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Richard Lamb - Measurement, Video Games, and the Future

Presenter: Richard Lamb, Assistant Professor, Washington State University Measurement in Serious Games (SG) is a problem of fitting the game to the measurement. This approach limits our ability to make use of existing games. Given the cost of game production, this situation produces concerns around resources. This occurs because the games must be adapted for the measurement tool. We are coming at this from the wrong direction. What if we could produce a measurement tool that is flexible enough to examine multiple outcomes, and work across game types? This would allow SGs to reduce cost. This tool is a single unified system that may be used in a wide variety of fields from the military, to education, to medical, to business. My talk will suggest that measurement processes should be developed in such a way to be flexible enough to be used across games and I will provide an example of an existing measurement tool to do this.

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Richard Lamb - Measurement, Video Games, and the Future

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  1. Richard Lamb Washington State University College of Education Teaching and Learning

  2. Where are we? Where are we? 26 26 54 54 70 70 74 74 75 75 74 74 46 46 30 30 26 26 25 25 HIGH SCHOOL GRADUATION COLLEGE GRADUATION READING PROFICIENCY MATHEMATICS PROFICIENCY WRITING PROFICIENCY

  3. It’s estimated that 5.1 million American have this disease The number of people showing symptoms of this disease will triple by 2050. 1 in 3 People will die from this disease It is the 6thleading cause of death in the United States

  4. Social Media Social Media 10% 10% Other Other 15% 15% No Access No Access 5% 5% School School 29% 29% 18 and Under 18 and Under 32% 32% Female Female 45% 45% 36 and Over 36 and Over 36% 36% Social Media School Video Games Don't Play Don't Play Video Games Video Games 42% 42% 18 and Under 18 to 35 Female Access to Mobile Device Male Play Video Games Don't Play Video Games 36 and Over Sleep Other Male Male 55% 55% No Access Play Video Play Video Games Games 58% 58% Access to Access to Mobile Device Mobile Device Sleep Sleep 33% 33% 18 to 35 18 to 35 32% 32% 95% 95% Video Games Video Games 13% 13%

  5. Probability of task success and the contribution to that success to each cognitive attribute Task Task Proportion Proportion of of Success Success Cognitive Cognitive Attribute 1 Attribute 1 Contribution Contribution to p to pi i Cognitive Cognitive Attribute 2 Attribute 2 Contribution Contribution to p to pi i Cognitive Cognitive Attribute 3 Attribute 3 Contribution to Contribution to p pi i .17 .03 .48 Retrieval .13 Volume Volume Conservation Conservation Parity Judgment Critical Reasoning .35 .09 .23 Retrieval .11 Liquid Liquid Conservation Conservation Parity Judgment Critical Reasoning .45 .01 .13 Retrieval .04 Number Number Conservation Conservation Parity Judgment Critical Reasoning .33 .07 .21 Retrieval .09 Mass Mass Conservation Conservation Parity Judgment Critical Reasoning

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