Incorporating game mechanics into a network of online study groups Ari BADER-NATAL 1 Grockit, Inc.
[email protected] Abstract. The recent movement towards publishing open educational resources has increased the variety and quantity of learning materials available to students outside of the traditional classroom environment. Several core characteristics of the classroom environment, however, are difficult to offer through a web-based interface, including: (1) interaction and camaraderie among a cohort of peers, (2) the ability to get “real-time” answers to pressing questions, and (3) a motivating force to keep the student engaged over time. An online learning environment can approximate the value of peer cohorts and live question-answering by supporting (and encouraging) synchronous interactions among individuals studying a common topic. A learning system can motivate participation and collaboration by incorporating elements of game mechanics in the activity. We discuss Grockit, a recently-launched website that combines a virtual study group format with multi-player game dynamics to provide an engaging live collaborative learning environment for geographicallydispersed learners. Keywords. learning games, study groups, motivation, collaboration
Not all learning happens in classrooms. Self-motivated learners have a wealth of options, vastly enriched by widespread access to the internet. Now, in addition to local libraries, students have access to open educational resources such as MIT’s OpenCourseWare initiative [5] and educational podcasts such as those found on iTunes U [1]. But several key aspects of classroom learning are still not readily available, including (1) a peer group to learn with and from, (2) the opportunity to ask someone a question and get an immediate response, and (3) the structure and motivation that helps students remain committed over time. Synchronous communication among learners on an educational site could theoretically enable a virtual community of peer learners. The approach that we have been pursuing at Grockit (grockit.com) has been to leverage various game mechanics to affect how students choose to participate and interact with each other. With respect to AIED systems, the goal of the current approach is to reduce the traditional challenge of identifying and remediating learner misunderstandings to the much simpler task of enabling and motivating peers to do this for one another. As of June 2009, Grockit has built support for two groups of learners. The first is for students studying for the GMAT, a common business school entrance exam. The second is for students studying for the SAT, a national college entrance exam. These types of groups offer a good testbed for live online learning communities, as there are a large number of students who share the common learning goal of mastering the skills that 1 Corresponding
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Figure 1. Each learning community has a “game lobby” which serves as an entry point, displaying Lucy Nin-progress 5 Player Game | 3 Spots Available and upcoming study sessions. (Note that all screenshots were captured in June, 2009). Leader-boards are dismanthena manoj kumar played on the left, and available quests are displayed on the right. Invite your friends! 6
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Figure 2. In each game, a series of questions are presented, such as the one above. After all players answer 5 Player Game | 2 Spots Available the question, they are provided with an opportunity to see, and discuss, the correct answer before moving on to a new question. The discussion includes GMATpane Verbal Practiceboth player discussion and system feedback (e.g. point awards). Jun 15, '09 Within each study group session (referred to as a “game”), discussion among students (“players”) takes place 1:00pm Scheduled by in a chat pane. Stephanie Wambach 5 Player Game | 3 Spots Available
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101 0:47 72% Scheduled by of the day, there are generally several groups of construction are tested with the exam. At any time Stephanie Wambach Reading 157 0:47 80% students collaborating (and siteComprehension activity is quickly increasing). most GP in the last 30 days. Supporting Ideas 1:00 For the GMAT site, students connect from 19around the world, generally 84% from a home Modification 1 0:40 100% XP: Experience Points are GMAT Quantitative earned or shared computer. As aspiring business Practice school students are often several years out ofwhen you answer Logical structure 3 0:15 100% questions correctly. Tomorrow 100% school, they are less likely to have friends or co-workers the same Antecedent 1 2:57 currently studying for100% 3:00pm GP: Grockit Points are earned Scheduled by when your helpful discussion 100% Evaluation Stephanie Wambach exam. The characteristics of the standardized test-based groups (i.e. large numbers of receive a star. messages 100% Verb tense students independently studyingGrammar the same material) appear to be a good match for the live online study group, though future Grockit groups will- not be restricted to test-oriented Referents GMAT Structure Verbal Practice domains. Jun 11, '09 Comparison 1:00pm Over the past several months, we have incorporated into Grockit a variety of gameScheduled by Pronoun reference Stephanie Wambach like mechanisms to motivate students to productively engage in the learning community: 65% Quantitative 384 0:59 4
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Tomorrow Figure 4. Player performance statistics are reported 67% at the test, sec9:30am Main Idea 12 1:31 Scheduled by tion, and skill levels. Color-coded bars help students67% focus their atManishkumar Munot Idiom 94 0:35 tention (for future games and reviews) on the skills 69% for which the Agreement 42 0:39 5 Player Game | 4 Spots Available student had percentage Evaluation of a the plan lowest 17 1:01 accuracy. 71%
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for all Diagnostic the great work that youyour do and The Thanks Quantitative will assess skill.being such a great member of the Grockit team!!!!
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I am so thankful that you accepted the story that led to this Testimonial being possible. Gold star, all the way. ++
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hey stephanie - thanks for your help today! To play a game scheduled in the future, click RSVP to reserve a spot. You can also start your own game and play it now or schedule it for later.
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Subsequent activity (Person count) subsequently participated in a game subsequently participated in a game with others subsequently logged in again subsequently participated in game discussion subsequently reviewed questions
Always available (86) 54.7% (47) 31.4% (27) 43% (37) 24.4% (21) 66.3% (57)
Every 20 questions (100) 69% (69) 55% (55) 59% (59) 41% (41) 72% (72)
Every 5 questions (73) 61.6% (45) 42.5% (31) 47.9% (35) 27.4% (20) 68.5% (50)
Never available (101) 60.4% (61) 42.6% (43) 38.6% (39) 24.8% (25) 71.3% (72)
p-value 0.25 0.01 * 0.03 * 0.03 * 0.83
Table 1. Testing the effect of Quest availability on subsequent participation. The null hypothesis is that the four populations of students have the same true proportions, and the alternative is that the proportion is different in at least one of the populations. Starred p-values indicate significance at the α = 0.05 level, two-tailed.
Diagnostics, Quests, and Badges By answering questions in collaborative games, players work towards “unlocking” certain fixed-duration solo activities (seen in Figure 3a). A Diagnostic includes a fixed set of questions designed to generate an initial assessment of the student’s current ability level. A Rasch Model [3] is used to construct and evaluate this assessment. After completing a Diagnostic, Quests can be unlocked through subsequent collaborative game-play. Quests are designed to provide students with targeted practice, including questions for which the Rasch Model predicts a probability of response accuracy near p = 0.5. “Medium” difficulty challenges such as these have been found to increase intrinsic motivation [4] and to facilitate a “flow” experience [2]. Students are awarded badges (Figure 3b) for various accomplishments, such as the completion of Diagnostics and Quests. One interesting recent finding came from a small randomized experiment run over a two week period in June, 2009 (shown in Table 1). Students who completed a Diagnostic were randomly assigned to one of four groups, determining if and when a Quest was available to them (“unlocked”). For three of the five outcome measures of interest, there was a statistically significant difference among the groups, with the group for which Quests were unlocked every 20 questions outperforming the others (visible in Figure 4a). Perhaps the added question spacing introduces an attainable goal that motivates increased participation. Game mechanics, such as this one and those outlined above, offer a rich toolset for motivating students in learning and collaboration, and help increase engagement in the virtual study group environment. Acknowledgements Writing about the game-like aspects of Grockit has been complicated by the rapid pace of system development. Many thanks to Farbood Nivi and the entire Grockit team for this added challenge. References [1] [2] [3]
Apple, Inc. iTunes U. http://www.apple.com/education/mobile-learning/. Mihaly Csikszentmihalyi. Flow: The Psychology of Optimal Experience. Harper&Row, New York, 1990. Gerhard H. Fischer and Ivo W. Molenaar, editors. Rasch Models: Foundations, Recent Developments, and Applications. Springer-Verlag, New York, 1995. [4] Mark R. Lepper. Motivational considerations in the study of instruction. Cognition and Instruction, 5(4):289–309, 1988. [5] Massachusetts Institute of Technology. MIT OpenCourseWare. http://www.mit.edu/ocw.