining these data channels has the potential to capture when learners engage in scientific thinking and its relation to performance with GBLEs. Our findings provide implications for using multichannel data, e.g., eye-gaze and in-game actions, to capture scientific thinking and inform game-learning analytics to guide instructional decision making and enhance our understanding of scientific thinking within GBLEs. We discuss GBLEs designed to guide individualized and adaptive game-analytics using learners' multichannel data to optimize scientific thinking and performance.
topic scientific thinking
multichannel data
game-based learning
game-based analytics
individualized game-based learning environments
url https://www.frontiersin.org/articles/10.3389/feduc.2020.572546/full
work_keys_str_mv AT elizabethbcloude quantifyingscientificthinkingusingmultichanneldatawithcrystalislandimplicationsforindividualizedgamelearninganalytics
AT darynadever quantifyingscientificthinkingusingmultichanneldatawithcrystalislandimplicationsforindividualizedgamelearninganalytics
AT megandwiedbusch quantifyingscientificthinkingusingmultichanneldatawithcrystalislandimplicationsforindividualizedgamelearninganalytics
AT rogerazevedo quantifyingscientificthinkingusingmultichanneldatawithcrystalislandimplicationsforindividualizedgamelearninganalytics
_version_ 1724440559622291456