TY - JOUR
T1 - Uncovering students’ problem-solving processes in game-based learning environments
AU - Liu, Tongxi
AU - Israel, Maya
N1 - Funding Information:
TL and MI acknowledge TERC for the supports and comments on this work. This project was funded by U.S. Department of Education, Grant No. U411C190179.
Funding Information:
TL and MI acknowledge TERC for the supports and comments on this work. This project was funded by U.S. Department of Education , Grant No. U411C190179 .
Publisher Copyright:
© 2022 Elsevier Ltd
PY - 2022/6
Y1 - 2022/6
N2 - As one of the most desired skills for contemporary education and career, problem-solving is fundamental and critical in game-based learning research. However, students' implicit and self-controlled learning processes in games make it difficult to understand their problem-solving behaviors. Observational and qualitative methods, such as interviews and exams, fail to capture students' in-process difficulties. By integrating data mining techniques, this study explored students' problem-solving processes in a puzzle-based game. First, we applied the Continuous Hidden Markov Model to identify students' problem-solving phases and the transition probabilities between these phases. Second, we employed sequence mining techniques to investigate problem-solving patterns and strategies facilitating students' problem-solving processes. The results suggested that most students were stuck in certain phases, with only a few able to transfer to systematic phases by applying efficient strategies. At the beginning of the puzzle, the most popular strategy was testing one dimension of the solution at each attempt. In contrast, the other two strategies (remove or add untested dimensions one by one) played pivotal roles in promoting transitions to higher problem-solving phases. The findings of this study shed light on when, how, and why students advanced their effective problem-solving processes. Using the Continuous Hidden Markov Model and sequence mining techniques, we provide considerable promise for uncovering students' problem-solving processes, which helps trigger future scaffolds and interventions to support students’ personalized learning in game-based learning environments.
AB - As one of the most desired skills for contemporary education and career, problem-solving is fundamental and critical in game-based learning research. However, students' implicit and self-controlled learning processes in games make it difficult to understand their problem-solving behaviors. Observational and qualitative methods, such as interviews and exams, fail to capture students' in-process difficulties. By integrating data mining techniques, this study explored students' problem-solving processes in a puzzle-based game. First, we applied the Continuous Hidden Markov Model to identify students' problem-solving phases and the transition probabilities between these phases. Second, we employed sequence mining techniques to investigate problem-solving patterns and strategies facilitating students' problem-solving processes. The results suggested that most students were stuck in certain phases, with only a few able to transfer to systematic phases by applying efficient strategies. At the beginning of the puzzle, the most popular strategy was testing one dimension of the solution at each attempt. In contrast, the other two strategies (remove or add untested dimensions one by one) played pivotal roles in promoting transitions to higher problem-solving phases. The findings of this study shed light on when, how, and why students advanced their effective problem-solving processes. Using the Continuous Hidden Markov Model and sequence mining techniques, we provide considerable promise for uncovering students' problem-solving processes, which helps trigger future scaffolds and interventions to support students’ personalized learning in game-based learning environments.
KW - Games
KW - Human-computer interface
KW - Data science applications in education
UR - http://www.scopus.com/inward/record.url?scp=85124268368&partnerID=8YFLogxK
U2 - 10.1016/j.compedu.2022.104462
DO - 10.1016/j.compedu.2022.104462
M3 - Journal article
AN - SCOPUS:85124268368
SN - 0360-1315
VL - 182
JO - Computers and Education
JF - Computers and Education
M1 - 104462
ER -