richard lamb - measurement, video games, and the future
TRANSCRIPT
MEASUREMENT, VIDEO GAMES, AND THE FUTURE
Richard Lamb
Washington State University
College of Education
Teaching and Learning
MY RESEARCHEXAMINE AND MEASURE STUDENT LEARNING (COGNITIVE GAIN) THROUGH VIDEO GAMES SPECIFICALLY SCIENCE AND ENGINEERING
EXAMINE AND MEASURE ALZHEIMER'S DEMENTIA AND MILD COGNITIVE IMPAIRMENT (COGNITIVE DECLINE) IMPAIRMENT THROUGH VIDEO GAMES
EDUCATION NOW
High
Scho
ol G
radu
ation
College
Gra
duat
ion
Reading
Pro
ficienc
y
Mat
hem
atics
Pro
ficienc
y
Writ
ing
Profi
cienc
y
74
4626 30 25
26
5474 70 75
Where are we?
ALZHEIMER'S AND DEMENTIA POPULATION
It’s estimated that 5.1 million American have
this disease
The number of people showing
symptoms of this disease will triple by
2050.
1 in 3 People will die from this
disease
It is the 6th leading cause of death in the United States
WHO PLAYS VIDEO GAMES?
Play Video Games
58%
Don't Play Video Games
42% Play Video GamesDon't Play Video Games
18 and Under32%
18 to 3532%
36 and Over36%
18 and Under18 to 3536 and Over
Male55%
Female45% Male
Female
Social Media10%
School29%
Video Games13%
Sleep33%
Other15%
Social MediaSchoolVideo GamesSleepOtherAccess to
Mobile Device95%
No Access5%
Access to Mobile DeviceNo Access
MEASUREMENT IN SERIOUS GAMES (SG) IS A PROBLEM OF FITTING THE GAME TO THE MEASUREMENT.
LIMITS OUR ABILITY TO MAKE USE OF EXISTING GAMES.
GIVEN THE COST OF GAME PRODUCTION…
THIS OCCURS BECAUSE THE GAMES MUST BE ADAPTED FOR THE MEASUREMENT TOOL.
THE PROBLEM
THE MERGING OF EDUCATIONAL MEASUEMENT MODELS AND VIDEO GAMES
• ITEM RESPONSE THEORY, COGNITIVE DIAGNOSTICS
• INFORMATICS AND ANALYTICS TECHNIQUES• MACHINE LEARNING ALGORITHMS
ITEM RESPONSE THEORY (IRT)
• A PSYCHOMETRIC AND EDUCATIONAL MEASUREMENT THEORY
• LOCATES THE PERSON'S ABILITY ON A COMMON SCALE
• PROVIDES THE PROBABILITY OF SUCCESSFULLY ANSWERING A QUESTION
• BASIS OF COMPUTER ADAPTIVE TESTING
COGNITIVE DIAGNOSTICS
• A PSYCHOMETRIC AND EDUCATIONAL MEASUREMENT APPROACH FOR IDENTIFICATION OF COGNITIVE ATTRIBUTES
• SPECIFICALLY USED TO IDENTIFY TASKS TIED TO COGNITIVE SYSTEMS
HOW DO I DO IT?
• IDENTIFY KEY TASKS IN VIDEO GAMES• CALCULATE PROBABILITY OF TASK COMPLETION
USING IRT• IDENTIFY COGNITIVE SYSTEMS USED TO
COMPLETE TASKS WITH Q-MATRIX• 8-HOURS OF PLAY PRODUCES 750,000 DATA
POINTS FOR ANALYSIS
Q-MATRIX
• IDENTIFY KEY TASKS IN VIDEO GAMES• CALCULATE PROBABILITY OF TASK COMPLETION
USING IRT• IDENTIFY COGNITIVE SYSTEMS USED TO
COMPLETE TASKS VIA Q-MATRIX
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Q-MATRIX
Task Proportion of Success
Cognitive Attribute 1
Contribution to pi
Cognitive Attribute 2
Contribution to pi
Cognitive Attribute 3
Contribution to pi
Volume Conservation
.17 Parity Judgment
.03 Critical Reasoning
.48 Retrieval .13
Liquid Conservation
.35 Parity Judgment
.09 Critical Reasoning
.23 Retrieval .11
Number Conservation
.45 Parity Judgment
.01 Critical Reasoning
.13 Retrieval .04
Mass Conservation
.33 Parity Judgment
.07 Critical Reasoning
.21 Retrieval .09
Probability of task success and the contribution to that success to each cognitive attribute
ADVANTAGES
• MODULAR• MAKES USE OF EXISTING GAMES• PROVIDES A COMMON UNIT OF MEASUREMENT
IN COGNITIVE ATTRIBUTES• USE IN AUGMENTED REALITY ENVIRONMENTS
AND VIRTUAL ENVIRONMENTS
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ADVANTAGES
• ADAPTIVE• BY INCORPORATING MACHINE LEARNING AND
EDUCATIONAL MEASUREMENT MODELS WE CAN SHAPE TASK PRESENTATION IN GAMES
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FUTURE WORK
• NATIONAL SCIENCE FOUNDATION GRANT NEUROIMAGING TO GAME OUTCOMES
• WORK WITH WASHINGTON STATE UNIVERSITY SMART APARTMENTS
• MOVE TO AUGMENTED REALITY SYSTEM• LOOKING FOR PARTNERS IN INCORPORATING THE
MEASUREMENT SYSTEM
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EDUCATIONAL NEUROPSYCHOLOGY LABORATORY
• HUMAN COMPUTER INTERFACE• FUNCTIONAL NEAR INFRARED SPECTROSCOPY
EEG, PHYSIOLOGICAL MEASURES• USE TRADITIONAL MEASURES AND COMPARE
CURRENT PROJECTS:APP IN DEVELOPMENT TO IDENTIFY MILD COGNITIVE IMPAIRMENT
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