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The Effects of Adaptive Sequencing Algorithms on Player Engagement within an Online Game

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Using the online educational game Battleship Numberline, we have collected over 8 million number line estimates from hundreds of thousands of players. Using random assignment, we evaluate the effects of various adaptive sequencing algorithms on player engagement and learning.
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S.A. Cerri and B. Clancey (Eds.): ITS 2012, LNCS 7315, pp. 591–593, 2012.
© Springer-Verlag Berlin Heidelberg 2012
The Effects of Adaptive Sequencing Algorithms on Player
Engagement within an Online Game
Derek Lomas1, John Stamper1, Ryan Muller1, Kishan Patel2, and Kenneth Koedinger1
1 Carnegie Mellon University
{dereklomas,jstamper,rmuller,koedinger}@cs.cmu.edu
2 Dhirubhai Ambani Institute of Information and Communication, Gujarat, India
kishan_patel@daiict.ac.in
Abstract. Using the online educational game Battleship Numberline, we have
collected over 8 million number line estimates from hundreds of thousands of
players. Using random assignment, we evaluate the effects of various adaptive
sequencing algorithms on player engagement and learning.
Keywords: games, number sense, engagement, adaptive sequencing.
1 Introduction
Number line estimation accuracy is highly correlated with math achievement scores in
grades K-8 (Siegler, Thompson, Schneider, 2011). To promote practice with number
line estimation, we have developed Battleship Numberline, a game involving estimat-
ing the location of ships on a number line. Using this game, we have collected over 8
million number line estimates from several hundred thousand online players. The
order of instructional items in the game is typically presented at random, but we hypo-
thesize that an adaptive sequence will result in an improved learning experience.
Adaptive instructional sequences are best known for increasing the efficiency of
learning [2]. However, Pavlik et al. [3] reported that students tended to chose an adap-
tive sequence of foreign language instructional items over a random sequence of
items. We further explore this phenomenon by investigating whether adaptive se-
quences can increase motivation to engage in a learning activity.
2 Adaptive Sequences
Conati et al. [1] describe using Bayesian Knowledge Tracing (BKT) to promote learn-
ing in an educational game. However, many games use far simpler algorithms to pro-
mote learning and player interest; for instance, they may require a player to perform
flawlessly on a level before progressing to the next. Could simpler adaptive
algorithms achieve comparable performance to Bayesian Knowledge Tracing? Specif-
ically, could they produce comparable learning (pre-post test gain) and player
engagement (duration of intrinsically-motivated play)?
In our implementation of BKT, we developed a knowledge component model with
five knowledge components (KC). The parameters for the model were developed
592 D. Lomas et al.
based on data collected from a prior classroom study involving 150 students in 4th-6th
grade. These parameters included the probability of existing knowledge (L0), learning
rates (T), and the probability for slipping (S) and guessing (G). The sequencing algo-
rithm worked by randomly choosing an item belonging to the KC with the highest
probability of being known, so long as it was below the threshold of .9 probability of
being known. When a KC exceeded .9, it was removed from the sequence. Once all
KCs in the level exceeded .9, the level was over.
The Difficulty Ladder (dLadder) is an adaptive sequencing algorithm that requires
mastery of easier items before allowing progress to more difficult items. Based on the
same dataset from which the BKT parameters were derived, the items in the instruc-
tional sequence were divided into 5 bins of difficulty, each with 4 items. Players be-
gan in the easiest bin; if they were correct twice in a row, they advanced to the next
more difficult bin. If they were incorrect twice in a row, they went back to the pre-
vious, less difficult bin. When the player completed the hardest bin, the level was
over. A high performing player could complete the ladder in only 10 trials.
Naïve ITS is based on the idea that a successful response tends to generate more
learning than an unsuccessful response. To promote success, if a player gets an item
incorrect, they are given another opportunity to attempt the item after a delay of one
other item. The delay of one trial facilitates working memory retrieval without mak-
ing the task trivially easy (as it might be if there was no delay). Once the player gets
every item correct at least once, the level is over.
The random sequence randomly presents (without replacement) one of 20 different
fractions. Unlike the adaptive sequences, the random sequence is not affected by the
player’s prior performance.
3 Experiment 1: Structure, Participants and Metrics
The adaptive sequencing experiment involved randomly assigning 1087 players to
one of sixteen different level sequences representing four different experimental con-
ditions (BKT, Difficulty Ladder, Naïve ITS, & Random) with four different
pre/posttest form combinations (A-B, B-C, C-D, D-A). Each level sequence consisted
of a pretest level, a level with one of four sequencing algorithms, a post-test level, and
then additional levels of the same sequencing algorithm (so that patterns of extended
play could be compared over the different algorithms). The pre/post tests involve four
fraction estimation problems, presented fully within the context of the game.
Our participants are anonymous online players who freely access our game through
the educational portal Brainpop.com. Despite this anonymity, we can infer from the
demographics of Brainpop.com that our users are likely to be third to eighth grade
students, probably playing in a classroom setting. Brainpop.com offers a number of
different educational games. We assume that students are free to stop playing Battle-
ship Numberline at any time; indeed, over 50% of students play less than 10 trials.
In this study, we define engagement as the number of trials that a player chooses to
play, as this is believed to reflect the players intrinsic motivation to participate in the
gameplay sequence. We measure learning as the gain from pretest to posttest.
The Effects of Adaptive Sequencing Algorithms on Player Engagement 593
Table 1. Initial conditions of experiment
Completed
Pretest
Pretest Av. Av. # of
Trials
Median
# of
Trials
% playing
> 40 Tri-
als
BKT 265 23% (.42) 25(30) 14 20%
DLadder
NaiveITS
Random
267
279
276
23% (.42)
26% (.44)
23% (.42)
29(35)
30(37)
24(22)
16
16
15
25%
24%
21%
Table 2. Here, data is presented only for the players that completed the posttest. Gain is
significant from pre to post test over all conditions (p<.02, p<.01, p<.001) using a paired t-test.
Completed
Posttest
Pretest Av. Posttest Av. Median #
of Trials
BKT 0 n/a n/a n/a
DLadder
NaiveITS
Random
22
55
103
46% (.50)
31% (.46)
25% (.43)
65%(.48)
47%(.50)
37%(.48)
30.5
49
28
4 Discussion
The data presented here suggests a modest effect from the sequencing algorithms.
Unfortunately, learning gains are impossible to compare directly, without statistically
correcting for the substantial rates of attrition. Our BKT algorithm apparently set the
bar too high—no players in this sample actually completed the level, despite some
players completing more than 100 trials. Future work will involve tuning the parame-
ters of the BKT algorithm, developing more comparable measures of learning, and
validating our online engagement construct in a classroom setting.
References
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Using Optimally Selected Drill Practice to Train Basic Facts
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