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The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection NORAH E. DUNBAR, PH.D. UNIVERSITY OF CALIFORNIA SANTA BARBARA Special Thanks To: Collaborators: Scott Wilson, Matthew Jensen, Claude Miller, Judee Burgoon, Javier Elizondo, Yu-Hao Lee, Joe Valacich, Elena Bessarabova, Phong Hong, and many students.

The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection · 2018-02-13 · The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection

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Page 1: The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection · 2018-02-13 · The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection

The Gamification of Learning: Case Studies in Cognitive Bias

and Deception DetectionNORAH E. DUNBAR, PH.D.

UNIVERSITY OF CALIFORNIA SANTA BARBARA

Special Thanks To:

Collaborators: Scott Wilson, Matthew Jensen, Claude Miller, Judee Burgoon, Javier Elizondo, Yu-Hao Lee, Joe Valacich, Elena Bessarabova, Phong Hong, and many students.

Page 2: The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection · 2018-02-13 · The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection

A brief history of deception research

1862, Duchenne de Bolognecompares genuine smiles to fake smiles.

Darwin includes these photos in his book The Expression of Emotions in Man and Animalsin 1872. Brief discussion of deceptive emotional expressions spurs other scientists.

Presenter
Presentation Notes
Ekman, P. (2003). Darwin, deception, and facial expression. Annals of the New York Academy of Sciences, 1000(1), 205-221.
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A brief history of deception research

Ekman & Friesen offer the leakage hypothesis in 1969.

Ekman writes Telling Lies in 1985. Starts a flurry of nonverbal cues research.

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A brief history of deception research

Zuckerman, DePaulo & Rosenthal offer the first theory of deceptive behavior in 1981 known as “the four factor theory” in which they identify behavioral processes of deception: Attempted Control Arousal Affective Behavior Cognitive Load

Page 5: The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection · 2018-02-13 · The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection

A brief history of deception research

Communication models begin to emerge that examine deception as a two-way communication rather than just examining deceiver behavior

Burgoon & Buller offer Interpersonal Deception Theory in 1996

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20

30

40

50

60

70

80

-2000 0 2000 4000 6000 8000 1000012000

% C

orre

ct

Number of Judgments

54%

A brief history of deception research

Research into nonverbal cues into deception explodes in the 1980s and 1990s

Bond & DePaulo’s 2006 meta-analysis summarizes the findings. Other meta-analyses find similar results: Average detection accuracy is only

54% across studies Small studies have greater variation in

accuracy rates Stronger questioning methods can

improve accuracy

Presenter
Presentation Notes
Bond and DePaulo meta-analysis. They looked at the deception accuracy reported in 206 studies and found the average detection accuracy is 54%. These samples are with people who have no special training on detecting deception. Notice the wider discrepancies in the smaller sample sizes. Truth bias: 47% of lies were seen as deceptive and 62% of truths were seen as nondeceptive. Personality and Social Psychology Review (2006).
Page 7: The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection · 2018-02-13 · The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection

New York Times (9/26/17) “You can sense whether someone

is retreating from you: They look away, they cross their arms, they’ll shift their focus, they will turn their body away,” she said. Also, pay attention to their eyes. “When I was interviewing Hillary Clinton, I knew when I’d ask her something that she wasn’t going to give me the complete truth because she would break eye contact with me.”

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What do scientists know about deception today?

1. Lying is very difficult to detect (54%)2. People are truth biased (other biases inhibit detection too)3. Lying is fairly common but the average person is generally

honest4. Liars don’t feel guilty about lying5. The face and the eyes do NOT give liars away6. Verbal and linguistic cues are more reliable than nonverbal

cues alone7. Accusations do not reveal the truth

Page 9: The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection · 2018-02-13 · The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection

What do Police believe about liars?(Vrij & Mann, 2005)

75% of Police think people look away when lying Nervousness often confused for deception Often taught the wrong cues in training manuals Inbau method (BAI) gives misinformation Police lack the truth bias lay people have Police accuracy ranges from 45-60%, about the same as

lay people

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Traditional training has failed (Driskell, 2012; Hauch et al., 2014)

Training only improves accuracy by 5%. Professionals have misplaced confidence, don’t think

they need training. People lack motivation to be trained effectively. Telling people they are poor at something causes

reactance. Traditional focus on nonverbal cues which are faint

and unreliable requires “mythbusting.” Cognitive load makes the task too difficult, we rely on

heuristics and bias.

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Problem: Significant scientific knowledge not getting to the people who need it.

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Why video games? Video games encourage…

• Persistence• Problem solving• Cooperation• Critical thinking• Intrinsic motivation• Attentional skills

Page 13: The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection · 2018-02-13 · The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection

Video Games in Society The fastest growing form of entertainment. TWICE the revenue of the movie industry. Played by…

• 97% percent of adolescents • 69% of all heads of households*

o * Pew Internet & American Life Project

Some surprising demographics…• One in four gamers is over 50• 81% of young adults (age 18-29) play games• 45% of all gamers are female• Average gamer is 35 w/12 years playing experience

Presenter
Presentation Notes
The fastest growing form of entertainment. The video game industry made twice as much money in 2013 than did the film industry. Should be considered a mainstream media Played by… 97% percent of adolescents and 53% of adults* 69% of all heads of households Some surprising demographics… One in four gamers is over 50 81% of young adults (age 18-29) play games 45% of all gamers are female The average gamer is 35 and has been playing for 12 years *Pew Internet & American Life Project http://consumerist.com/2014/06/09/its-time-to-start-treating-video-game-industry-like-the-21-billion-business-it-is/ https://www.quora.com/Who-makes-more-money-Hollywood-or-the-video-game-industry The video game industry made twice as much money in 2013 than did the film industry.��Worldwide box-office revenue for the film industry in 2013 was $35.9 billion (source Theatrical Market Statistics 2013).��Worldwide revenue for the video game industry in 2013 was $70.4 billion (source: 2013 Global Games Market Report).
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Capitalizing on Video Games’ Best Features for Learning

Games allow for repetition of lessons. Learners will play games voluntarily. Consider this…

• “Reality is Broken” (McGonigal)

• Virtuosos (Gladwell)

Imagine if we could put that energy toward something benefiting their real everyday lives…

Presenter
Presentation Notes
Jane McGonigal in her 2011 book “Reality is Broken” says that World of Warcraft players have spent a combined 5.93 Billion YEARS solving the problems of their world. By the time an average young person today turns 21, they will have spent 10,000 hours playing video games. That’s more hours than they have spent in school and the amount of hours Malcolm Gladwell says it takes to be a virtuoso.
Page 15: The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection · 2018-02-13 · The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection

A real world problem Cognitive Biases

Natural tendency to use mental shortcuts called heuristics.

Cause us to avoid systematic thinking.

Enabled my memory, preferences, statistical flaws.

Identified by IARPA as one of the major threats to the work of intelligence analysts.

IARPA Sirius program designed to develop video game to mitigate cognitive bias.

IARPA created a training video for us to beat.

Page 16: The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection · 2018-02-13 · The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection

First Game: MACBETH 16

Presenter
Presentation Notes
Players take on the role of an intelligence analyst who must gather intelligence from assets around the world in order to assess the credibility of the information, try to determine the accuracy or truthfulness of the intelligence, and then apprehend the suspect before the attack. Players must determine the location of the terrorist attack, the identity of the suspect, and the method of attack (i.e., the weapon used). MACBETH has four
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GAME DEVELOPMENT(Dunbar et al., 2013 International Journal of Game-Based Learning)

Rapid Iterative Prototyping

(RIP)the game is

played, evaluated,

adjusted, and played again, allowing the

design team to optimize

adjustments to successive iterations or

versions of the game.

From paper

prototype to working

game.

Playtests, focus

groups with students, analysts, IARPA.

MACBETH went through

more than 110 builds, dramatic

changes over its first year of development

.

Presenter
Presentation Notes
In the game development process known as rapid iterative prototyping (RIP), the game is played, evaluated, adjusted, and played again, allowing the design team to optimize adjustments to successive iterations or versions of the game (Eladhari & Ollila, 2012). The purpose of RIP is to gather feedback on the design while production is underway so that changes can be made during the development process rather than waiting until the game is finished. The rapid development cycle allowed by RIP serves to leverage input from intelligence and cognitive bias experts on the project team, who are able to provide continuing feedback on design, playability, and coherence while simultaneously making sure the theoretical mitigation goals of the project are maintained during each iteration.
Page 19: The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection · 2018-02-13 · The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection

Testing in 4 Experiments

Pilot Test156 Students:

More physiological engagement

with game(Jensen et al.,

2016, AIS Transactions on Human Computer

Interaction)

Experiment 1:

Two Locations

703 StudentsTested

Priming,30 vs 60 min of play, and repetition of

play

Winner: Priming in repeated

play

Experiment 2:

Two Locations

620 StudentsTested

Feedback,30 vs 60 min of play, and repetition of

play

Winner: JIT Feedback in

repeated play

Experiment 3:Two

Locations626 Students

Tested Single/Multi

Player,30 vs 60 min of play, and repetition of

play

Winner: Single Player in repeated

play

Page 20: The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection · 2018-02-13 · The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection

Key Results: Confirmation Bias (Dunbar et al., 2014, Computers in Human Behavior)Note: higher numbers indicate greater bias reduction.

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Key Results: FAE Dispositions (Dunbar et al., 2014)Note: higher numbers indicate greater bias.

Presenter
Presentation Notes
Experiment 3…single-multi didn’t make as much difference for FAE
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Key Results: Bias Blind Spot(Bessarabova et al. 2016, Computers in Human Behavior)Note: higher numbers indicate greater bias.

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Follow-up with MACBETH 2(Lee et al. 2016, Simulation and Gaming)

Page 24: The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection · 2018-02-13 · The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection

Sample results from MACBETH 2(Note: Lower numbers = less bias)

Combining the slideshow and the game together provides the best of both worlds: Basic knowledge in a

format students are used to

Game provides interest and motivation

Repetition of infoAnchoring Bias

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What did we learn? Capitalize on games’ biggest assets…

repeat play, self-direction, immediate feedback on mistakes

…and they can be much more effective than traditional teaching methods.

Even something as resistant to training as bias can be affected by effective game-based training.

Rigorous scientific testing is necessary to control for other factors. Gamers differ from non-gamers in important ways and so random assignment is essential.

Instructional methods can be combined for greater effect

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A new training game: VERITAS Veracity

Education and

Reactance

Instruction through Technology and Applied

Skills

• Two scenarios: Job interview and a workplace theft• Players ask questions, view video of the answers• Try to detect deception, get feedback on errors

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Steps in the Veritas game

Step 1 Step 2 Step 3 Step 4

Intro to the

Game

Job Interview

Deception Instruction

Theft Interview

Training based on scientific data in deception detection. Trained to look for CLUSTERS not CUES

Page 29: The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection · 2018-02-13 · The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection

Cluster 1: Tension

• Higher Pitch• Pupil dilation• Vocal

tension• Lip pressing• Less smiling

Page 30: The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection · 2018-02-13 · The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection

Cluster 2: Uncertainty

• More ambivalent• Less plausible• Less involved and

immediate• Less embracement• More negative statements

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Cluster 3: Cognitive Load

• Pause longer• Wait longer to answer• Fewer illustrators• Fewer hand/finger movements• Fewer leg/foot movements• More repetitions• Shorter answers

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Theories guiding us

Heuristic-Systematic model (Chaiken, 1980) Encourage systematic thinking, reduce reliance on biases

Reactance Theory (Brehm, 1966) Restricting freedom inhibits learning, causes arousal

Increasing autonomy, reducing threat will enhance learning

Self-Affirmation Theory (Steele, 1988) Affirming the self-image reduces defensiveness

Should be especially relevant if the training threatens self-image

Page 33: The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection · 2018-02-13 · The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection

Testing in 3 Experiments

Experiment 1:

510 students in 3 Locations

Manipulated reactance and self-

affirmation

Experiment 2:

36 Law Enforcement Officers from 3 agencies

Manipulated reactance

Game only

Experiment 3:

191 students in 3 locations

Short version of game

Manipulated reactance

Compared to a traditional lecture

Compared to a traditional lecture

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Experimental Design

Test deception detection skill prior to playing VERITAS (pretest) and after playing VERITAS (posttest)

Compare VERITAS to a traditional training delivered by PowerPoint Question: How to know when people improve? How to measure

deception detection ability? Two methods:

Deception knowledge test

Deception skills test

Page 35: The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection · 2018-02-13 · The Gamification of Learning: Case Studies in Cognitive Bias and Deception Detection

Knowledge Test

10 multiple choice and true/false questions, randomly assigned 5

Based on lecture/game content Sample question:

“Spontaneous corrections happen when a speaker corrects his/her own mistakes while talking. They are used more by truth tellers than deceivers. “

True or False?

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Video Skills Test Cheating Study (Dunbar et al. 2015) 243 Undergraduate students at OU Encouraged to cheat by a confederate on a trivia game Interviewed afterward by expert examiners 8 videos selected 2 true, 2 lie in each test (4 total) I increased to 6 videos (Exp 3)

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In-game metrics

The game has 36 mandatory and 78 maximum interview questions that participants can ask to practice their deception detection skills. On average, users asked 53 questions each (SD = 13) with 12 users asking all 78 questions.

Accuracy of assessments Accuracy of cues selected Confidence ratings

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VERITAS Experiment 1 Results: Students

No apparent effect for Reactance among student Sample Self-Affirmation made no difference Compared to the PPT lecture, VERITAS produced:

• Greater Engagement• More enjoyment, perceived autonomy, perceived value.• More effort invested into the training• More enjoyment, focused immersion, feeling of control

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Experiment 2 Results: Law Enforcement

Compared to the pretest, VERITAS players…• Officers performed best in the LOW reactance condition during

posttest• Had significantly improved posttest performance in the TRUTH

detection (but not Deception detection) video rating test• Significantly improved scores on deception knowledge test• Significantly improved from Scenario 1 to Scenario 2 for truth

(80% -> 90%) and deception (59% -> 78%) detection

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Reactance Results with Law Enforcement

-0.4

-0.3

-0.2

-0.1

0

0.1

0.2

0.3

Pretest Posttest

Deception Detection Skill

Low Reactance High Reactance

The effect of VERITAS on Deception Detect Skill may be explained by the significant Time x Language interaction:

F (4, 30) = 2.95, p = .036, η2p = .28

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Experiment 3 results: Short version of game with students

0

1

2

3

4

5

6

7

8

9

10

Pretest Posttest

Test By Medium Interaction

PPT VERITAS

VERITAS players… Significantly improved

from Scenario 1 to Scenario 2 for deception detection (56% -> 65%)

Performed better than ppt (preliminary results).

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Preliminary Conclusions on Effectiveness of VERITAS

Low reactance version of the game is the most effective, although that mattered more for LEO than college students.

People can learn the lessons relatively quickly. Improve 11-19% from first to second scenario in the game.

People are more motivated and willing to learn in a game than a lecture.

People learn the knowledge better in the game than the lecture and perform better in actual detection (especially when discerning TRUTH).

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Challenges and Opportunities Creating and testing games:

Use a development team rather than try to piece together expertise.

Be careful in your recruitment materials: “Come play a video game for money” will bias your sample.

Have someone who can translate knowledge into content.

Focus groups and playtesting are essential steps. Get feedback early from your target audience—

consultants!

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For copies of papers or questions…

Norah DunbarProfessor and Department ChairDepartment of Communication

UC Santa [email protected]