kpis for wp3

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KPIs for WP3

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KPIs for WP3. Outlook to Year 4. Validation and update of contributions to the GALA roadmap. Final Thematic Workshops: Disseminate SIG outcomes Validate recommendations Feedback from domain experts Consolidation: Finalization of ongoing user studies Evaluate SGs for the VRE - PowerPoint PPT Presentation

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Page 1: KPIs for  WP3

KPIs for WP3

Page 2: KPIs for  WP3

Outlook to Year 4

Final Thematic Workshops: Disseminate SIG outcomes Validate recommendations Feedback from domain

expertsConsolidation: Finalization of ongoing user

studies Evaluate SGs for the VRE Transition to the SGSScientific dissemination

Validation and update

of contributions

to the GALA

roadmap

Page 3: KPIs for  WP3

Related to the final thematic workshops #participants New relations established, new involved

partners …

Related to publications, special issues, invitations

Related to the upcoming evaluation methodology???

Page 4: KPIs for  WP3

Comprehensive SG evaluation framework in WP3

Used for the user studies in year 3

Page 5: KPIs for  WP3

devised considering the outcomes emerged from the reports and according to the analysis performed in the previous years about the strategies implemented and the data collected.

a long-term assessment is included by means of post game interviews and post game learning communities.

Granularity: e.g. specific levels in Bloom taxonomy – not only Cognitive domain

For each game a subset of the evaluation steps has been used.

A comprehensive model

Page 6: KPIs for  WP3

Educational

objectivesLearning outcomes

Learning Impact EvaluationEducational Content

(domain-specific)

Educational Goal (new skills / new knowledge/ competence

acquisition/ behavioural change / raise awareness …

?

What to measure?To verify the achievement of the expected outcomes

(domain-specific)

How to measure? In order to verify if the new skills/ knowledge/ have been acquired, the behavioural change

took place, etc…

Page 7: KPIs for  WP3

1. Learning Evaluation as an Impact project: preliminary work about serious game fitness in the educational program in cooperation with educators, facilitators and relevant stakeholders (e.g. HRs and CLOs in organisations)

2. learning goals: raising awareness, training skills, supporting motivation, experience of collaborative learning, …

3. Identification of domain-specific expected learning outcomes according to the SG Description Template (refers to Bloom’s revised taxonomy)

4. Identification of the kind of data that can be collected, based on game deployment, on privacy and ethical settings and requirements, and on available data analysis tools / instruments

5. Identification of the learning metrics, based on matching the learning goals with the variety of data available

6. Set-up of the Post Game Learning Community by populating it with preliminary material for raising awareness or providing insights about the subject matter

Evaluation steps

Page 8: KPIs for  WP3

7. Training the trainers 8. Pre-game test (questionnaires / interviews) (perceived&objective)9. (If Facilitated workshop) Briefing 10.Game session 11.Direct observation 12.(If Facilitated workshop) De-briefing 13.Post-game test (questionnaire / interviews ) (objective)14.Just after the game session: (perceived)

Enjoyment of the game (Kirkpatrick’s Level 1) What you learnt & to which extent, performance perception (Kirkpatrick’s

Level 2) 15.Time (e.g. up to one year) after the game session (Kirkpatrick’s Level 2)

Technology Acceptance Model (Davis, 1986)) Testing “on the job” / Direct Observations) (Kirkpatrick’s Level 3)

16.Post Game Learning Community (Kirkpatrick’s Level 3)

Evaluation steps

Page 9: KPIs for  WP3

User Studies

Eagle Racing, WhatADay

Shortfall, SecondsGBVR Motor Skill Learning, Knowledge of ResultsBoarders Ahoy!, Afghanistan pre-deployment

Playing History – The Plague, Icura

Stop Disaster!, My Dream Theatre

Page 10: KPIs for  WP3

Example – the Icura user study

Page 11: KPIs for  WP3

1. Learning Evaluation as an Impact project: preliminary work about serious game fitness in the educational program in cooperation with educators, facilitators and relevant stakeholders (e.g. HRs and CLOs in organisations) No – INFORMAL SETTING

2. learning goals: raising awareness, training skills, supporting motivation, experience of collaborative learning, … RAISING AWARENESS, NEW KNOWLEDGE

3. Identification of relevant domain-specific expected outcomes according to the SG Description Template (refers to Bloom’s revised taxonomy) COGNITIVE: remembering the Japanese words for hello, goodbye, … applying the correct salutation…AFFECTIVE: valuing the principles of Japanese culture, …

4. Identification of the kind of data that can be collected, based on game deployment, on privacy and ethical settings and requirements, and on available data analysis tools / instruments. Various Users; no in-game tools; user data = demographics, game competence, Japanese familiarity; game data= time, achievements, exploration; data about gaming experience: perceived usability, engagement, … data about the learning exp: perceived effectiveness, feedback, motivation, … (SG description Template)

5. Identification of the learning metrics, based on matching the learning goals with the variety of data available see Table

Evaluation steps

Page 12: KPIs for  WP3

Learning goal Type of learning Expected learning outcome How to assess

Learn about the Japanese culture and etiquette

Cognitive (Remembering)

The learner remembers the Japanese word for “gift-wrapping”

Multiple-choice (MC) Question: Who or what is „Tsutsumi“?

The learner remembers the Japanese word for say “hello” MC Question: How do you say „Hello“ in Japanese?The learner recalls the most popular religions in Japan MC Question: Which religions are prevalent in Japan?

Cognitive (Understanding)

The learner understands that saying “no” is impolite

MC Question: What do you have to keep in mind when talking to a Japanese man or woman?

The learner understands that keep off shoes is a sign of respect

MC Question: When you are invited as a guest in Japan, what do you have to keep in mind?

Cognitive (Applying)

The learner is able to use the correct salutation

Accomplishment of the game task and MC Question: You are going to talk to a senior person named Shotaro and you want to show high respect for him. Which salutation is best to choose in this situation?

Cognitive (Analyzing)

The learner is able to identify the main characteristics of the Japanese culture

Open Answer(OA) Question: How would you describe in 3 adjectives the Japanese culture?

Cognitive (Synthesizing)

The learner is able to generalize and deduce new facts about the Japanese culture

OA Question: What can you deduce from the facts you learnt in the game about the Japanese culture?

Cognitive (Evaluating)

The learner is able to compare the Japanese culture against his own

OA Question: How would you compare the Japanese culture to the Western?

Raise awareness about the Japanese culture

Affective (Responding to phenomena)

The learner shows new interest towards the principles of the Japanese culture and behavior, he is willing to respond and take the questionnaire, and even to find out more by himself

Observation during the experience;Likert question: The game is able to motivate the user on the learning topic;OA Question: Did the game increase your interest towards Japan/ Japanese culture? Would you read more about Japan? Would you visit it?

Affective (Valuing)

The learner identifies positive (or negative) aspects in the Japanese culture and behavior (with respect to our own culture)

OA Questions (if the respondent spontaneously assign positive /negative connotation): How would you describe in 3 adjectives the Japanese culture? What can you deduce from the facts you learnt in the game about the Japanese culture? How would you compare the Japanese culture to the Western?

Affective (Internalizing values)

He changes his mind about japan, and maybe now he wants to apply some behavior in his own life or he would like to visit Japan.

OA Question in the long-term post-test: Did you take any concrete action to explore further the Japanese culture? If so, which?

Page 13: KPIs for  WP3

6. Set-up of the Post Game Learning Community by populating it with preliminary material for raising awareness or providing insights about the subject matter

7. Training the trainers – just game play8. Pre-game questionnaires / interviews 9. Facilitated workshop10.Briefing – just introduction 11.Game session 12.Direct observation 13.De-briefing 14.Post-game questionnaire / interviews – taking care to avoid selective attention

bias15.Just after the game session:

Enjoyment of the game (Kirkpatrick’s Level 1) What you learnt & to which extent, performance perception (Kirkpatrick’s

Level 2) 16.Time (e.g. up to one year) after the game session (Kirkpatrick’s Level 2)

Technology Acceptance Model (Davis, 1986)) Testing “on the job” / Direct Observations) (Kirkpatrick’s Level 3) – repetition

of post-test17.Post Game Learning Community (Kirkpatrick’s Level 3)

Evaluation steps

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VRGB training for rehabilitation

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1. Learning Evaluation as an Impact project: preliminary work about serious game fitness in the educational program in cooperation with educators, facilitators and relevant stakeholders (e.g. HRs and CLOs in organisations)

2. Beyond domain-specific learning objectives: raising awareness, training skills, supporting motivation, experience of collaborative learning, … TRAINING MOTOR SKILLS, DEVELOP SELF-CONFIDENCE

3. Identification of relevant learning goals / outcomes according to the SG Description Template (refers to Bloom’s revised taxonomy)

4. Identification of the kind of data that can be collected, based on game deployment, on privacy and ethical settings and requirements, and on available data analysis tools / instruments Users=students; nintendo wii controller; dominant hand performance as own control condition; # strokes on target

5. Identification of the learning metrics, based on matching the learning goals with the variety of data available #strokes on target, perceived skill and self-efficacy improvement

6. Set-up of the Post Game Learning Community by populating it with preliminary material for raising awareness or providing insights about the subject matter

Evaluation steps

Page 16: KPIs for  WP3

7. Training the trainers 8. Pre-game questionnaires / interviews self-efficacy rating questionnaire;

Edinburgh Handedness Inventory; baseline assessment in RW: forearm and backhand shoots with dominant and non-dominant hand

9. Facilitated workshop10.Briefing introductory video; Familiarization session: target shooting on game

console11.Game session 3 sessions of 30 mins each; with both hands; fixed and moving

target12.Direct observation 13.De-briefing 14.Post-game questionnaire / interviews repeated assessment in RW and self-

efficacy questionnaire15.Just after the game session:

Enjoyment of the game (Kirkpatrick’s Level 1) What you learnt & to which extent, performance perception (Kirkpatrick’s

Level 2) 16.Time (e.g. up to one year) after the game session (Kirkpatrick’s Level 2)

Technology Acceptance Model (Davis, 1986)) Testing “on the job” / Direct Observations) (Kirkpatrick’s Level 3)

17.Post Game Learning Community (Kirkpatrick’s Level 3)

Evaluation steps

Page 17: KPIs for  WP3

With regard to WP3, the priority should be on analysing what has been learned to date. A framework for evaluating SGs would be an important contribution. It might be worthwhile to apply that framework to SGs evaluated by others to see how the outcomes of the GaLA evaluation framework compare with what has already been reported in the literature. Conducting such an analysis would help to frame how the GaLA evaluation framework is different from what is being done by others, and what the GaLA evaluation framework contributes to the larger community.

Reviewers’ comment

Page 18: KPIs for  WP3

Framework for designing the evaluation experiment for a SG (aim: evaluating its learning impact)

A tool helping developers to set up the user study to evaluate their game.

Page 19: KPIs for  WP3

Educational

objectivesLearning outcomes

Learning Impact EvaluationEducational Content

(domain-specific)

Educational Goal (new skills / new knowledge/ competence

acquisition/ behavioural change / raise awareness …

?

What to measure?To verify the achievement of the expected outcomes

(domain-specific)

How to measure? In order to verify if the new skills/ knowledge/ have been acquired, the behavioural change

took place, etc…

Page 20: KPIs for  WP3

A specific model of the domain

(e.g. a taxonomy)

A validated model of learning

outcomes (e.g. Bloom Taxonomy, Kirkpatrick model,

…)

A validated list of the possible

educational goals of a SG

????

Validated “rules” to match expected

outcomes to the right way to

measure them???

e.g. Kirkpatrick’s examples

Reference Models

Educational Content (domain-specific)

Educational Goal (new skills / new knowledge/

competence acquisition/ behavioural change / raise

awareness …

What to measure?To verify the achievement of the

expected outcomes (domain-specific)

How to measure? In order to verify if the new skills/ knowledge/ have been acquired,

the behavioural change took place, etc…

Page 21: KPIs for  WP3

Bloom’s taxonomy Kirkpatrick’s Four Levels of Learning

Evaluation Model

Kirkpatrick’s model

Page 22: KPIs for  WP3

Try to macth our steps & Igor’s framework into an abstract, comprehensive flow

For each step/phase in the flow, provide a set of validated models and suggestions for use

Need contributions!!!

Suggestion

Page 23: KPIs for  WP3

Eval methodology Final thematic workshops

Input to the roadmap & dissemination SG descriptions Monitoring the field & updating web pages NEED PRIORITIES!!!

WP3 activities in Y4

Page 24: KPIs for  WP3

Best practices in cooperation

Page 25: KPIs for  WP3

Papers Associate partners (SG descriptions&papers) Liaisons (SIG3.3&games4health,

SIG3.6&games4change) Final workshops User studies: CEDEP&ESADE, BIBA&POLIMI,

CMRE&MAN, CNR&SERIOUSGAMESINTERACTIVE, CNR&ORT&RWTH, …

Best practices in cooperation in WP3