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Vol.:(0123456789)
Technology, Knowledge and Learning (2023) 28:1825–1839
https://doi.org/10.1007/s10758-022-09617-7
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ORIGINAL RESEARCH
If We Build It, Will They Learn? AnAnalysis ofStudents’
Understanding inanInteractive Game During andAfter
aResearch Project
PaulHorwitz1 · FriedaReichsman1· TrudiLord1· ChadDorsey1· EricWiebe2·
JamesLester2
Accepted: 21 July 2022 / Published online: 5 August 2022
© The Author(s), under exclusive licence to Springer Nature B.V. 2022
Abstract
Studies of educational games often treat them as “black boxes” (Black and Wiliam in Phi
Delta Kappan 80: 139–48, 1998; Buckley etal. in Int J LearnTechnol 5:166–190, 2010;
Buckley etal. in J Sci Educ Technol 13: 23–41, 2010) and measure their effectiveness
by exposing a treatment group of students to the game and comparing their performance
on an external assessment to that of a control group taught the same material by some
other method. This precludes the possibility of monitoring, evaluating, and reacting to the
actions of individual students as they progress through the game. To do that, however, one
must know what to look for because superficial measures of success are unlikely to identify
unproductive behaviors such as “gaming the system.” (Baker in Philipp Comput J, 2011;
Downs etal. in Proceedings of the SIGCHI Conference on Human Factors in Comput-
ing Systems, USA, 2010) The research reported here advances the ultimate goal of creat-
ing educational games that can provide real time, meaningful feedback on the progress
of their users, enabling teachers or the game itself to intervene in a timely manner. We
present the results of an in-depth analysis of students’ actions in Geniventure, an interac-
tive digital game designed to teach genetics to middle and high school students. Geniven-
ture offers a sequence of challenges of increasing difficulty and records students’ actions as
they progress. We analyzed the resulting log files, taking into account not only whether a
student achieved a certain goal, but also the quality of the student’s performance on each
attempt. Using this information, we quantified students’ performance and correlated it to
their learning gain as estimated by scores on identical multiple-choice tests administered
before and after exposure to Geniventure. This analysis was performed in classes taught
by teachers who had participated in professional development as part of a research pro-
ject. A two-tailed paired-sample t-test of mean pre-test and post-test scores in these classes
indicates a significant positive difference with a large effect size. Multivariate regression
analysis of log data finds no correlation between students’ post-test scores and their perfor-
mance on “practice” challenges that invite experimentation, but a highly significant posi-
tive correlation with performance on “assessment” challenges, presented immediately fol-
lowing the practice challenges, that required students to invoke relevant mental models. We
repeated this analysis with similar results using a second group of classes led by teachers
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