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Measuring the noticing of an unexpected event in Magical Garden with a Teachable Agent using Eye-Tracking

Londos, Ludvig LU (2015) KOGM20 20151
Cognitive Science
Abstract
Scientific views on what children are capable of have been revised through history again and again, usually when new methods of studying children’s capabilities are presented. What has often been concluded is that children are capable of more than what was previously thought. New technology has introduced a genre of educational games which utilize the captivating power of computer games which have shown a positive effect on learning and motivation. In this study, the educational game Magical Garden was used as a platform to train, teach, and test number sense. The pedagogical instrument Teachable Agent (TA) is a part of Magical Garden’s design which utilizes the protégé effect. A new method of measuring number sense, detecting an... (More)
Scientific views on what children are capable of have been revised through history again and again, usually when new methods of studying children’s capabilities are presented. What has often been concluded is that children are capable of more than what was previously thought. New technology has introduced a genre of educational games which utilize the captivating power of computer games which have shown a positive effect on learning and motivation. In this study, the educational game Magical Garden was used as a platform to train, teach, and test number sense. The pedagogical instrument Teachable Agent (TA) is a part of Magical Garden’s design which utilizes the protégé effect. A new method of measuring number sense, detecting an “unexpected event” by attending to it, is pro-posed and tested. The unexpected event was a tree elevator malfunction. The purpose of the unexpected event was to create a task where only the children who were attentive and knew which branch the elevator would go to would react to and detect the unexpected event. A model of detection of the unexpected event, looking back at the correct branch after the elevator passed the correct one, was proposed. Eye-tracking was used as the method of capturing detections of the unexpected event, as well as measuring the interaction between the children and the TA during the unexpected event. In this study, 42 preschoolers participated. The results show that children attend the TA significantly more when the TA was in charge of the decisions in the game. This indicates that preschoolers understand that the TA was in charge. The model of detection used in this study was not comprehensive. However, detecting an unexpected event could still be a promising method of measuring number sense. Therefore, future research could utilize this method to unveil more exciting capabilities of children with a more inclusive model of detection. (Less)
Popular Abstract (Swedish)
Vetenskapliga synsätt på vad barn kan är kapabla till att klara av har reviderats om och om igen genom historien, oftast i samband med att nya metoder som undersöker barns förmågor uppkommit. Barn verkar gång på gång klara av mer än vad man tidigare hade trott. Lärspel utnyttjar datorspelens fängslande kraft, och har visat ha en positiv effekt för lärande och motivationen. I denna uppsats, kommer lärspelet Magical Garden användas som plattform för att träna, lära ut och testa förskolebarns taluppfattning. Det pedagogiska instrumentet Teachable Agent (TA) är en intrikat del av Magical Gardens design som försöker facilitera "protégé effect". I denna uppsats introduceras och testas en ny metod för att mäta taluppfattning, upptäcka en oväntad... (More)
Vetenskapliga synsätt på vad barn kan är kapabla till att klara av har reviderats om och om igen genom historien, oftast i samband med att nya metoder som undersöker barns förmågor uppkommit. Barn verkar gång på gång klara av mer än vad man tidigare hade trott. Lärspel utnyttjar datorspelens fängslande kraft, och har visat ha en positiv effekt för lärande och motivationen. I denna uppsats, kommer lärspelet Magical Garden användas som plattform för att träna, lära ut och testa förskolebarns taluppfattning. Det pedagogiska instrumentet Teachable Agent (TA) är en intrikat del av Magical Gardens design som försöker facilitera "protégé effect". I denna uppsats introduceras och testas en ny metod för att mäta taluppfattning, upptäcka en oväntad händelse genom att rikta uppmärksamhet mot händelsen. Den oväntade händelsen i spelet är att korghissen i ett träd åker fel. Den oväntade händelsen är utformad så att endast barn med tillräckligt god taluppfattning förstår att hissen åker till fel våning och kan uppmärksamma att hissen åker fel. Den modell som föreslogs var att barnen skulle uppmärksamma den korrekta våningen som hissen skulle stannat vid när de hade upptäckt att hissen åkte fel. En ögonrörelsekamera användes för att fånga upptäckterna och även för att mäta interaktionen mellan TA och barnen. Ett ögonrörelseexperiment utfördes på 42 förskolebarn på respektives förskola. Resultaten visade att barnen tittade i större utsträckning på TA när TAn styrde i spelet. En slutsats som kan dras från detta resultat är att förskolebarnen verkade förstå att det var TA som styrde när den styrde. Modellen för att upptäcka den oväntade händelsen var inte heltäckande. Men att upptäcka något oväntat kan fortfarande vara en lovande metod för att mäta taluppfattning. Därför borde framtida forskning använda denna metod för att avslöja fler förmågor hos barn och skapa en mer inkluderande modell för vad en upptäckt av något oväntat kan vara. (Less)
Please use this url to cite or link to this publication:
author
Londos, Ludvig LU
supervisor
organization
alternative title
Mäta upptäckten av något oväntat i Magical Garden tillsammans med en Teachable Agent via Eye-Tracking
course
KOGM20 20151
year
type
H2 - Master's Degree (Two Years)
subject
keywords
Magical Garden, Educational games, Eye-Tracking, Teachable Agents, Noticing, Number sense
language
English
id
7449761
date added to LUP
2015-08-21 16:36:37
date last changed
2015-08-21 16:36:37
@misc{7449761,
  abstract     = {Scientific views on what children are capable of have been revised through history again and again, usually when new methods of studying children’s capabilities are presented. What has often been concluded is that children are capable of more than what was previously thought. New technology has introduced a genre of educational games which utilize the captivating power of computer games which have shown a positive effect on learning and motivation. In this study, the educational game Magical Garden was used as a platform to train, teach, and test number sense. The pedagogical instrument Teachable Agent (TA) is a part of Magical Garden’s design which utilizes the protégé effect. A new method of measuring number sense, detecting an “unexpected event” by attending to it, is pro-posed and tested. The unexpected event was a tree elevator malfunction. The purpose of the unexpected event was to create a task where only the children who were attentive and knew which branch the elevator would go to would react to and detect the unexpected event. A model of detection of the unexpected event, looking back at the correct branch after the elevator passed the correct one, was proposed. Eye-tracking was used as the method of capturing detections of the unexpected event, as well as measuring the interaction between the children and the TA during the unexpected event. In this study, 42 preschoolers participated. The results show that children attend the TA significantly more when the TA was in charge of the decisions in the game. This indicates that preschoolers understand that the TA was in charge. The model of detection used in this study was not comprehensive. However, detecting an unexpected event could still be a promising method of measuring number sense. Therefore, future research could utilize this method to unveil more exciting capabilities of children with a more inclusive model of detection.},
  author       = {Londos, Ludvig},
  keyword      = {Magical Garden,Educational games,Eye-Tracking,Teachable Agents,Noticing,Number sense},
  language     = {eng},
  note         = {Student Paper},
  title        = {Measuring the noticing of an unexpected event in Magical Garden with a Teachable Agent using Eye-Tracking},
  year         = {2015},
}