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Using Epistemic Networks with Automated Codes to Understand Why Players Quit Levels in a Learning Game

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Part of the book series: Communications in Computer and Information Science ((CCIS,volume 1112))

Abstract

Understanding why students quit a level in a learning game could inform the design of appropriate and timely interventions to keep students motivated to persevere. In this paper, we study student quitting behavior in Physics Playground (PP) – a Physics game for secondary school students. We focus on student cognition that can be inferred from their interaction with the game. PP logs meaningful and crucial student behaviors relevant to physics learning in real time. The automatically generated events in the interaction log are used as codes for quantitative ethnography analysis. We study epistemic networks from five levels to study how the temporal interconnections between the events are different for students who quit the game and those who did not. Our analysis revealed that students who quit over-rely on nudge actions and tend to settle on a solution more quickly than students who successfully complete a level, often failing to identify the correct agent and supporting objects to solve the level.

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Correspondence to Shamya Karumbaiah .

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Karumbaiah, S., Baker, R.S., Barany, A., Shute, V. (2019). Using Epistemic Networks with Automated Codes to Understand Why Players Quit Levels in a Learning Game. In: Eagan, B., Misfeldt, M., Siebert-Evenstone, A. (eds) Advances in Quantitative Ethnography. ICQE 2019. Communications in Computer and Information Science, vol 1112. Springer, Cham. https://doi.org/10.1007/978-3-030-33232-7_9

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  • DOI: https://doi.org/10.1007/978-3-030-33232-7_9

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-33231-0

  • Online ISBN: 978-3-030-33232-7

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