A Study of Pre-Algebra Learning in the Context of a Computer Game-Making Course

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Paper ID #9778 A Study of Pre-Algebra Learning in the Context of a Computer Game-Making Course Erin Shaw, University of Southern California Erin Shaw is a Computer Scientist at the University of Southern California s Information Sciences Institute, a research center at the USC Viterbi School of Engineering. Her research focuses on modeling and assessing student knowledge in the areas of science and mathematics, experimenting with new technologies for aiding assessment in distance learning, and studying computer mediated social dialogue and team collaboration in post-secondary engineering education. She received an MA in Online and Distance Education from The Open University, an MS in Computer Graphics from Cornell University and a BS in Mathematics from Massachusetts State University, Fitchburg. Ms. Shaw has directed research as a co-principal investigator on several National Science Foundation sponsored grants. In 2013, she served as a STEM outreach specialist at the USC Viterbi School of Engineering. Dr. Jihie Kim, University of Southern California Jihie Kim is the director of the Future Technologies Lab at KT. She received her B.S. and M.S. degrees in Computer Science and Statistics from Seoul National University, and a PhD degree in Computer Science from the University of Southern California. She has been working at USC Information Sciences Institute, leading many NSF (National Science Foundation) projects on social dialogue, pedagogical technologies, and intelligent interfaces. At USC, she initiated research on on-line discussion board and assessment of threaded discussions, leading to synergistic work among knowledge base experts, educational psychologists, NLP researchers, and educators. She developed a novel workflow portal that supports efficient assessment of online discussion activities. In order to develop a research community for improving collaborative learning and communication in education, she created two workshops on Intelligent Support for Learning in Groups. She is currently editing an IJAIED journal special issue on the topic. Dr. Kim was the general chair of the IUI (Intelligent User Interfaces) conference 2013 and the poster co-chair of the AI in Education conference 2013. She was the publicity chair for the AI in Education conference in 2007. She served as the workshop and tutorial chair of the IUI 2005 conference and as the publicity chair of the IUI Conference in 2003 and 2004. She has been the program committee member of AAAI, AIEd, EDM, IUI, WWW, K-CAP, SocialCom, Social Informatics, CADUI conferences, and refereed papers for various AI and user interfaces journals and conferences. Mr. Zinan Xing, University of Southern California Master s student majoring in Computer Science in University of Southern California. c American Society for Engineering Education, 2014

A Study of Pre-Algebra Learning in the Context of a Computer Game-Making Course Introduction In this paper, we report on the results of the first implementation of GameMath!, a new prealgebra learning curriculum based on game development, or game-making. The curriculum is the result of a National Science Foundation Creative IT grant to explore novel ways to teach standards- based content and 21 st century skills to underperforming high school students in Los Angeles. The project s goals are to address retention, career education and secondary mathematics learning. Game development is being used to engage students and to provide a grounding context for the mathematics. The effort is meeting the challenge of teaching math across the curriculum and is leading to the development of new strategies to embed mathematics in authentic contexts. The original Pedagogical Games program was envisioned with four tracks: a game-making track, a game-design track, a mathematics track, and an online collaboration track to support teambased game design. With respect to mathematics, producing games exposes students naturally to logic, math and computational thinking. For example, concepts such as rates and fractions become accessible to students who must set player speeds to grid multiples to ensure safe passage through mazes. Data collected during play testing sessions can be averaged and graphed to analyze game design. Logic is introduced naturally. The challenge then becomes actualizing these concepts and assessing student learning of them 1. The work presented here describes the first assessment outcomes for the mathematics track of the project. Motivation and Framework Teaching secondary mathematics as an isolated subject is not working for a large segment of the population, and may be holding back large numbers of students who might otherwise contribute Science, Technology, Engineering and Mathematics (STEM) talent to both work and defense forces. In Los Angeles, in particular, with its low graduation rates and low academic performance indices, motivation and achievement are two major concerns. With standardized mathematics tests often serving as a gatekeeper to further STEM learning, the inability to perform well discourages the learning of high levels of computational literacy and computer programming that are critically necessary for today s digital world. Meanwhile, the intrinsic cultural attraction of digital game playing is undeniable, with video and computer game market revenues expected to reach over $100 billion in 2014 2. While many educational games have been developed to teach prek-12 mathematics, there is also potential for learning mathematics through game development itself. Like robotics, game-making provides a foundation for engaging youth in learning critical STEM skills. Educators at all levels have begun to exploit the attraction to games to promote student engagement and creativity, and as a strategy to teach K-12 programming through platforms like Storytelling Alice 3,4,5 and Greenfoot 6,7. Studies that focused on motivating female students to learn information technology

showed that game design engaged students in activities that promote critical thinking, problem solving and decision-making 8. Learning in the context of computer game-making is best framed by the philosophy of Constructionism, which is the idea that learning is most effective when part of an activity the learner experiences as constructing a meaningful product 9,10. Following a recent trend in STEM education, the program uses a STEM to STEAM approach to learning, which is the practice of integrating art and/or design with traditional STEM learning to increase interest and impact 11. The importance of the practice is being recognized at high levels 12. Methodology During the fall of 2011, fifty students participated in a games course to study mathematics learning in the context of making computer games. The school s Film instructor taught the course, assisted by a team of four masters level students at the University of Southern California. Due to demand, two periods of the course were taught. During the class students created two different games a Maze game (e.g. PacMan) and a Shooting Scroller game (e.g. Space Invaders). Each game exercised a different set of mathematical concepts. Students spent about eight weeks on the Maze game and about six weeks on the Shooter game. Game-making classes were interspersed with activities that involved mathematics directly and indirectly, for example math worksheets and games with embedded math quizzes, and manipulation of concepts that occurred while making games, such as aspect ratios and animation rates. Students took short selfquizzes after each game tutorial (about eight per game) to reinforce game and math concepts. The quizzes focused on both games and math concepts. A pretest and posttest were administered before and after students created each of the two types of games. The study was performed with high school freshmen in East Los Angeles. The Academic Performance Index (API) of the school was 615/1000 in 2010 and it had significant populations in the following key areas: Hispanic/Latino, Asian, Socioeconomically Disadvantaged, and English Learners 13. In summary, the target population was a significantly underperforming population of students who are underrepresented in STEM majors and careers. In this paper, our analysis focuses on pre- and post math tests that were administered before and after students created each particular genre of game. Each test (Maze and Shooter) consisted of the same ten questions. The tests were designed to measure mathematics learning related to the intervention, i.e., making the game, however, school administrators had asked if we could relate the game math problems to California High School Exit Exam (CAHSEE) problems, so we added two related problems from published CAHSEE exams to each test. The Maze tests were paper-based and the Shooter tests were administered electronically through Moodle. For the Moodle based tests, the display of both questions and answers were randomized to prevent copying. The decision to emphasize the games pre-algebra mathematics concepts was based on diagnostic results of a suite of pre-algebra readiness problems developed by the Mathematics Diagnostic Testing Project 14, on which none of the 9 th grade students passed the proficiency threshold, and also on conversations with administrators, in particular their concerns that every

child be able to pass the CAHSEE as soon as possible. This decision dovetailed with our original goal to focus on math concepts that were organic to the games students would design, as opposed to creating a game curriculum for a pre-determined set of math concepts. While the latter is possible, the project goal was to impart mathematics within an authentic context; if particular math standards were omitted, that was fine. Results In this section we present the results of the pretest and posttest, and item analysis for the Maze and Shooter games. For the Maze game test, 45 students took the pretest and 49 took the posttest. For the Shooter game test, 20 students took the pretest and 13 took the posttest. Pretest and Posttest Differences Data from pretests and posttests were analyzed and are shown in Table 1. For the Maze game comparison, after unmatched samples were removed, the final sample size was 31 pairs. For the Shooter game, the final sample size was 12 pairs. We removed a pair of scores that went from 7.9 on the pretest to 1.0 on the posttest, which we agreed was done deliberately. Table 1: Mean score comparisons for Maze and Shooter tests. Game (Sample Size) (Max Score) Maze (N=31) (Max=9) Shooter (N=12) (Max=8) Pretest (std) Mean Score Percent Correct T-Test Posttest (std) Pretest Posttest Value Significance (2-tailed) 1.6 (1.4) 3.2 (2.6) 28.3% 49.5% 3.76 0.001* 5.8 (2.7) 6.2 (1.5) 72.5% 77.5% 0.54 0.434 We looked at mean score, correctness percentage, and paired sample t-tests. Both sets of posttest scores were normally distributed. There was a significant increase in means between the Maze pretest and posttest results. While making the Maze game, students completed five math worksheets (about 30 minutes each) and eight self-quizzes. There was a positive non-significant increase in the mean for the Shooter test. While making the Shooter game, students completed three math worksheets and nine self-quizzes. On this pretest, 25% of students scored below a 4 (out of 8), while all students scored at least 4 on the posttest. However six students scored an 8 on the pretest, whereas no one did that on the posttest. This is almost certainly due to the fact that some students retook the pretest multiple times in Moodle, an inadvertent consequence of administering the tests electronically for the first time (similar to the paper version, students should have been able to take the test only once). We changed the settings for the posttest. It is likely that the higher scores on the pretest could have flattened out the learning gains for the Shooter study.

Pretest and Posttest Item Analysis A more detailed item analysis was done on the individual questions, to help us understand, as part of the iterative design of the game math track, which concepts were most difficult for students, and which worksheets/tutorials were succeeding in teaching particular concepts. Results are shown in Tables 2 and 3. Table 2: Item analysis for the Maze game test. Maze Game Question Number and Concept Pretest Students Answering Correctly Num (Pct) Posttest Students Answering Correctly Num (Pct) Percent Change (+) Q9 Median calculation 0 (0%) 5 (15%) 15% Q4 Area & fraction calculations 0 (0%) 6 (18%) 18% Q5 Area & percentage calculations 0 (0%) 6 (18%) 18% Q3 Least Common Multiple calculation 4 (13%) 7 (21%) 8% Q7 Slope calculation 5 (16%) 8 (24%) 8% Q2 Concept of increase by 200% 2 (6%) 10 (30%) 24% Q8 Greatest Common Factor calculation 7 (23%) 14 (42%) 19% Q1 Time calculation with speed, distance 15 (48%) 20 (61%) 13% Q6 Draw graph given coordinates 15 (48%) 24 (73%) 25% Table 3: Item analysis for the Shooter game test. Shooter Game Question Number and Concept Pretest Students Answering Correctly Num (Pct) Posttest Students Answering Correctly Num (Pct) Percent Change (+) Q5 Probability calculation 16 (64%) 16 (56%) -8% Q8 Square number estimation 12 (48%) 12 (60%) 12% Q3 Percent calculation 12 (48%) 16 (64%) 16% Q4 Product calculation 17 (68%) 7 (72%) 4% Q6 Probability calculation 14 (56%) 14 (72%) 16% Q2 Average calculation 16 (64%) 21 (84%) 20% Q7 Edge length calculation given area 13 (52%) 13 (88%) 36% Q1 Get meaning from graph 25 (100%) 23 (92%) (-) 8%

The highest learning gains for the Maze game occurred in graphing and rates concepts, as well as fractions, percentages and factors. The highest gains for the Shooter game occurred in the average, length, percent and probability calculations. Some of these concepts are directly related to a Shooter math game that was created for students. The type of probability calculation in Q5 was ultimately not covered. In summary, students improved on almost every question (Figure 1). Figure 1. Maze test (top) and Shooter test (bottom) results. Maze Test Results Maze Test Results 80% 60% 40% 20% 0% Q9 Q4 Q5 Q3 Q7 Q2 Q8 Q1 Q6 (Pre) correct percent (Post) correct percent 80% 60% 40% 20% 0% Q9 Q4 Q5 Q3 Q7 Q2 Q8 Q1 Q6 (Pre) correct percent (Post) correct percent 120% 100% 80% 60% 40% 20% 0% Shooter Test Results Q5 Q8 Q3 Q4 Q6 Q2 Q7 Q1 (Pre) correct percent (Post) correct percent 120% 100% 80% 60% 40% 20% Shooter Test Results 0% Q5 Q8 Q3 Q4 Q6 Q2 Q7 Q1 (Pre) correct percent (Post) correct percent

Scholarly Significance and Conclusion While teaching and learning mathematics within authentic contexts is appealing and full of potential, contextual learning, with its interactive and collaborative activities, can be difficult to assess. Although the results of the GameMath! study were positive, there was no control group to determine to what degree the learning gains occurred due to the game-making intervention and to what degree the gains were the result of learning in ongoing math classes. However, because disparate math concepts such as fractions, rates, and graphing were applied during a relatively brief time periods, e.g., eight weeks for the Maze game and six weeks for the Shooter, the likelihood that all of these concepts were taught in tandem in the students corresponding math classes is low. Several adjustments were made during the year the program was piloted, including implementing the tests electronically and adding math exercises for a third game (a platform game). In 2012, the program was piloted at a second school site, as part of a media arts class, and did not incorporate the math exercises. As interest in teaching the program as a media arts course increased, we were faced with how to teach mathematics in the absence of a credentialed math teacher. To this end, we have begun to rely less on standards-based math practice and more on assessing computational thinking and mathematical reasoning skills that are reflected in the game-making activities. Acknowledgements This study was supported by a National Science Foundation Creative IT grant (#1002901). The authors wish to thank Leadership in Entertainment and Media Arts (LEMA) High School teacher Rajeev Talwani, principal Roberta Mailman and board chair Beth Kennedy for supporting the study. A special thank you to PedGames server administrator Hao Xu and to all of the PedGames student programmers for their creativity, dedication and hard work. Bibliography 1. Shaw, S., Boehm, Z., Penwala, H., and Kim, J., GameMath! Embedding Secondary Mathematics into a Game- Making Curriculum Proceedings of the American Society of Engineering Education, 2012. 2. van der Meulen, R. and Rivera, J. (2013) Gartner press release. Online at http://www.gartner.com/newsroom/id/2614915. 3. Moskal, B. and Skokan, C. (2007). An innovative approach for attracting students to computing: A comprehensive proposal. Online at http://www.nsf.gov/awardsearch/showaward.do?awardnumber=0623808. 4. Bean, S. and Denner, J. (2009). Girls Creating Games: Cafe Universo. Online at http://www.nsf.gov/ awardsearch/showaward.do?awardnumber=0624549. 5. Werner, L. and Denner, J. (2009). Pair programming in middle school: What does it look like?, Journal of Research on Technology in Education, v.21, 2009. 6. Leutenegger, S., Austin, D. Fajardo, R., and Andrews, A. (2007) Improved STEM Preparation through Humane Gaming Camp and High School Education. 7. Al-Bow, M., Austin, D., Edgington, J., Fajardo, R., Fishburn, J., Lara, C., Leutenegger, S., and Meyer, S. (2009). "Using Game Creation for Teaching Computer Programming to High School Students and Teachers,"

Proc. of Innovation and Technology in Computer Science Education. 8. Denner, J., Werner, L., and Ortiz, E. (2012). Computer games created by middle school girls: Can they be used to measure understanding of computer science concepts?, Computers & Education 58 (2012) 240 249. 9. Papert, S. (1987). A critique of technocentrism in thinking about the school of the future. Retrieved August 2, 2005, from http://www.papert.org/articles/acritiqueoftechnocentrism.html. 10. Kafai, Y.B. (2007) Playing and making games for learning instructionist and constructionist perspectives for game studies. Games and culture 1 (1), 36-40. 11. Maeda, John (2013) STEM + Art = STEAM, The STEAM Journal: Vol. 1, Iss. 1, Article 34..Available at http://scholarship.claremont.edu/steam/vol1/iss1/34. 12. Bonamici, S. (2013). Congresswoman Bonamici Asks about the Importance of STEAM Education, Hearing of the U.S. House Committee on Science, Space and Technology, Hearing entitled American Competitiveness: The Role of Research and Development. Available at http://www.youtube.com/watch?v=gu425v3nske. 13. California Department of Education, Academic Performance Index (API) (2014). Online at http://www.cde.ca.gov/ta/ac/ap/. 14. California State University/University of California Mathematics Diagnostic Testing Project (2014). Online at http://mdtp.ucsd.edu.