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![Page 1: ITEd The Role of Complex Software in Cognitive Skill Development Nhlanganiso Biyela, Thato Foko and Alan Amory Centre for IT in Higher Education, University.](https://reader036.fdocuments.in/reader036/viewer/2022072011/56649e1f5503460f94b0ade3/html5/thumbnails/1.jpg)
ITEd
The Role of Complex Software in Cognitive
Skill DevelopmentNhlanganiso Biyela, Thato Foko and Alan Amory
Centre for IT in Higher Education, University of KwaZulu Natal, Durban 4041, South Africa
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ITEd
Play
• Influences psychological, sociological, and intellectual developments (Vygotsky, 1933/1978; Rieber, 1996)
• Is an universally accepted mode of learning (Blanchard & Cheska, 1985)
• Intrinsically stimulate curiosity through (Thomas and Macredie, 1994)– Challenges and fantasy
(Malone 1980, 1981a,b) – Novelty and complexity
(Carroll, 1982; Malone, 1984; Malone & Lepper, 1987; Rivers, 1990)
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ITEd
Play
• Influences learning through visualization, experimentation, and creativity (Betz, 1995)
• Supports development of critical thinking though:– Discovery and problem-solving
(Rieber, 1995)– Object manipulation
(Leutner, 1993) – Goal formation and competition
(Neal, 1990)
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ITEd
Game Space
Play Exploration Challenges Engagement
Game Object Model
The Game Space object includes four motivational abstract interfaces: play, exploration, challenges, and engagement (Roberts, 1976; Malone 1980, 1981a,b; Blanchard & Cheska, 1985; Thomas & Macredie, 1994; Rieber, 1996).
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ITEd
Game Space
Play Exploration Challenges Engagement
Game Object Model
Visualization SpaceCritical thinking Discovery Goal formation Goal completion Competition Practice Story-line
The Visualisation Space includes those interfaces related to cognitive activities such as critical thinking, discovery, goal formation, goal completion, competition, and practice (Rieber, 1995; Neal, 1990; Amory et al., 1999), and includes the concrete Story Line interface.
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ITEd
Game Space
Play Exploration Challenges Engagement
Game Object Model
Visualization SpaceCritical thinking Discovery Goal formation Goal completion Competition Practice Story-line
GraphicsFun
SoundsTechnology
Elements Space
Actors Space DramaInteractionGestures The Elements Space object
includes the abstract interfaces of fun, and drama (Malone, 1981a,b) and concrete interfaces of graphics, sound, and technology (Amory et al., 1999) and actor interaction, and gesture (Stanislavski, 1981; Harrigan, 1999). The drama, interaction, and gesture interfaces are part of the Actor Space object.
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ITEd
Game Space
Play Exploration Challenges Engagement
Game Object Model
Visualization SpaceCritical thinking Discovery Goal formation Goal completion Competition Practice Story-line
GraphicsFun
SoundsTechnology
Elements Space
Actors Space DramaInteractionGestures
Reading Writing Speaking
Communication
Literacy Visual Logical Mathematical Computational
Memory Short-term Long-term
MotorManipulation Reflex
Problem Space
The Problem Space object includes manipulation, memory, logic, mathematics, and reflexes concrete interfaces (Betz, 1995; Amory et al., 1999) that support critical thinking, discovery, goal formation and completion, competition, and practice interfaces (Leutner, 1993; Quinn, 1994; Saljo, 1979; Schank & Cleary, 1995) of the Visualisation Space object.
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ITEd
Educational Software Design
• Software engineering methodologies:– None – no product may emerge– Rigid – wrong product developed
• Newman and Lamming (1995) feedback system– “Situation of Concern” document
describes the current unsatisfactory state of the world that the software will attempt to solve [Why].
– Problem statement document• Users who will exploit the system [the Who], • Human activity that the system will support to satisfy the
situation of concern [the What], • Support provided by the system [the How], • Technology used to develop the system [the With].
– The Who and What used to defined a persona (characteristics of a fictitious user of the system).
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ITEd
Educational Software Design
• But persona data– not built from real information
(either quantitative or qualitative) – cannot be subjected to vigorous
evaluations
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ITEd
Game Space
Game Space
Visualization Space
Visualization Space
GraphicsFun
SoundsTechnology
Elements Space
Actors Space DramaInteractionGestures
Problem Space
Reading Writing Speaking
Communication
Literacy Visual Logical Mathematical Computational
Memory Short-term Long-term
MotorManipulation Reflex
Play Exploration Challenges Engagement
Critical thinking Discovery Goal formation Goal completion Competition Practice Story-line
Personal Outlining Model
GOM
2D to 3D conversion
Persona
Properties
LiteracyVisual
2D Visualization3D Visualization
LogicalMathematical
CommunicationReadingWriting
AgeSexOccupationEducation
POM
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ITEd
Method
• Instrument– Literacy (visual and logical+mathematical) skills– Communication (reading and writing) skills
• Groups– Senior school children
• No exposure to digital video games (n=55)• Played γKhozi for more than 20h (n=51)
– Humanities undergraduates (n=30) – Science undergraduates (n=30)– Geography undergraduates
• No exposure to GIS (n=20)• Used GIS for 1 semester (n=20)
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ITEd
0
20
40
60
80
100
1 2 3 4 5 6
%
Results - Reading
1. School 2. School + game 3. Humanities 4. Science 5. Geography 6. Geography + GIS
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ITEd
0
20
40
60
80
100
1 2 3 4 5 6
%
Results - Writing
1. School 2. School + game 3. Humanities 4. Science 5. Geography 6. Geography + GIS
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ITEd
Results - 2D Visualization
0
20
40
60
80
100
1 2 3 4 5 6
%
1. School 2. School + game 3. Humanities 4. Science 5. Geography 6. Geography + GIS
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ITEd
0
20
40
60
80
100
1 2 3 4 5 6
%
Results - 3D Visualization
1. School 2. School + game 3. Humanities 4. Science 5. Geography 6. Geography + GIS
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ITEd
0
20
40
60
80
100
1 2 3 4 5 6
%
Results - 2D-3D Visualization
1. School 2. School + game 3. Humanities 4. Science 5. Geography 6. Geography + GIS
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ITEd
0
20
40
60
80
100
1 2 3 4 5 6
%
Results – Logical & Mathematical
1. School 2. School + game 3. Humanities 4. Science 5. Geography 6. Geography + GIS
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ITEd
Conclusions
• School children playing γKhozi outperformed those that had no exposure to this educational game
• Science undergraduates performed better than those from the humanities
• Humanities students exposed to GIS performed best
• University undergraduate participants performed better than the groups of senior school children
• Participants working in teams were able to solve complex problems with greater ease that those who worked alone
• Active viewers/participants’ and make their own meaning