CRESST Notes
CRESST 2015
Richard Mayer
Most published person in ed psychology
"Evidence-based approach to computers games for learning"
Three ways to approach for evaluation
Value-added approach
Cognitive consequences approach
Media comparison approach (he doesn't like it— almost impossible to answer)
Game design should be designed with evidence-based design regarding how people learn
The following studies were done by comparing base version vs. “enhanced” version
Example: Build-a-plant game
Example: enhanced = spoken text -- Yes, speaking has a large effect size
Conversational style has a positive effect too
spoken vs. spoken and test —worsens performance
Guide’s image? doesn't matter much
yes/no feedback vs. explanatory -- explanation helps -- self-explanation helps
competitive features do not help— even worse for males
pre-training does much better
polite vs direct wording- polite helps more for beginners
narrative— not really— sometimes it does
Great infographic for Games for Change
Greg Chung
Telemetry = How do we take data to adopt?
Games design must be aligned with assessment design
Four guidelines for evaluating educational games.
Track behaviors that reflect the use of knowledge #1
Record data at the finest usable gain size. -- Errors are informative here
Represent data to require minimal processing
Record descriptions of behavior and not inferences with as much context information as feasible.
If you report an inference too early, you can’t recover-- you lose the context.
Elizabeth R Albaro,
IES/US Dept of Ed
ies.ed.gov
What is evidence in EDTECH?
Institute of Education Science — Research arm of Dept of Education
Funding streams for research
We need learning sciences embedded
Use evidence to develop technology
—
Jon L, PLass, NYU
Adaptivity vs. Personalisation
Adaptivity— responds to learner needs and goal is learning
ATI Aptitude-treatment interaction
Shutes’s model four process adaptive cycle
capture, analyze, ….
What variable to we adapt for
How do we measure them?
How do we adapt?
What learner variables do we adopt for
knowledge and skills - most common
language
strategies
self-regulation
cognitive abilities
developmental level
State variable vs Trait Variables
Motivational variables- goal orientation, persistence, self efficacy, individual issues
Affective variables: Emotional state and emotional regulation
Cultural variables— social context, cultural contact — identity and self-perception
"cross-course progression" is better than inter-course progression :-)
Making games to learn computing
Making games to integrate academics (content)
Making games to learn about learning (cognition)
Playing and gaming are on a continuum, not opposites
"The hows and why of the if and thens"
Kids who make games think about instructional strategy
Integrated content
Playing
Making
Connecting
Focus on deepening participation
Who is on Scratch? 45% create programs, 55% don’t. That's high!
Schools are needed to level playing field- hard to code with no help
Tom Andriola
Vice President and Chief Information Officer of UC System
Evidence-based learning
how do we reduce time from research to practice “time-to-value”
“What will it look like in 10 years?"
—
Sara Dewitt
VP PBS Kids Digital
Is there evidence that kid learn from games?
curious George is based on engineering and math curriculum
PBS has a learning analytics platform for parents
How to use tech to make games better?
Perfect level of "hard fun"
There are 500 games on PBS kids-categorized as games & hard games
Fred rogers: “Play is often talked about as if it were a relief from serious learning. But for children play is serious learning. Play is really the work of childhood."
Read more at http://www.brainyquote.com/quotes/quotes/f/fredrogers193081.html#l214o1J44sBsXuU4.99
—
Joan Hermann
More & better research needed
Target deeper learning goals
Big data analysis for hypothesis generation
— Dr. Ed Gordon
Giant in the field!
Does this discourage mindfulness?
"commitment to action requires a deeper commitment to mindfulness."
Pope:’ T more sure I am, sth more I question.:
"Research should lead to a deeper understanding. Nit just whet it works or not”"
Cresst
Sasha barab
Center for games and impact
Asu
Who is impacted?
Products ecosystem human service
By learning about game genres and game creation students think about audience, how we learn and more.
Diamond age. Quest Atlantis (Stevenson)
Kellogg's logic models output vs outcomes
Ecology of implementation is vital for games
Don't hide intentions in games. Even for controversial.
Ask about presevice teacher games.
Allow users to talk back to game.
—
Harry O’Neil
Employers are not interested in content Communication skills are #1
KSA— Knowledge skils and attributes
Atttributes (compétence) not context dependent
Many list of career readiness: ACT, Online CCSSO, state of ca
harry’s
creative thinking
fluency— ability to generate lots of ideas— best predictor
measured by Torrance test of creative thunking.
better to have domain specific creativity
vary cognitive demands - multiple possible outcomes
nees trait and
honeil@usc.edu
—
G
—
Coding is the literacy based on scrivener’s 1984 definition
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Robert Mislevy- ETS
Psychometrics is not moving things with your mind
—
Ryan Baker
MOOC ex big data and education
— Bromp—
—
Young kids are better of learning geometry than algebra
— MAKER TEDDY TALKS!—
shopcraft as soulcraft— book
Scott Cummings Director of products PBS Kids
Mostly preschool
— Steven Eno, El Segundo High
Moneyschool and edumaetrics
Moneyschool is metaphor for moneyball movie
create rpg fro education
Elisie Lemle
@forbidden_bacon
two-bit circus
STEAM
Brings totter how and what and laces the together with why
AUTO DESK TinkerCAD online is free online
squishy circuits
inspiration comes from doing work rather tham before it Madeline L’Engle
creativoty: ready to innovate (Lichtenberg, woke
—
DIY Girls
“Fail often so you can succeed sooner.” - Tom Kelley, Ideo partner.
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Marcelo Worsely USC
Making, DIY and the Teacher Revolution
Let’s have teachers be makers & coders
4,000,000 teachers and same software engineers
GoGo Fuge
Dr. Wagin
what happens as teachers become developers
they should also studehty ago wfwfctive they are
put this in grad school
—
Robert Torres
EKSTEP
teacher skills: spark, examples, application, create
robert@ekstep
—
Dave Cho
Classting- south korea
Social network of education
fast-growing
200,00 classes 13,200
96% in south korea— launching in japan— 2,000 classes
launching in US next week
bridge the gap for kids wh don’t like LMSs and teachers who don’t want to use social media with kids
invite students and parents
can send class notices to parents and students— admins can make all scggol act
can connect with other classes
App is Ting
classing can extract data, what kind of dat is agreed & how students respond
—
Game Design
Start with what data you want to capture
upfront design is key
start with a clear “driver”—
Ask what you want to know an then ask why you want to know that—will help clarify goals & assessment
—
jeremy robetrs, PBS
any time is learning time
inside, ousted, distal , analog, etc.
8.2 million kids on pubs
500 games
4.2 billion stares between june and march
apps for parents
“play & learn”
springroll.io HTML fpcus on learning
on github
PBS is trying to ge t at grit, love of learning, etc
—
Zoran Popvic
enlearn
u of washington
this computerized system discovers the nature of the problems
measuring persistence
data-driven optimal pathways.
applied to classroom
unlearn helps lower kids more than teachers do
4x more problems on unlearn
—
modality
personalization
prestrinig
coaching
all help
immersion (VR) & don’t seem help
first person shooter
—
Eva L. Baker
Changing Ecosystem of Learning.
eva thinks apple amazon & google will occupy education space