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Computer Games, Education And Interfaces: The E-GEMS Project

Maria M. Klawe

Department of Computer Science


University of British Columbia

Abstract Most girls, especially aged 10 and older, seemed to be


For the past six years the E-GEMS project has studied less interested in playing electronic games than boys,
the design and use of computer games and activities for and less interested in using computers in general.
mathematics education in grades 4 to 8. Our research Moreover, there was little concrete evidence that tradi-
has involved researchers in education and computer tional electronic games were effective in enhancing
science, professional game developers, teachers and mathematics and science learning for purposes beyond
thousands of children. The outcomes of this collabora- memorization drills.
tion include a wide range of research studies as well as The E-GEMS use of the term educational computer
innovative prototype games and a successful commer- game encompasses a wide range of computer-based
cial product. Our results demonstrate that games can be activities. Specifically, we use it to refer to educational
very effective in increasing both motivation and software incorporating popular electronic game ele-
achievement in mathematics learning. They also pin- ments such as a high degree of interactivity, explora-
point the critical importance of detailed elements of tion, puzzles, challenges, scoring, graphics, music,
game design, the role of the teacher, and the integration sound effects, or narrative. Over the last six years E-
of computer games with other forms of mathematics GEMS research has included basic studies on how chil-
education. Finally our work has identified important dren interact with commercially available computer and
differences, as well as similarities, in girls and boys video games as well as the development of innovative
interactions with games and computers. In this paper prototype games which we have used to explore a vari-
we highlight some of the recent E-GEMS work with ety of design issues. Throughout we have paid particu-
particular attention to the aspects related to interfaces lar attention to gender issues in order to understand and
and HCI. support the effective participation of girls as well as
boys in computer-supported learning environments.
Key words: interactive multimedia, games, educational Our project has benefited greatly from the contribu-
technology, computer supported collaborative learning. tions of several teachers who have been part of the E-
GEMS research team for several years. The teachers
1 Introduction classrooms serve as ongoing long-term research sites to
E-GEMS, the Electronic Games for Education in Math test the effectiveness of games and strategies for incor-
and Science project, is a collaborative project centered porating computer games into mathematics education.
at the University of British Columbia (UBC). E-GEMS Moreover, both teachers and students contribute to the
involves researchers in computer science and mathe- design of prototype games and usage strategies. We use
matics education as well as teachers, children and pro- an iterative process to develop game prototypes, alter-
fessional game developers. In addition to UBC, the E- nating among design, implementation and evaluation in
GEMS participants include Queens University, Elec- the E-GEMS classrooms. We also conduct focused
tronic Arts, and several schools in British Columbia and quantitative and qualitative studies with students in
Ontario. other classes and schools to explore specific design and
E-GEMS was created in late 1992 to explore the use issues.
potential of specially designed electronic games to in- Overviews of E-GEMS research can be found in [9]
crease learning and appreciation of mathematics and and [10], which, like most of the individual E-GEMS
science by children in grades 4-8. This age range was publications, are also available at our website,
chosen because research indicates that this is when www.cs.ubc.ca/nest/egems/home.html. In this paper we
most children lose interest in these subjects. We were start with three examples of E-GEMS work on the im-
interested in electronic (i.e. computer and video) games pact of software and hardware design in educational
because of their appeal to children and because they games. This is followed by a brief section on gender
offer excellent opportunities for visualization and ex- differences encountered in our research. We close with
ploration of complex concepts. On the other hand, we a section describing our current work on multi-user
also had serious concerns about using such games. networked games.
2 Exploring the impact of design geometry. The versions utilized three different interface
A primary goal of the computer scientists involved with designs. The first was a Direct Object Manipulation
E-GEMS is to understand the impact of detailed ele- (DOM) interface in which the user manipulated the
ments of software and hardware design on childrens object being transformed. The second was a Direct
learning of the target educational concepts as well as on Concept Manipulation (DCM) interface in which the
their motivation to play the game. This section briefly user manipulated a representation of the transformation
describes the main results obtained by three computer being applied to the object. Finally, the third was a Re-
science graduate students who recently completed their flective Direct Concept Manipulation (RDCM) inter-
thesis work in E-GEMS. face in which the DCM approach was combined with
scaffolding that gradually faded the feedback provided
2.1 Adapting the human-computer interface to by the interface.
support collaborative learning environments A field study of approximately one hundred grade 6
for children students was conducted to evaluate the effect of ten
forty-minute playing sessions on their understanding of
Kori Inkpens Ph D. research [5] evaluated computer-
two-dimensional transformational geometry and on
based collaborative environments for children, using
their attitude towards the subject area and various as-
three important criteria: the social environment in
pects of the game design and experience. Data was
which the technology was placed, the technology pro-
collected from several sources including written pre-
vided for explicit collaboration, and the low-level inter- tests, post-tests, and questionnaires, videotapes and log
face design. An additional area of focus that crossed all files from the playing sessions, and interviews with
three areas was gender. Three field studies were con-
twenty per cent of the students using each version of the
ducted using a creative problem-solving game as the
software. Learning gains were assessed as the differ-
research vehicle. The computer environment (both
ence between scores on the post-test and pre-test.
hardware and software) was modified to allow the ad-
The learning gains of students using RDCM ver-
dition of a second mouse to explore how this would
sions were significantly better than those of students
affect achievement, learning and behaviour. The major
using DCM versions, which were again significantly
results of these studies include:
better than those of students using versions with con-
The grouping of children at computers can affect
ventional direct manipulation interfaces. Moreover, the
their achievement, namely placing two children at
qualitative data from questionnaires and interviews
a single computer can have a positive effect on strongly supported the quantitative data on learning
both achievement and motivation compared to gains. All students found the ten playing sessions
having children play on their own. [6]
highly enjoyable, but the students using RDCM ver-
The addition of a second mouse can positively af-
sions indicated that they had had to think very hard and
fect childrens achievement and learning in the
felt they had learned a great deal. The students using
game, as well as the temporal patters of who con-
DCM versions expressed this to a lesser degree, and the
trols the mouse. [8]
others to a much lesser degree. These results are pre-
Children are able to perform point-and-click
sented in detail in Sedighians thesis [14] and in a num-
movements faster and with fewer errors than drag-
ber of papers ([13], [15], [16], [17], [18]).
and-drop movements. More children prefer point-
and-click over drag-and-drop. [4]
2.3 The importance of task specification and
Choice of interaction style, i.e. point-and-click
communication mode in collaborative learn-
movements verus drag-and-drop, can affect both
ing environments
achievement and motivation. [4]
Gender differences were observed in all stages of The M. Sc. research of David Graves investigated the
the research. [5] effect of task specification and communication mode on
learning gains and attitude. An interactive multimedia
2.2 Interface manipulation style in a geometric activity, Builder, was created to allow a pair of students
game to build a house together, with each student working
from their own computer. The activity included an in-
Kamran Sedighians Ph.D. research investigated the teractive graphical interface, shared two- and three-
role of interface manipulation style and scaffolding on
dimensional views, sound feedback, and real-time
students reflective cognition and concept learning
written and spoken communication. Several mathemati-
through a comparison of the effectiveness of several
cal concepts were embedded in the activity including
versions of a game, Super Tangrams, that was designed
area, perimeter, volume, and tiling of surfaces. An field
to assist in learning two-dimensional transformation
study with 134 school students aged ten to twelve found
that playing Builder led to learning gains in the target games as part of the TeleLearning Network of Centres
mathematical areas, and that the nature of how the task of Excellence. We have created two networked collabo-
was specified had a significant impact on the size of the rative game prototypes, Island and Avalanche. The goal
gains. The learning gains were assessed as the differ- of these two prototype development efforts has been to
ence between scores on written post-tests and pre-tests, use two very different game formats and platforms in
and a questionnaire was used to collect information on order to compare the effectiveness of various design
the socio-motivational outcomes of playing Builder. and use strategies. Islands game format is a mi-
Log files were also used to collect other measurements croworld with no game-specified narrative, roles or
such as number of challenges completed, scores precise goals, whereas Avalanche is a role-playing nar-
achieved on challenges, and number and length of mes- rative-based game with clearly specified goals. Islands
sages that were sent. The mode of communication was Mac LAN platform using C++ allows higher levels of
found to affect attitudes towards the activity and the graphics, animation and interactivity, than Avalanches
students partner. Gender differences were found in web platform using Java 1.1.
perceived collaboration and attitudes towards the activ-
ity and the partner. In Island players freely explore an island, obtaining
These results are particularly interesting for a num- building resources as rewards for solving puzzles de-
ber of reasons. This is one of the first studies involving signed to engage them in constructing knowledge about
the use of a networked mathematical multimedia activ- mathematical concepts, creating buildings either alone
ity. Significant improvements in mathematical under- or collaboratively, and viewing those of other players.
standing were found after only a short period (thirty The activities available to Island players include:
minutes) of play with the Builder activity. Perhaps most - explore a fully illustrated 2D representation of the
important of all, a small change in the presentation of island
the goal of the activity, namely requiring the achieve- - communicate with other players via writing or
ment of a specific numeric goal versus a more open- speech
ended maximization goal, had a significant positive - acquire building resources (bricks, window and
effect on the increase in learning resulting from play. door frames) as rewards for completing two multi-
This last outcome demonstrates the impact that detailed user activities, Prime Climb (see Avalanche de-
elements in the design of software activities can have scription below) and Builder Challenge
on their effectiveness as learning environments. - select, label, build on (collaboratively or alone) and
modify Island sites
3 Gender differences - explore 3D representations of all buildings existing
Our field studies have repeatedly revealed gender dif- on the island
ferences in students use of and attitudes towards inter-
active multimedia learning activities. Girls and boys In Avalanche players assume the roles of the four
have shown different preferences and levels of per- leading citizens who form the emergency response team
formance in activities and interaction styles ([5], [3]). in a mountain ski town, and work together to attempt to
Girls often spend more time exploring and communi- cope with and reduce damage from a series of ava-
cating with partners, while boys often make faster pro- lanches. The current set of activities in Avalanche in-
gress through the activities, completing more levels and clude:
- locating all team members in the town after their
puzzles ([1], [10], [3]). Despite completing more puz-
communication network has been disabled due to
zles and levels, boys have not shown greater achieve-
an avalanche,
ment in the assessments of mathematical understanding
- Prime Climb: teams of players climb ice-faces by
(see [3] for example). During classroom observations,
selecting numbers relatively prime to those occu-
boys have been more aggressive in seeking or de-
pied by other team members in order to collect the
manding access to computers and in their behaviour
data needed to evaluate the critical mountain zones
while engaged in the activities, but minor interventions
that are possible sites for the next avalanche
such as occasional girl-only play or discussions have
- Zone Size: players estimate the area and volume of
resulted in enthusiastic and sustained engagement of the
snow in the critical zones using the data they have
girls with the prototype software ([1], [9], [20], [21]).
obtained and maps
- Snow Release: based on the information from the
4 Multi-user networked games
Zone Size activity, players decide where to place
For the past few years E-GEMS has been exploring the their limited set of explosives and barriers to re-
design and use of multi-user mathematical computer lease snow from the most dangerous zones without
releasing so much snow that another avalanche is [8] K. Inkpen, J. McGrenere, K.S. Booth, and M.
triggered Klawe. Turn-Taking Protocols for Mouse-Driven Col-
laborative Environments. In Proc. Graphics Interface
We have conducted a number of preliminary field trials '97, pages 138-145, 1997.
of each game in the E-GEMS classrooms, as well as the [9] M. Klawe. When does the use of computer games
field study using the Builder component of Island de- and other interactive multimedia software help students
scribed in 2.3 above. Although students have generally learn mathematics? In Technology and NCTM Stan-
found the networked games highly motivating, we have dards 2000 Conference, Arlington, 1998.
encountered significant and persistent difficulties in [10] M. Klawe. Designing Game-based Interactive
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5 Acknowledgments of Game-Based Electronic Learning Environments. In
Thanks is due to the many organizations who have sup- Proc. 2nd International Conference on the Learning
ported E-GEMS research, especially the Natural Sci- Sciences, Evanston, 1996.
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TeleLearning NCE, B.C. Advanced Systems Institute, Cognition: issues in Designing Interactive Multimedia
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