Figure 1: UXR pipeline adopted to understand student expectations, build a visualization system and evaluate the visualization system.
November 2022 - September 2023
Educational games have emerged as potent tools for helping students understand complex concepts and are now ubiquitous in global classrooms, amassing vast data. However, there is a notable gap in research concerning the effective visualization of this data to serve two key functions: (a) guiding students in reflecting upon their game-based learning and (b) aiding them in analyzing peer strategies.
In this UX study, me and my team engage educators, students, and researchers as essential stakeholders. Taking a Design-Based Research (DBR) approach, We incoporate UXR methods to develop an innovative visualization system that helps players learn through gaining insights from their own and peers' gameplay and strategies.
Figure 1: UXR pipeline adopted to understand student expectations, build a visualization system and evaluate the visualization system.
In the generative step, we aim to understand how instructors prompt reflection and learning in a serious game called 'Parallel'. Through focus groups, we identify how instructors prompt reflection, discussion and learning in class. Then through playtesting and semi-structured interviews, we ascertain what students expect from a visualization system that supports learning and peer reflection.
To understand how human instructors facilitate learning in these topics, we conducted workshops with two parallel programming instructors. Instructors were presented them with a recording that showcased four students attempting to solve a level in Parallel. Instructors were then prompted with a series of tasks: Firstly, they were asked to discern the variations observed in the playtraces and the students' respective approaches to the parallel programming challenges. Secondly, they were tasked with ranking these playtraces based on performance, substantiating their rankings with explanations. Lastly, the instructors were asked to pinpoint specific segments in the same playtraces that the student should reflect upon For these highlighted segments, instructors also provided textual feedback, suggesting ways the student could ameliorate their gameplay in that particular segment. In the end, we opened the floor for them to pose any questions and comments.
We invited 10 players to play the serious game 'Parallel'. Post the playtesting, we noted verbal cues, and followed up by a semi-strucutred interview to understand where students struggled, were looking for additional help and areas where the felt they did well. We performed thematic analysis on the responses and identified two personas that captured student expectations from a visualization support system that would help them better understand educational concepts embedded in the serious game.
Figure 2: The designed and developed Visualization System
Based on the insights generated form instructors and student personas, we used the Shniederman Visualization Design framework to design and build the visualization system. In this case study, I will not share details with regards to the development and design but stick to the UXR methods and process used. The visualization system designed and developed is presented in Figure 2.
To understand if our visualization system prompts reflection and learning, we invited 8 participants to use the visualization system, think out aloud and we then followed it up with semi-structured interviews. From these interviews, we identified various themes (shown in Figure 3) which show how and why the participants used the visualization system and how the system helps in learning and reflection.
Figure 3: Various ways students interacted with the visualization system.
Our UX research makes contributions and has implications to various fields. Details as follows: