When Was the Last Time You Saved a World? Children’s Informal Science Learning in a Multi-User Virtual Environment (MUVE) Ron Blonder & Sherman Rosenfeld The Weizmann Institute of Science Rehovot, Israel Confidential Virtual Tweens ltd. All rights reserved Confidential Virtual Tweens ltd. All rights reserved MUVEs: Multi-User Virtual Environments An avatar, a personalized virtual character which represents the player in the game • Playing games in order to gain money, • Purchasing clothes and accessories for their avatar • Chatting with other avatars in the MUVE Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved ekoloko MUVE: For children age 8-12 Focuses on ecology and the natural environment Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved ekoloko The largest community for kids in Israel • 250,000 registered users • 45,000 new registered users per month • Active users spend on average 4.5 hours per week • Over 1,500,000 games played in ekoloko every week • Over 15,000,000 different activities performed every week Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Developing quality content • Science content experts: • Identify interesting content for kids • Provide valid scientific concepts • Creative experts: • Prepares general storyline • Translates the scientific content into storyline narratives • Content is implemented through: • Community quests • Adventures • Games • Trivia questions • NPCs CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Confidential • Newspaper Educational Design Goals CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Confidential • Knowledge: To increase the scientific knowledge of the young players regarding ecology and the natural environment, • Affect: To develop positive attitudes of these users towards ecology and the natural environment, and • Behavior: To promote user behaviors which represent a positive approach to the natural environment. Challenge: Extremely Large Number of Users e.g., during one week in April 2009 Number of recorded playing events: 416,000 Virtual Tweens ltd. All rights reserved Confidential CHAIS, 2010, Israel Research Questions: (1) How do the kids use the ekoloko MUVE? (2) To what extent does the ekoloko MUVE influence the knoeledge, affective and behavioral Development of the players? Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Research tool: Data Mining • User Baseline Data: Age, gender, experience • Analysis of Game Use: Frequency and duration • Knoeledge: Trivia scores • Affective Goals: CHEAKS questionnaire • Behavioral Goals: “ekos” donation and activity in community events Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Results Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved How do the kids use the ekoloko MUVE? Duration (relative30units) 8 4 25 7 3 11 15 6 20 18 2 15 9 14 17 22 10 12 1004 10 16 1001 1 5 1002 1003 5 0 0 10 20 30 40 50 60 70 Frequency (%) N=416,000 playing events Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved How do the BOYS use the ekoloko MUVE? - Jeans Factory Duration - Farting Lambs 30 4 25 3 11 7 15 6 20 18 15 9 14 17 22 10 2 10 2 1001 1004 16 1 5 1002 1003 5 0 0 10 20 30 40 50 60 70 Frequency (%) Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved How do the GIRLS use the ekoloko MUVE? Duration 30 8 4 25 7 3 11 6 20 2 9 18 15 10 14 10 22 15 12 1004 16 1 5 17 1001 1002 1003 5 0 0 10 20 30 40 50 60 70 Frequency (%) Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Gender Comparison - Jeans Factory Duration - Farting Lambs 30 25 8 7 4 3 11 15 6 20 18 15 9 10 22 10 2 14 17 2 1001 1004 16 1 5 17 1002 1003 5 0 0 10 20 30 40 50 60 70 Frequency (%) Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Using ekoloko: Focus and duration increase with experience 35 Duration 30 3 25 Novices 3 3 20 Experts 15 10 5 0 0 10 20 30 40 50 60 70 Frequency (%) Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Patterns in Using ekoloko: Frequency vs. Duration Data • Most of the games – Same duration for both; Higher frequency for boys. • Jeans Factory (8) – Higher duration for girls, same percentage for both • Farting Lambs (17) – Higher duration for boys, same percentage for both • Focus and duration increase with experience Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Cognition: Age differences Environment Trivia: Score for different ages 10 9 8 Score 7 6 5 4 3 2 1 N=4160,000 0 5 7 9 11 13 15 17 Age Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Cognition Novices Vs. Experts 10 9 8 Score 7 6 5 Novice 4 Expert 3 2 1 N=4160,000 0 Recycling Water Desert plants Life in space Animals Trivia Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Cognition Gender differences 10 9 8 Score 7 6 5 4 3 Boys 2 Girls 1 0 N=4160,000 Trivia Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Summary: Cognitive Effects • Accumulative for age and expertise • Equal for both genders Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Attitudes: Design Criteria • Develop a storyline theme of good vs. bad as the basis for hundreds of narratives • Place strong emphasis on activities that encourage interaction • Individual path: Kids take responsibility and make an impact in the world • Community path: Community events, eko-rangers Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Attitudes: Highly environmental positive Item Positive Negative To save water, I would be willing to use less water when I bathe. 84% 7% I would not be willing to save energy by using less air conditioning. (reverse) 64% 22% I would not give 250 kokos of my own money to help the wild animals. (reverse) 62% 23% I would be willing to separate my family’s trash for recycling. 79% 8% I would be willing to stop buying some products to save animal’s lives. 76% 10% I would be willing to go from house to house asking people to recycle. 53% 21% N=1228 Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Attitudes: Gender differences Item Positive girls Positive boys To save water, I would be willing to use less water when I bathe. 82% 85% I would be willing to save energy by using less air conditioning. 69% 59% I would give 250 kokos of my own money to help the wild animals. 80% 74% I would be willing to separate my family’s trash for recycling. 79% 83% I would be willing to stop buying some products to save animal’s lives. 77% 75% I would be willing to go from house to house asking people to recycle. 52% 55% N=1228 kids Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Attitudes: Time in the game Beginners Medium Experience To save water, I would be willing to use less water when I bathe. 83% 86% 84% I would not be willing to save energy by using less air conditioning. (reverse) 64% 73% 68% I would not give 250 kokos of my own money to help the wild animals. (reverse) 58% 64% 80% I would be willing to separate my family’s trash for recycling. 82% 80% 79% I would be willing to stop buying some products to save animal’s lives. 75% 79% 79% I would be willing to go from house to house asking people to recycle. 54% 53% 57% Item N=1228 Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Attitudes: Time in the game Beginners Medium Experience To save water, I would be willing to use less water when I bathe. 83% 86% 84% I would not be willing to save energy by using less air conditioning. (reverse) 64% 73% 68% I would not give 250 kokos of my own money to help the wild animals. (reverse) 58% 64% 80% I would be willing to separate my family’s trash for recycling. 82% 80% 79% I would be willing to stop buying some products to save animal’s lives. 75% 79% 79% I would be willing to go from house to house asking people to recycle. 54% 53% 57% Item N=1228 Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Summary: Attitudes • Players have a strong emotional attachment with the environment • Players develop stronger attitudes towards the ekoloko environment, the longer they play • No consistent gender difference Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Behavior Community Event: In order to prepare a proper dump site, money is needed and the players are asked to contribute their money they have earned in ekoloko. Question: What variables (e.g., age, gender, game level, weeks in ekoloko, etc.) correlate with levels of donations? Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Behavior Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Behavior Kids completed the quest before the dead-line: They acted as a community Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Behavior Two Answers: (1) Weeks in ekoloko and game level correlate with donation level. The more time players spent in this ecological MUVE, the more likely they would behave in an ecologically-responsible way (p<.0001, Pearson Correlation Coefficient test, N=19,070) • This result correlates with the attitude survey Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Behavior (2) Gender effect: boy players contributed twice as much money as girl players. Hypothesis: External motivation played an important role through a high-score table. Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Conclusions & Implications Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Conclusions 1. We can use analytical tools (e.g., frequency vs. duration analysis) to make sense of large amounts of data regarding • Game use • Cognitive, affective and behavioral effects For different populations of users (e.g., gender, age, experience) 2. Another important outcome is interesting and non-obvious “emerging questions” that can guide future research. Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved Implications 1. Research Methodology: We propose that our research can be used in data-mining educational MUVEs. 2. Informal learning: This kind of research can increase our understanding of kids’ behavior in informal learning environments called educational MUVEs. 3. Educational Design: It can also be useful for MUVE designers. Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved The kids absorb values and knowledge through fun activities in an environment that they choose to be in Confidential CHAIS, 2010, Israel Virtual Tweens ltd. All rights reserved
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