Maria Klawe
University of British Columbia
Summer 2000
Introduction
A recent research study conducted by E-GEMS investigated the effects
of varying group size and input device on the level of engagement, understanding
and learning of students playing an original E-GEMS prototype. This research
study evaluated SMART Boards as possible input devices for teams playing
a single user in a computer game. SMART Boards are interactive whiteboards
that let the user control his/her computer from the Board’s touch-sensitive
screen surface.
Discussion - Experimental
Design - Software Used
The educational computer game involved in the study is Avalanche,
designed for children aged 10 and up. Avalanche is a co-operative game
played over a network by four players. The game is set in a town damaged
by a minor avalanche from a nearby mountain. The players, acting as the
Disaster Response Team, must solve math problems relevant to avalanche-prevention,
e.g., finding areas of critical zones, computing the coefficients and
calculating the snow volume, as well as climbing mountains to gather data.
The members must communicate with each other to plan a strategy and assign
peers to particular tasks in order to prevent future avalanches from destroying
the town.

Figure 1: Screen capture of prime climb.
Two players (at the bottom of the picture) climb co-operatively to
the top of the mountain by stepping on numbers (3) WITHOUT common
factors. Players have access to tools, like the pick (2) which reduces
any number’s value by 1.
The specific activity used in this study
is Prime Climb. The objective for the players is to reach the peak of
the mountain and, in doing so, gather information needed to complete other
puzzles. The player climbs a mountain with a partner connected to him/her
by a rope. Each mountain is represented by hexagons (hexes) containing
numbers. Players climb a mountain by stepping on numbers without
common factors. If the climbers step on a pair of hexes with a common
factor, the last player to move falls. The climbers take turns moving
up the mountain until one of them reaches the top. Once this is achieved,
information on the mountain is entered automatically into the pair’s notebooks
and reward money (representing a full refund for climbing equipment fees
charged upon entering the activity) is earned.

Figure 2: Screen capture of practice climb
tutorial activity. The character to the right is CoolGuy, the player’s
guide through the tutorial.
Prime Climb is preceded by a series of tutorial
levels called Practice Cliffs. Players earn certificates and receive discounts
on climbing equipment fees charged upon entering Prime Climb if they successfully
complete a number of Practice Cliff activities. Players entering a Practice
Cliff are led through the activity by a guide called Cool Guy. Cool Guy
teaches the player how to climb (with a computer partner), regain position
after a fall and use picks to reduce a hex’s value by 1. As the levels
progress, the amount of instruction given by Cool Guy decreases. The techniques
used in the Practice Cliff are also used in Prime Climb, which has a higher
level of difficulty in terms of the numbers contained in the hexes and
the size of each mountain.
Specific Research Question
The hypotheses tested in this
study are the following:
- that using a SMART Board in a group play
session will positively affect the degree of student collaboration,
and awareness of and engagement with mathematical content.
- that students will find collaborative
play of Avalanche by two teams where each team uses a SMART Board as
effective in terms of motivation and learning as playing in pairs where
each student plays on their own computer.
This study aims to determine whether the
use of a SMART Board can enhance children’s interaction with the game
by providing them with a new way to share control over the game in situations
where small teams act the role of a single player.
Experimental Setting
In this study, a class composed of Grade 6 and Grade 7 students is
divided into three teams of 8 or 9 members. Each student in the class
is given two opportunities to play Avalanche in each of the Team Play
and Pair Play configurations. In Team Play, two teams play a common game
of Avalanche projected onto a SMART Board and co-operatively complete
several Prime Climb and Practice Cliff levels. Each team plays as one
character and uses the SMART Board to interact with the game. In Pair
Play, two students play a common game of Avalanche, with each student
playing one character at his/her own computer. Prior to playing Avalanche,
the students complete a questionnaire and answer a pre-test that measures
their knowledge of prime numbers and common factors. After all the play
sessions, the students answer a post-test and an attitude questionnaire.
Experimental Procedures
For this study, a mixed Grade 6 and Grade 7 class is divided into
three groups of about 8 members. The students are also asked to pair up
for the Pair Play phase of the study. For Team Play, each session involves
two groups playing Prime Climb and completing the appropriate number of
Practice Cliffs for approximately one hour. The setup for the Team Play
phase is as follows:

Figure 3: Setup for the
SMART Board phase of the study
For Pair Play, each session involves two
students playing Prime Climb and completing the appropriate number of
Practice Cliffs for about one hour. The set-up for the Pair Play phase
of the research study is as follows:

Figure
4: Setup for the pair play phase of the study
Prior to the play sessions, the students
complete a questionnaire on collaborative techniques and their familiarity
with computers and computer games. A mathematical pre-test is also administered
before the study begins. For Team Play, a group works collaboratively
as a single character in Avalanche. Two groups play a common Prime Climb
game within Avalanche, using two SMART Boards placed back to back as the
input devices for the two "characters". A video camera behind
the students records group dynamics and the group’s interaction with the
game using a SMART Board as well as the interplay between the two groups.
For Pair Play sessions, two students play a common Prime Climb game sitting
side by side at two computers. At the conclusion of the study, the students
complete questionnaires to assess their attitudes towards the two playing
configurations. The students must also complete a mathematical post-test.
Details of the Study
The research study was conducted at University Hill Elementary School,
a public school in Vancouver, British Columbia. The Pair Play phase ran
from April 10 - May 10 and Team Play sessions were held on April 10, 12
and 14. Play sessions run from 30 minutes to one hour. The participants
were Grade 6 and 7 students with varying levels of experience with Avalanche.
The students were divided into groups by their teacher.
Scoring System
The factors considered in this study are performance in the game,
possible gain in the level of learning, and level of engagement with the
game.
Performance scores are based on speed of
completion, specifically the number of Prime Climb activities and the
number of Practice Cliff levels successfully completed within the hour
allotted.
A possible gain in the level of learning
is measured based on mathematical pre-test and post-test scores. The pre-tests
and the post-tests have content similar to that in the Prime Climb and
Practice Cliffs activity.
The level of engagement is determined by
ratings given on the post-play questionnaire, as well as an analysis of
the video tapes of the team play sessions.
Findings and Observations
Pre-Play Questionnaire and Pre-Test Results
Prior to the first play session, the students answered a questionnaire
on collaboration, game-playing techniques, familiarity with computers
and computer games.










Figure 5: Distribution of student
responses for the pre-play questionnaire
The students had used a SMART Board before
in conjunction with a class Super Tangrams teaching session. Prior to
that they had no previous experience in playing computer games in groups
larger than pairs.
A mathematical pre-test was given before
the first play session. It contained questions on identifying prime numbers
and identifying common factors in a pair of integers. For purposes of
the study, 1 and n, where n is any integer, is not considered as a pair
of numbers that share a common factor.

Figure 6: Distribution of students
according to performance in the mathematical pre-test
Among the participants, eight Grade 7 students
had previous experience with an earlier version of Avalanche. These students
were grouped together in Group C and were the last group in the class
to play Avalanche as a team using the SMART Boards. The other students
in the class had no previous experience with Avalanche.
The mathematical pre-test results indicate that the students have a sound
knowledge of prime numbers and common factors, scoring from 5 to 20 out
of a possible 20 points on the pre-test.
Modifications to the Setup
For the first phase of the study, the whole class was given an overview
on Avalanche. The class split into three groups, with one group playing
on a pair of computers . The other teams played Avalanche on the SMART
Boards. The final setup of the SMART Boards is shown below:

Figure
7: Modified setup of the classroom for the SMART Board phase of
the study
An E-GEMS observer was available to act as
a resource person for ambiguous aspects of the game. The observers also
acted as technical support.
The first play session was the first time
the students had seen Avalanche. In order to orient the students with
the game, they were permitted to watch the intro sequence where their
character was briefed on the game objectives, to go through the press
conference where the goals are reiterated, and to spend time on the map.
This left the groups with 40-45 minutes to play Prime Climb and complete
Practice Cliffs.
During the second play session, the projector
wasn’t receiving a signal from the computer. The complete system had to
be shut down, reconnected and rebooted. Resolving this problem left the
two groups with around 40 minutes to play Avalanche.
The third play session was delayed due to
a school activity. The two groups had 40 minutes to play Prime Climb and
complete as many Practice Cliff levels as they could within that time.
For all three groups, the average playing
time was around 40 minutes. The revised time is sufficient for groups
to complete several Practice Cliffs and a few Prime Climb activities.
This modification does not drastically affect the results since all groups
had roughly the same playing time and comparing the results should show
that their levels of achievement are relatively similar.
The pair play sessions were not recorded
on video tape. For a few of the pair play sessions, a third student observed
the pair and sometimes "coached" them through activities. Only
a small percentage of the pair play sessions were supervised and these
often were scheduled into the class’s regular computer period from 12:45
– 1:15 p.m. from Monday to Friday, so play sessions ran for 30 minutes
instead of a full hour.
Observations for the SMART Board Phase
At the start of the first team session, the E-GEMS observer demonstrated
on the SMART Board how toolbar features were used and how a character
navigates around the map. The first pair of groups were permitted to view
the introductory sequence, and run through the press conference. The other
two pairs of groups, due to shortened play periods, had both the introductory
sequence and press conference omitted and were brought directly to the
first Prime Climb puzzle. If any questions on the game arose, the students
were encouraged to ask their team mates, ask the other team, or consult
the game’s Help panel.
Before the play session started, E-GEMS observers
reminded the group that they would be playing one character, so decisions
made by the character should be discussed within the group. One student
was assigned the role of "keyboard person". The keyboard feature
of the SMART Board was not used because in trial sessions, it was very
difficult to enter text in an active window and keep the SMART Board keyboard
window active at the same time.
The groups at the SMART Board were allowed
to play with no instruction from the E-GEMS observer. During the play
sessions, at most four students in a group interacted with the game through
the SMART Board, while about three students stood watching the game on
the computer monitor and sometimes controlling the game with the mouse,
if they didn’t agree with the students at the Board. The other two students
in the group watched the students at the SMART Board and offered suggestions
occasionally. Rotation of players was encouraged, but at most five out
of the nine students in the group would get to interact with the game
at various points in the play session.
The students had difficulty in playing Avalanche
on the SMART Board since they had to avoid getting in the way of the projector
beam. This was awkward and the students tripped over the tip feet or knocked
the Board out of alignment. The activities require exact movement so once
the Board was moved, the game had to be interrupted to reset alignment.
Students watched the monitor, occasionally controlling the game using
the mouse, because the area in front of the SMART Board was crowded or
the projected image was obstructed by other students.
The back-to-back setup of the Boards affected
interaction between the teams. The "keyboard person" had to
type in messages directing the other team. Communication between the teams
was limited and members often walked over to the other side to see what
their partner team was doing. Students became confused on whose turn it
was to move, what number their climbing partner was currently on and where
to move because of the lack of communication between the teams.
Allowing many players to control the game
using the SMART Board was effective but also caused problems. If one player
was controlling the team’s character, another player could take control
simply by tapping on the SMART Board’s surface while the first player
was doing his/her task. The SMART Board gave game control to the most
recent event it recognized, such as a someone touching its surface. At
times, three players would be tapping the surface and a fourth would try
to control the game using the mouse, causing a system overload and a crash
or a disappearing/flickering cursor.
Most of the interaction and discussion occurred
among the students working at the SMART Board. The students standing by
the side were more passive and quiet. The students at the computer often
played with the keyboard and mouse, overriding the actions of the students
at the SMART Board.
Observations for the Computer Phase
Students playing Avalanche in the pair play configuration were permitted
to view the introductory sequence and to run through the press conference.
It was stressed that the objective of the pair play sessions was to play
Prime Climb and complete Practice Cliff levels and Prime Climb activities.
The pair play sessions were supervised by the students' teacher, who had
little experience with Avalanche, so the students were implicitly encouraged
to either figure puzzles out by themselves, ask their partners or consult
the Help panels.
During the pair play session, it was apparent that the math in Prime Climb
confused the students. The students, including those with strong math
skills, had not discovered that numbers could not have common factors
in order to be successful in climbing. Even after completing several Practice
Cliffs, the students kept falling in Prime Climb.
The students playing in this configuration found interacting with each
other quite easy. They used the chat box or coached each other verbally
through the activity. A number of students, while working on the co-operative
Prime Climb activity, would look over their partner's shoulder to show
them which hexes to step on.
Post-Play Questionnaire and Post-Test
Results
After the last play session, the students completed a questionnaire
comparing level of engagement with the game for each input device, mathematical
learning, and input device preference for future play sessions.










Figure 8: Distribution of student responses
for the post-play questionnaire
The pair play configuration optimized motivation
to continue playing and collaboration between players. Learning, collaboration
and interest in using SMART Boards in a future session of Avalanche were
rated low by the students. They preferred smaller group sizes because
each player has more opportunities to interact with the game and it was
easier to communicate and co-ordinate their actions with less people involved.

Figure 9: Distribution
of students according to performance in the mathematical post-test
For the post-test, student scores
ranged from 5 to 20 out of a possible 20 points. However, compared to
the distribution of scores for the pre-test, the distribution of scores
for the post-test was spread out much more evenly. For the post-test,
17 out of 23 students achieved scores of 15 to 20.
Of the 23 students, 12 students experienced a decrease in their post-test
scores (compared to pre-test scores), 6 students experienced no change,
and 5 students had an improvement.
Conclusion
Past studies on co-operative learning have shown that collaboration
among students playing educational computer games resulted in a higher
degree of involvement with and improved performance in the game. Along
with these benefits, co-operative learning brings with it an interesting
question: how would a group of players share the role of a single user
in a computer game?
A possible solution to this question is the SMART Board. The SMART Board
is capable of accepting multiple-user inputs concurrently and it also
acts as a large surface that a computer game can be projected on for group
play sessions. In evaluating the effectiveness of the SMART Board as a
new type of multiple-user input device, one must consider factors such
as its effect on group interaction, engagement with the game, learning
and student interest in using it as an input device for future play sessions.
Another factor that is considered in the search for the configuration
that best supports group play is the size of the group acting as a single
player. This variable affects group interaction and engagement with the
game. Group size also affected the way the SMART Board was used. Large
group size and the absence of a game-plan caused system overloads, and
confusion and frustration among players. Some members did not get a chance
to use the SMART Board.
The SMART Board is a promising alternative input device. Any shortcomings
that may have emerged from the study are more attributable to human dynamics
than to limitations in SMART Board design.
Recommendations
For follow-up studies, an investigation on the effectiveness of the
SMART Board as an input device should study the SMART Board in isolation.
In an isolated SMART Board study, a change in the pre- and post-test scores
would be attributable to this setup alone.
Interaction in the SMART Board would have been greatly improved if group
sizes were decreased to 4 players. It was observed during the study that
about 4 players would be interacting with the game using the SMART Board
and collaborating in order to solve the puzzles in Avalanche, while other
players were watching the group at the SMART Board or crowded around the
computer. A four-player group is small enough to avoid crowding at the
Board and keep all members engaged with the game for the duration of the
session.
SMART Board interaction might also have been improved if a game-playing
protocol had been strictly imposed. The students playing at the SMART
Board would take turns at the Board, avoiding the situation where players
would be tapping the Board at once and causing system overloads. Players
can take turns in pairs, individually or as a whole group. The players,
however, must be forewarned that too many users tapping the Board at the
same time may cause a malfunction.
Finally, for group play of a computer game like Avalanche, a rear-projection
SMART Board would have been ideal. This would remove the inconvenience
of avoiding the projector beam. Placing the SMART Boards side by side
would have positively affected interaction between the groups and could
possibly have improved the performance of the groups in the game.
Biography
Maria Klawe is currently the Dean of Science at the University of British
Columbia, having served there as a vice president from 1995 to 1998, and
head of the Department of Computer Science from 1988 to 1995. She also
holds the NSERC-IBM Chair for Women in Science and Engineering, one of
five regional chairs across Canada. Her chair is responsible for British
Columbia and the Yukon, and emphasizes research and programs aimed at
increasing the participation of women in information technology careers.
Prior to joining UBC, she spent eight years with IBM Research in California,
and two years at the University of Toronto. She received her PhD (1977)
and BSc (1973) in mathematics from the University of Alberta.
Maria’s current research focuses on the design and use of computer games
and activities for mathematics education for grades four to eight. She
leads the E-GEMS project, a collaborative project involving computer scientists,
mathematics educators, teachers, children and professional game developers.
E-GEMS has developed several innovative and successful prototype games,
and has done seminal work in identifying important factors in the design
of effective educational software.
Maria has also served on many boards and advisory councils, including
the Board of Trustees of the American Mathematical Society (92-97), the
Computing Research (90-96), the BC Premier’s Advisory Council on Science
and Technology (93-present), and the ACM Council (98-present). Maria was
elected as a Fellow of the Association of Computing Machinery in 1995,
and received the Vancouver YWCA Women of Distinction Award in Science
and Technology in 1997.
Background
In the fall of 1992, Maria Klawe, then head of the computer science
department at the University of British Columbia (UBC), assembled an interdisciplinary
team of researchers, teachers, and computer game designers to form the
E-GEMS project. The primary goal in creating E-GEMS was to explore the
possibilities of using specially designed computer and video games to
increase learning and appreciation of mathematics by children aged 10
to 14. This age range was chosen because research has indicated that this
is when most children, especially girls, lose interest in math and science.
The team was interested in electronic games because of their appeal to
children and because they offered excellent opportunities for visualization
and exploration of complex concepts.
On the other hand, they had serious concerns about using electronic games.
Most girls, especially aged 10 and older, seemed to be less interested
in playing electronic games than boys, and less interested in using computers
in general. Thus, the question of whether it was possible to create electronic
games that would be attractive to most girls in this age range was an
issue for E-GEMS researchers from the start. Over the last five years
the topic of girls and computer games has received a great deal of attention
in the popular media, but the number of successful commercial games that
strongly appeal to girls is still very small.
In the past seven years E-GEMS has conducted a wide range of research
studies and developed innovative prototype games that are available to
educators for use in the classroom. E-GEMS results demonstrate that games
can be very effective in increasing both motivation and achievement in
mathematics learning. They also pinpoint the critical importance of detailed
elements of game design, the role of the teacher, and the integration
of computer games with other forms of mathematics education. E-GEMS work
has identified important differences, as well as similarities, in girls’
and boys’ interactions with games and computers. Visit
E-GEMS.
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