Using Tutors to Improve Educational Games: A Cognitive Game for Policy Argument
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| Title: | Using Tutors to Improve Educational Games: A Cognitive Game for Policy Argument |
|---|---|
| Language: | English |
| Authors: | Easterday, Matthew W., Aleven, Vincent, Scheines, Richard, Carver, Sharon M. |
| Source: | Journal of the Learning Sciences. 2017 26(2):226-276. |
| Availability: | Routledge. Available from: Taylor & Francis, Ltd. 530 Walnut Street Suite 850, Philadelphia, PA 19106. Tel: 800-354-1420; Tel: 215-625-8900; Fax: 215-207-0050; Web site: http://www.tandf.co.uk/journals |
| Peer Reviewed: | Y |
| Page Count: | 51 |
| Publication Date: | 2017 |
| Sponsoring Agency: | Institute of Education Sciences (ED) |
| Contract Number: | R305B040063 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Higher Education Postsecondary Education |
| Descriptors: | Educational Games, Intelligent Tutoring Systems, Policy, Persuasive Discourse, College Students, Randomized Controlled Trials, Problem Solving, Student Interests, Self Efficacy, Pretests Posttests, Performance, Policy Analysis, Path Analysis, Feedback (Response), Error Correction, Likert Scales |
| DOI: | 10.1080/10508406.2016.1269287 |
| ISSN: | 1050-8406 |
| Abstract: | How might we balance assistance and penalties to intelligent tutors and educational games that increase learning and interest? We created two versions of an educational game for learning policy argumentation called Policy World. The game (only) version provided minimal feedback and penalized students for errors whereas the game+tutor version provided additional step-level teaching feedback and immediate error correction. A total of 105 university students played either the game or game+tutor version of Policy World in a randomized, controlled, two-group, between-subjects experiment, during which we measured students' problem-solving abilities, interest in the game, self-reported competence, and pre- and posttest performance. The game+tutor version increased learning of policy analysis skills and self-reported competence. A path analysis supported the claim that greater assistance helped students to learn analysis better, which increased their feelings of competence, which increased their interest in the game. Log data of student behavior showed that debate performance improved only for students who had sufficiently mastered analysis. This study shows that we can design interesting and effective games to teach policy argumentation and how increasing tutoring and reducing penalties in educational games can increase learning without sacrificing interest. |
| Abstractor: | As Provided |
| IES Funded: | Yes |
| Entry Date: | 2017 |
| Accession Number: | EJ1136206 |
| Database: | ERIC |
| FullText | Text: Availability: 0 |
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| Header | DbId: eric DbLabel: ERIC An: EJ1136206 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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We created two versions of an educational game for learning policy argumentation called Policy World. The game (only) version provided minimal feedback and penalized students for errors whereas the game+tutor version provided additional step-level teaching feedback and immediate error correction. A total of 105 university students played either the game or game+tutor version of Policy World in a randomized, controlled, two-group, between-subjects experiment, during which we measured students' problem-solving abilities, interest in the game, self-reported competence, and pre- and posttest performance. The game+tutor version increased learning of policy analysis skills and self-reported competence. A path analysis supported the claim that greater assistance helped students to learn analysis better, which increased their feelings of competence, which increased their interest in the game. Log data of student behavior showed that debate performance improved only for students who had sufficiently mastered analysis. This study shows that we can design interesting and effective games to teach policy argumentation and how increasing tutoring and reducing penalties in educational games can increase learning without sacrificing interest. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: CodeSource Label: IES Funded Group: SrcInfo Data: Yes – Name: DateEntry Label: Entry Date Group: Date Data: 2017 – Name: AN Label: Accession Number Group: ID Data: EJ1136206 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1136206 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1080/10508406.2016.1269287 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 51 StartPage: 226 Subjects: – SubjectFull: Educational Games Type: general – SubjectFull: Intelligent Tutoring Systems Type: general – SubjectFull: Policy Type: general – SubjectFull: Persuasive Discourse Type: general – SubjectFull: College Students Type: general – SubjectFull: Randomized Controlled Trials Type: general – SubjectFull: Problem Solving Type: general – SubjectFull: Student Interests Type: general – SubjectFull: Self Efficacy Type: general – SubjectFull: Pretests Posttests Type: general – SubjectFull: Performance Type: general – SubjectFull: Policy Analysis Type: general – SubjectFull: Path Analysis Type: general – SubjectFull: Feedback (Response) Type: general – SubjectFull: Error Correction Type: general – SubjectFull: Likert Scales Type: general Titles: – TitleFull: Using Tutors to Improve Educational Games: A Cognitive Game for Policy Argument Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Easterday, Matthew W. – PersonEntity: Name: NameFull: Aleven, Vincent – PersonEntity: Name: NameFull: Scheines, Richard – PersonEntity: Name: NameFull: Carver, Sharon M. IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2017 Identifiers: – Type: issn-print Value: 1050-8406 Numbering: – Type: volume Value: 26 – Type: issue Value: 2 Titles: – TitleFull: Journal of the Learning Sciences Type: main |
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