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rights reserved l C o n f i d e n t i a l 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

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Page 1: Virtual Tweens ltd. All rights reserved Confidential When Was the Last Time You Saved a World? Children’s Informal Science Learning in a Multi-User Virtual

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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

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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

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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.

CHAIS, 2010, Israel

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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