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Virtual Tweens ltd. All rights reserved
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When Was the Last Time You Saved a World?
Children’s Informal Science Learning in a Multi-User Virtual Environment (MUVE)
Ron Blonder & Sherman Rosenfeld
The Weizmann Institute of Science
Rehovot, Israel
Virtual Tweens ltd. All rights reserved
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Virtual Tweens ltd. All rights reserved
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An avatar, a personalized virtual character which represents the player in the game
• Playing games in order to gain money,
• Purchasing clothes and accessories for their avatar
• Chatting with other avatars in the MUVE
MUVEs: Multi-User Virtual Environments
CHAIS, 2010, Israel
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ekoloko MUVE: For children age 8-12 Focuses on ecology and the natural
environment
CHAIS, 2010, Israel
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ekolokoThe largest community for kids in
Israel• 250,000 registered users
• 45,000 new registered users per month
• Active users spend on average 4.5 hours per week
• Over 1,500,000 games played in ekoloko every week
• Over 15,000,000 different activities performed every
week
CHAIS, 2010, Israel
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Developing quality content• Science content experts:
• Identify interesting content for kids
• Provide valid scientific concepts
• Creative experts:
• Prepares general storyline
• Translates the scientific content into storyline narratives
• Content is implemented through:
• Community quests
• Adventures
• Games
• Trivia questions
• Newspaper
• NPCs CHAIS, 2010, Israel
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• Knowledge: To increase the scientific knowledge of the young players regarding ecology and the natural environment,
• Affect: To develop positive attitudes of these users towards ecology and the natural environment, and
• Behavior: To promote user behaviors which represent a positive approach to the natural environment.
Educational Design Goals
CHAIS, 2010, Israel
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Challenge: Extremely Large Number of
Users
e.g., during one week in April 2009
Number of recorded playing events: 416,000
CHAIS, 2010, Israel
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Research Questions:
(1) How do the kids use the ekoloko MUVE?
(2) To what extent does the ekoloko MUVE influence the
knoeledge, affective andbehavioral
Development of the players?
CHAIS, 2010, Israel
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• User Baseline Data: Age, gender, experience
• Analysis of Game Use: Frequency and duration
• Knoeledge: Trivia scores
• Affective Goals: CHEAKS questionnaire
• Behavioral Goals: “ekos” donation and activity in community events
Research tool: Data Mining
CHAIS, 2010, Israel
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Results
CHAIS, 2010, Israel
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How do the kids use the ekoloko MUVE?
N=416,000 playing events
8
76
43
15
14
5
1003
10041
12 1001
1002
18
11
2217
92
10 16
CHAIS, 2010, Israel
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How do the BOYS use theekoloko MUVE?
76
43
15
14
5
1003
10041
21001
1002
18
11
22
17
9 2
10 16
CHAIS, 2010, Israel
Virtual Tweens ltd. All rights reserved
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How do the GIRLS use the ekoloko MUVE?
8
76
43
15
14
5
1003
10041
121001
1002
18
11
22
17
92
1016
CHAIS, 2010, Israel
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Gender Comparison
76
43
15
14
5
1003
10041
21001
1002
18
11
22
179 2
10 16
8
17
CHAIS, 2010, Israel
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Using ekoloko: Focus and duration
increase with experience
3
CHAIS, 2010, Israel
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Patterns in Using ekoloko: Frequency vs. Duration
Data• Most of the games – Same duration for both; Higher frequency for boys.
• Jeans Factory (8) – Higher duration for girls, same percentage for both
• Farting Lambs (17) – Higher duration for boys, same percentage for both
• Focus and duration increase with experience
CHAIS, 2010, Israel
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Cognition:Age differences
N=4160,000
CHAIS, 2010, Israel
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CognitionNovices Vs. Experts
N=4160,000
CHAIS, 2010, Israel
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Cognition Gender differences
N=4160,000
CHAIS, 2010, Israel
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Summary: Cognitive Effects
• Accumulative for age and expertise
• Equal for both genders
CHAIS, 2010, Israel
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Attitudes:Design Criteria
• Develop a storyline theme of good vs. bad as the
basis for hundreds of narratives
• Place strong emphasis on activities that encourage
interaction
• Individual path: Kids take responsibility and make an
impact in the world
• Community path: Community events, eko-rangers
CHAIS, 2010, Israel
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Attitudes:Highly environmental positive
ItemPositive Negative
To save water, I would be willing to use less water when I bathe.
84%7%
I would not be willing to save energy by using less air conditioning. (reverse)
64%22%
I would not give 250 kokos of my own money to help the wild animals. (reverse)
62%23%
I would be willing to separate my family’s trash for recycling.
79%8%
I would be willing to stop buying some products to save animal’s lives.
76%10%
I would be willing to go from house to house asking people to recycle.
53%21%
N=1228
CHAIS, 2010, Israel
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Attitudes:Gender differences
ItemPositive girlsPositive boys
To save water, I would be willing to use less water when I bathe.
82%85%
I would be willing to save energy by using less air conditioning .
69%59%
I would give 250 kokos of my own money to help the wild animals .
80%74%
I would be willing to separate my family’s trash for recycling.
79%83%
I would be willing to stop buying some products to save animal’s lives.
77%75%
I would be willing to go from house to house asking people to recycle.
52%55%
kids N=1228
CHAIS, 2010, Israel
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Attitudes:Time in the game
ItemBeginnersMediumExperience
To save water, I would be willing to use less water when I bathe.
83%86%84%
I would not be willing to save energy by using less air conditioning. (reverse)
64%73%68%
I would not give 250 kokos of my own money to help the wild animals. (reverse)
58%64%80%
I would be willing to separate my family’s trash for recycling.
82%80%79%
I would be willing to stop buying some products to save animal’s lives.
75%79%79%
I would be willing to go from house to house asking people to recycle.
54%53%57%
N=1228
CHAIS, 2010, Israel
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Attitudes:Time in the game
ItemBeginnersMediumExperience
To save water, I would be willing to use less water when I bathe.
83%86%84%
I would not be willing to save energy by using less air conditioning. (reverse)
64%73%68%
I would not give 250 kokos of my own money to help the wild animals. (reverse)
58%64%80%
I would be willing to separate my family’s trash for recycling.
82%80%79%
I would be willing to stop buying some products to save animal’s lives.
75%79%79%
I would be willing to go from house to house asking people to recycle.
54%53%57%
N=1228
CHAIS, 2010, Israel
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Summary: Attitudes
• Players have a strong emotional
attachment with the environment
• Players develop stronger attitudes
towards the ekoloko environment, the
longer they play
• No consistent gender difference CHAIS, 2010,
Israel
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Behavior
Community Event:
In order to prepare a proper dump site, money is needed and
the players are asked to contribute their money they have
earned in ekoloko.
Question: What variables (e.g., age, gender, game level,
weeks in ekoloko, etc.) correlate with levels of donations?
CHAIS, 2010, Israel
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Behavior
CHAIS, 2010, Israel
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Behavior
Kids completed the quest before the dead-line: They acted as a community
CHAIS, 2010, Israel
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Behavior
Two Answers:
(1) Weeks in ekoloko and game level correlate with
donation level. The more time players spent in this ecological
MUVE, the more likely they would behave in an ecologically-
responsible way
(p<.0001, Pearson Correlation Coefficient test, N=19,070)
• This result correlates with the attitude
survey CHAIS, 2010,
Israel
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Behavior
(2) Gender effect: boy players contributed
twice as much money as girl players.
Hypothesis: External motivation played
an important role through a high-
score table.
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Conclusions &Implications
CHAIS, 2010, Israel
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Conclusions
1. We can use analytical tools (e.g., frequency vs. duration analysis) to make
sense of large amounts of data regarding
• Game use
• Cognitive, affective and behavioral effects
For different populations of users (e.g., gender, age, experience)
2. Another important outcome is interesting and non-obvious
“emerging questions” that can guide future research.
CHAIS, 2010, Israel
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Implications
1. Research Methodology: We propose that our research can
be used in data-mining educational MUVEs.
2. Informal learning: This kind of research can increase our
understanding of kids’ behavior in informal learning environments called educational MUVEs.
3. Educational Design: It can also be useful for MUVE
designers.
CHAIS, 2010, Israel
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The kids absorb values and knowledge
through fun activities in an
environment that they choose to be
in
CHAIS, 2010, Israel