Douglas Super*, Marvin Westrom**, Maria Klawe***
*Dept. of Computer Science
Univ. of British Columbia
Vancouver, BC V6T 1Z4, Can.
+1 604 822 1284
super@cs.ubc.ca
**Dept. of Curriculum Studies
Univ. of British Columbia
Vancouver, BC V6T 1Z4, Can.
+1 604 822 5314
westrom@unixg.ubc.ca
***Dept. of Computer Science
Univ. of British Columbia
Vancouver, BC V6T 1Z4, Can
. +1 604 822 5075
vpsas@unixg.ubc.ca
Preliminary results and methodology is reported for the effectiveness of entertainment click-ons in edutainment software. Indices for findability, popularity and effectiveness are discussed. School and home use data were obtained from log files built for Counting on Frank, a CD-ROM math adventure for ages 8-12 published by EA Kids in late 1994.
Click-ons, edutainment, interface design, log files, games, mathematics, children, motivation
Click-ons, COs, are a common feature of some types of educational software. Typically, when a child mouse clicks on a portion of a scene, he/she is rewarded with an animation, sound effect, or some other multi-media response. With early childhood software, COs are sometimes designed to be integral to the learning intent (e.g. Play Room, Tree House, From A to Zap), but for other software an entertaining interlude (with or without useful information) is the main purpose of COs. Counting on Frank, CoF, an elementary mathematics program developed by Electronic Arts in conjunction with E-GEMS (Electronic Games for Education in Math and Science), contains 133 entertainment COs located in eight separate scenes. Researchers with E-GEMS have analyzed studentsí interaction with CoF COs as one component of their investigation into the development, efficacy, and HCI issues involving edutainment (entertaining, educational interactive media). This may be the first systematic study of the nature of COs found in a commercial educational product.
As part of a larger research study [1], CO data was collected
over two 4-week periods in a structured and supervised school
environment from 111 grade 4-5 students working in teams of 3,
and for a 2-week period from 9 children in an unstructured and
unsupervised home setting. The data consists of performance log
files which provide detailed information including the team/child
name, game state, screen position, and time associated with each
mouse click.
While using CoF, children may spend time on other activities: 1) solving word problems, 2) analyzing clues to determine a mystery number, 3) playing four math strategy games, and 4) navigating. Analyses of the log files for each team/child reveal diverse and complex profiles.
The school groups spent an average of 26% of their time with COs (s.d. 6%, range 13-41%) children at home averaged 22% (s.d. 9.5%, range 10-34%). Actual time devoted to COs for the school teams varied from 28 to 99 minutes; for the children at home from 95 to 367 minutes. It is surprising that the children at home spent a smaller proportion of their time on COs than the children at school. It may be partly explained by a much higher use of the assorted math games by children at home.
For 26 of the 36 school teams, over the eight sessions the trend for the percentage of time devoted to COs declined, sometimes followed by a levelling. However it is clear from the significant bursts of CO activity (after episodes of math-focused activity) which occur atop this trend that CO continued to be a viable option (or diversion) for most students. The average CO starting base was 46%; the average final trend value was 13%, and the average burst was 29%. For the other 10 teams, the CO use curve was either flat, cyclic, increased or random.
An analysis of the entire mix of CoF activities (COs, problem, clues, games) for both groups suggests a complex diversity of play-preferences by students. This provides evidence to support rich activity mixes for similar edutainment products. Information on other aspects of CoF playing patterns can be found in [1].
A gender difference was noted in the home data: the CO percentage for girls was 27% and boys 16%. No such difference exists between the all-girl and all-boy teams at school. Boys tended to focus their attention on particular activities (including COs) for longer periods. Girls during a comparable time period spread their attention more evenly between all available activities. This result requires further investigation.
Students using CoF did not find all COs. Most of the findability analysis of COs is based on the home data since children in this setting were less restricted by time, by school work norms, and the research schedules for problem levels, and got no assistance from peers.
Children in the home study found from 85 to 125 of the 133 entertainment COs. More than 70% of the COs were found by all children. Six COs were found by only 2 children, and only one student found 2 of the COs. The time spent looking for COs is highly correlated (0.82) with the number of COs found (although most of this time was spent revisiting COs, rather than looking for new ones).
This index ranges from 0 to 1. The average CO findability index for the school teams was 0.47 with a standard deviation of 0.2. This is considerably less than the average home study value of 0.8 (s.d. 0.2).
COs have characteristics which contribute to their findability. From greatest to least, findability varies by type (distinct objects, distinct regions, parts of objects, and parts of regions), by animate likelihood (likely animate objects, likely inanimate objects, regions), and position (centre, periphery). Additional data and methods of analysis are being investigated to quantify these observations.
Mouse click data in log files was mapped to create graphic overlays for each scene. These visual representations were used to explore clicking patterns. Using this technique it was found, for example, that the most tenacious child at home had a 71% hit rate in one scene. Further analyses of success rate is being undertaken.
Findability should be considered at the design stage of edutainment, especially if a CO is to carry essential information or directions.
We have investigated three basic scales for popularity.
The first two indexes range from 1 to _, and the third ranges from 0 to 1.
The Pop1 value for the all COs in CoF is 2.7, s.d. 1.7, range 1-16. Overall Pop3 is 0.63, range 0.0-0.94. The Pop2 value for the 91 single response COs is 1.7 with a standard deviation of 0.8, ranging from 1 to 4.7. The Pop2 measure for the 42 multiple response COs is 2.9, s.d. 2.4, range 1.1 to 12.8. The most popular COs in all but one scene are multiple response COs. Multiple response COs, on average, have a higher popularity index than single response COs.
We are exploring the relationship between CO popularity and entertainment characteristics of media and message. From the data related to the popular COs in each scene, children enjoy most the COs with humor and appropriate multi-media effects and normally enjoy least attempts to impart COs with strictly verbal information (no visual aids). Stock figures, which are relatively unchanged throughout several scenes, become less popular as children navigate more deeply into the program. For example, in the first two consecutive scenes Pop1 for the dog Frank, falls from 2.3 to 1.6. Pop3 falls from 0.56 to 0.37.
Over one-third of the COs have from 2 to 7 multiple responses, MR. Although MR-COs are reinitialized upon entering a scene, the pattern varies: cycling (abab...), terminating (abc stop), or idling (abcc...). Considerable resources were invested by the developer on MR-COs that were revisited by a small percentage of the teams/students in the study. In fact only 6 of the 42 MR-COs were fully utilized by most of the teams/students who found them. On the other hand, an effective MR-CO in CoF was a row of four baseballs; each gives an individual response and then disappears. Its findability was just 0.55 but its popularity was 9.5. Further indices are being devised that measure the effectiveness and cost-benefit of MR-COs.
Clearly, COs are a motivating factor in many edutainment programs. They may be more than entertaining diversions, and serve a useful psychological function as a bridge between more substantial activities. Designers of both the entertainment and educational aspects of edutainment should keep in mind the concepts, results, and characteristics related to findability, success rate, popularity and multi-response effectiveness. E-GEMS will continue to document and refine its micro-analysis of COs, as well as of navigation, activity patterns, and program features.
Our thanks go to Richard Gibbons, Marjan Parsa, Weng-Keen Wong, and Kelly Davidson for their helpful comments and assistance in gathering the data, and to the National Science and Engineering Research Council of Canada, Electronic Arts Canada, the B.C. Advanced Systems Institute and Apple Canada for their support of this research.