Abstract
Prior research has shown that digital games can enhance STEM education by providing learners with immersive and authentic scientific experiences. However, optimizing the learning outcomes of students engaged in game-based environments requires aligning the game design with diverse student needs. Therefore, an in-depth understanding of player behavior is crucial for identifying students who need additional support or modifications to the game design. This study applies an Ordered Network Analysis (ONA)—a specific kind of Epistemic Network Analysis (ENA)—to examine the game trace log data of student interactions, to gain insights into how learning gains relate to the different ways that students move through an open-ended virtual world for learning microbiology. Our findings reveal that differences between students with high and low learning gains are mediated by their prior knowledge. Specifically, level of prior knowledge is related to behaviors that resemble wheel-spinning, which warrant the development of future interventions. Results also have implications for discovery with modeling approaches and for enhancing in-game support for learners and improving game design.
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Acknowledgments
This work was funded by a grant from the National Science Foundation (NSF Cyberlearning #2016943). We would also like to thank Kristy Boyer for access to this data and Yuanru Tan for developing the ONA package used in this analysis. Andres Felipe Zambrano thanks the Ministerio de Ciencia, Tecnología e Innovación and the Fulbright-Colombia commission for supporting his doctoral studies through the Fulbright-MinCiencias 2022 scholarship.
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Zambrano, A.F. et al. (2023). Cracking the Code of Learning Gains: Using Ordered Network Analysis to Understand the Influence of Prior Knowledge. In: Arastoopour Irgens, G., Knight, S. (eds) Advances in Quantitative Ethnography. ICQE 2023. Communications in Computer and Information Science, vol 1895. Springer, Cham. https://doi.org/10.1007/978-3-031-47014-1_2
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