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CHILD DEVELOPMENT PERSPECTIVES
Children’s Mathematical Reasoning in Online Games:Can Data Mining Reveal Strategic Thinking?
Shalom M. Fisch,1 Richard Lesh,2 Elizabeth Motoki,2 Sandra Crespo,3 and Vincent Melfi3
1MediaKidz Research & Consulting, 2Indiana University, and 3Michigan State University
ABSTRACT—Children’s interaction with educational com-
puter games reflects not only their game-playing expertise
but also their knowledge and skills about embedded
educational content. Recent pilot data, drawn from an
ongoing evaluation of children’s learning from educa-
tional media, illustrate that, much like earlier research on
formal classroom mathematics, children may engage in
cycles of increasingly sophisticated mathematical thinking
over the course of playing an online game. It is possible to
detect these shifts in strategies not only through in-person
observations, but via data mining of online tracking data
as well. This article discusses implications for the study of
mathematical reasoning, children’s use of educational
games, and assessment.
KEYWORDS—media; computer games; online; mathematics;
reasoning; assessment
None of us is born with a separate part of our brain that we use
exclusively for playing computer games. While playing games,
This research was funded as part of a grant from the National Sci-ence Foundation (DRL-0723829). We gratefully acknowledge thestaff, teachers, and students of the participating school. We alsothank the Cyberchase production team (especially Sandra Sheppard,Frances Nankin, and Michael Templeton) for their support, andonline producers David Hirmes and Brian Lee for building the track-ing software we used here. Finally, we are grateful to the fieldresearchers who helped collect our pilot data: Meredith Bissu, SusanR.D. Fisch, Carmina Marcial, Jennifer Shulman, Nava Silton, FaithSmith, and Carolyn Volpe. Without them, this article—and thedevelopment of this methodological approach—would have beenimpossible.
Correspondence concerning this article should be addressed toShalom M. Fisch, MediaKidz Research & Consulting, 78 GraysonPl., Teaneck, NJ 07666; e-mail: [email protected].
ª 2011 The Authors
Child Development Perspectives ª 2011 The Society for Research in Child Development
Volume 5, Number 2,
we apply the same sorts of knowledge, inferences, and cognitive
skills that we use in our offline lives.
With that in mind, researchers who study human–computer
interaction have sometimes drawn on established theories of
human cognition to explain users’ thinking while playing games
(e.g., Mayer & Moreno, 2003; Moreno, 2006) or have noted simi-
larities that exist between online and offline thinking and behav-
ior (e.g., Gee, 2003). Constructs such as social schemas certainly
play vital roles in online social networking (e.g., Subrahmanyama
& Greenfield, 2008). Moreover, even when users know that they
are interacting with machines rather than other live users,
research has shown that the same sorts of social schemas that
govern interactions with other people influence these inter-
actions, too, regardless of whether the device in question is an
animatronic, talking doll (Strommen, 2003) or a desktop
computer (Reeves & Nass, 1996).
By the same token, when children play educational computer
games, we might expect their reasoning to follow the same sorts
of paths that they use while figuring out similar educational con-
tent in real (offline) life. If so, this would not only help us under-
stand children’s use of educational technology but also present a
significant methodological opportunity for research. Successful
educational games have a tremendous reach among children; for
example, the mathematics-based Cyberchase website (http://
www.pbskids.org/cyberchase) has logged more than one billion
page views to date. Given the countless bits of data generated
while playing a game, data mining could yield a vast pool of data
for investigating applied reasoning during naturalistic play.
As part of a major, multiyear study of children’s mathematics
learning from Cyberchase, our research team explored the possi-
bility of using online Cyberchase games as instructional tools and
simultaneously as a means of assessing children’s problem solv-
ing as well. The field of computer-assisted instruction (CAI) rep-
resents a long history of teaching and assessing knowledge via
interactive games (e.g., Price, 1989; Rudestam & Schoenholtz-
Read, 2002; Suppes & Macken, 1978). However, unlike the
kinds of software traditionally used in CAI, Cyberchase was not
2011, Pages 88–92
Online Reasoning 89
originally designed for assessment. In addition, whereas assess-
ment in CAI frequently focuses on measuring the state of users’
knowledge or skills (to determine the types of exercises that the
software will provide next; e.g., Corbett & Anderson, 1995;
Gunzelmann & Gluck, 2004), we were more interested in observ-
ing the evolution of children’s problem-solving strategies and
mathematical thinking over the course of playing a game.
Does game play reflect children’s understanding of educa-
tional content and strategies for problem solving? If so, is data
mining sufficiently rich to model the process of reasoning, as
opposed to knowledge states or simply counting right answers?
To find out, our research team observed 74 third and fourth grad-
ers (27 girls and 47 boys) in person as they played three Cyber-
chase online games, regarding decimals, quantity and volume,
and proportional reasoning. For example, in the Railroad Repair
game (http://pbskids.org/cyberchase/games/decimals), players fill
gaps in a train track by using pieces labeled with decimals
between .1 and 1.0 (see Figure 1). Multiple correct solutions are
possible. However, players can use each length of track only
once per screen. Thus, children must add decimals in order to
create the appropriate lengths of track, and find multiple ways to
make a given sum when they need the same length of track in
several places on the same screen. As the game progresses, chil-
dren also must plan ahead in deciding which pieces to use in
constructing each sum, to make sure that all of the necessary
pieces will be available when needed.
Children played each of the three games for up to approxi-
mately 15 min per game; they stopped sooner if they either com-
pleted the entire game or gave up before 15 min elapsed.
Children played each game in pairs, to facilitate conversation
that could reveal ideas and strategies as they played.
As each pair of children played each game, a researcher con-
ducted in-person observations of their game play, recording the
moves they made in the game and any conversation or behavior
that took place while playing. Simultaneously, custom-built
Figure 1. Sample screen from Cyberchase Railroad Repair game.
Child Development Perspectives, Volum
tracking software automatically recorded the children’s mouse
clicks and keyboard input. At the end of each game, interviewers
asked each pair of children directly about their strategies for
playing the game and solving its mathematical problems: how
they figured out their answers, whether they changed their strat-
egy at any point (and, if so, why), and any tips that they would
offer to a friend to help him or her play the game well.
Just as one might expect in offline mathematical reasoning, we
found a range of sophistication in the mathematical strategies
that children used while playing the games. Moreover, parallel to
research on classroom mathematics (e.g., Lesh, Hoover, Hole,
Kelly, & Post, 2000) and findings within the developmental liter-
ature on children’s use of strategy (e.g., Siegler, 2007), those
children who used more sophisticated strategies often did not
apply them immediately. Rather, they engaged in cycles of prob-
lem solving that began with less sophisticated strategies and pro-
gressed to more sophisticated approaches when necessary.
In the game Railroad Repair, many children began by using a
matching strategy in which they matched the decimals shown
(e.g., a .8 piece of track to fill a .8 gap). When this strategy later
proved insufficient (e.g., they ran out of .8 pieces, or needed to
fill a gap that was larger than the 1.0 piece), some switched to an
additive strategy (e.g., combining .6 and .2 to fill a .8 gap). When
this strategy, too, proved insufficient (e.g., they needed the .2
piece later), some adopted an advanced strategy in which they
planned ahead, considered alternate ways to make the necessary
sums, and reserved pieces they would need later. Below, we
present percentages of children who reached each level of
sophistication.
As in past research on classroom mathematics (e.g., Lesh
et al., 2000), such changes in strategy were apparent from
in-person observations of behavior and conversations that
occurred during game play. For example, Table 1 presents an
excerpt of observations of one pair of girls as they played Railroad
Repair. In this excerpt, taken from the middle of the game, the
players begin by continuing to use the additive strategy that they
employed successfully on the previous screen, only to discover
that the strategy fails when they run out of the necessary pieces.
They recognize the failure, consider other ways to approach the
task (e.g., via subtraction, which the game does not permit), and
then reapproach the task of filling the gaps on the screen by
adopting a more sophisticated advanced strategy that also takes
the order of pieces into account. Their shift from an additive to an
advanced strategy is signaled both by the conversation between
the 2 players and by aspects of their behavior (e.g., their choices
among the available pieces of track, their use of the ‘‘clear’’ button
to clear the pieces from the screen and start over).
We conducted a qualitative analysis to determine whether it
was possible to use online tracking data to detect such strategies,
and shifts in strategies. Specifically, we examined the tracking
data to evaluate whether we could identify patterns of responses
that were associated with the types of mathematical strategies we
described earlier, whether tracking data could detect shifts
e 5, Number 2, 2011, Pages 88–92
Table 1
Excerpt From In-Person Observations of One Pair of Girls Playing Railroad Repair
Observation Interpretation
‘‘I think we’re supposed to use the 1 and then the 10’’The players attempt to make the desired sum
On this screen, which appears in the middle of the game, the 2 players begin bycontinuing the additive strategy that they employed successfully on the previousscreen. Here, they attempt to add 1.0 + .1 to fill one of the gaps on the screen
‘‘Uh-oh. Can [we] subtract?’’‘‘This is too confusing’’
The additive strategy breaks down as they realize that they have already used one of thetwo desired pieces, so it is no longer available. Note that subtraction is not possible inthe game
The players clear the pieces from the screen Use of the ‘‘clear’’ button indicates that the players recognize that their attempt hasfailed, and is a precursor to trying again with either the same strategy or a new one
‘‘This time, we’ll start with the mini-pieces . . . ’’ The players transition from an additive strategy to an advanced strategy, in which theyconsider not only which pieces to choose but also the order in which to use the pieces
Table 3
Sample Tracking Data From Railroad Repair (Second Screen)
Rowno. Event Piece Round
Successfulplacement?
Elapsedtime
5 piecepress track8 2 n ⁄ a 22.0906 piecedrop track8 2 Success 24.1017 piecepress track7 2 n ⁄ a 25.3298 piecedrop track7 2 Success 26.9429 piecepress track1 2 n ⁄ a 28.503
10 piecedrop track1 2 Wrong 28.71111 piecepress track1 2 n ⁄ a 29.09912 piecedrop track1 2 Success 30.910
Note. n ⁄ a = not applicable.
90 Shalom M. Fisch et al.
between strategies, and whether the identification of strategies
via tracking data was consistent with conclusions we drew from
in-person observations and interviews with the same pairs of
children.
In fact, this qualitative analysis revealed that data mining
could detect the same types of strategies (and shifts among strat-
egies) that were evident in in-person observations and self-report
interview data. Tracking data showed consistent patterns of
online responses reflecting each strategy (matching, additive, or
advanced) and clusters of errors at points when children’s strate-
gies broke down and they shifted to new strategies. Consider, for
example, some partial output of the tracking software for one
session of Railroad Repair. On the first screen, the tracking
software shows evidence of the player adopting a matching strat-
egy, picking up a .4 piece (piecepress) and placing it (piecedrop)
to fill a .4 gap (Table 2). After accidentally putting the piece in
the wrong location (row 2 in the example below), the player then
places it correctly (row 4):
On the next screen (Table 3), the player continues the match-
ing strategy, using a .8 piece to fill a .8 gap (rows 5–6 in the
example below). However, there is more than one .8 gap on this
screen and only one .8 piece. Thus, after using the .8 piece, the
player switches to an additive strategy, using two pieces (.7 and
.1) to fill the second gap. After accidentally misplacing the .1
piece (rows 9–10), the player places it successfully (rows 11–12).
Table 2
Sample Tracking Data From Railroad Repair (First Screen)
Rowno. Event Piece Round
Successfulplacement?
Elapsedtime
1 piecepress track4 1 n ⁄ a 7.1612 piecedrop track4 1 Wrong 7.2723 piecepress track4 1 n ⁄ a 8.1724 piecedrop track4 1 Success 10.200
Note. Pieces of track are identified by the decimal with which they are labeled inthe game (e.g., track4 indicates a piece labeled .4). Elapsed time is thecumulative number of seconds that have elapsed from the beginning of the gamethrough the event reflected in that row of the table. n ⁄ a = not applicable.
Child Development Perspectives, Volu
For the next several screens, the player continues to use the
additive strategy, until arriving at a screen where this strategy is
no longer sufficient (Table 4). After filling several large gaps, the
player combines a .5 piece and a .4 piece to fill a .9 gap (rows
13–15), only to find that all of the smaller pieces have been used
up, which makes it impossible to fill the remaining small gaps on
the screen. Recognizing this, the player hits the ‘‘clear’’ button to
clear the screen and start over (row 16). Then, the player
Table 4
Sample Tracking Data From Railroad Repair (Fifth Screen)
Rowno. Event Piece Round
Successfulplacement?
Elapsedtime
13 piecedrop track5 5 Success 280.01914 piecepress track4 5 n ⁄ a 282.06515 piecedrop track4 5 Success 283.58716 clear n ⁄ a 5 n ⁄ a 285.86417 piecepress track6 5 n ⁄ a 289.23418 piecedrop track6 5 Success 290.99619 piecepress track5 5 n ⁄ a 291.98220 piecedrop track5 5 Success 293.233
Note. n ⁄ a = not applicable.
me 5, Number 2, 2011, Pages 88–92
1This point is not limited to interactive media. For a similar point regardingchildren’s comprehension of educational television programs, see Fisch (2000,2004).
Online Reasoning 91
employs an advanced strategy, in which the player plans ahead
and reserves pieces that are necessary to fill specific gaps
instead of using those same pieces to construct sums elsewhere
on the screen. Thus, in this second attempt, the player fills the
smaller gaps on the screen first (rows 17–20) to ensure that the
smaller pieces are available when needed. Afterward, the player
uses the remaining pieces to fill the larger gaps, which have
more flexibility in the variety of ways they can be filled.
As the above examples illustrate, we found that children’s
shifts in strategies were detectable, not only via in-person obser-
vations or interviews but through online tracking data too.
Changes in strategies were often associated with clusters of
errors (indicating the player trying unsuccessfully to use different
pieces to fill a gap), use of the ‘‘clear’’ button (indicating the
player’s recognition that a strategy was not working), and ⁄or
simply not having the necessary pieces available to fill gaps that
remained on the screen. Thus, we could identify, and differenti-
ate among, instances when children failed to progress beyond
basic strategies, proceeded through more difficult problems via
trial and error (without necessarily employing a fundamental
change in their thinking), or shifted to more sophisticated strate-
gies over the course of a game.
The usefulness of online tracking data in assessing children’s
thinking (along with our initial conclusions about the process of
children’s mathematical thinking) was later confirmed in the full
study that followed our initial pilot test, which involved a second,
larger sample of children who played the games as part of the
study’s experimental treatment. As in the pilot test, patterns of
responses and errors in tracking data indicated instances of
matching, additive, and advanced strategies, as well as shifts
from one type of strategy to another.
For example, in the full study, 145 fourth graders played Rail-
road Repair at least once. While playing the game for the first
time, 68% of these children showed evidence of at least one use
of an advanced strategy during the game, 28% progressed as far
as an additive strategy, 1% never moved beyond a matching
strategy, and 2% did not employ any of these strategies (and, as
a result, did not provide any correct answers). Yet, despite the
fact that 96% of the children used more sophisticated strategies
(additive and ⁄or advanced) at some point during the game, all
but 2 of the 145 children used a matching strategy at the begin-
ning of the game. Thus, even those children who were capable of
more sophisticated reasoning typically began by using a more
basic strategy and subsequently progressed to more sophisticated
strategies in response to the increasing demands of the game.
CONCLUSION
Taken together, the observation, interview, and tracking data
from our three games hold implications for researchers and prac-
titioners interested in computer games, mathematics education,
and ⁄or assessment. For those interested in children’s use of edu-
cational games, the parallels between online and offline reason-
Child Development Perspectives, Volum
ing highlight the degree to which game play is influenced by
players’ experience and skill level in playing games as well as
by their knowledge and skills regarding educational content
embedded in such games.1 As in formal classroom mathematics,
children often do not display the same level of sophistication
throughout a game, even if they are capable of relatively sophis-
ticated reasoning. Rather, their mathematical reasoning may
begin at a fairly basic level but become more sophisticated over
the course of a game, when necessary to respond to the game’s
demands.
For math educators, this similarity between online and offline
reasoning also shows that games can provide a naturalistic, out-
of-school context for assessing mathematical reasoning. Indeed,
even without in-person observations, data mining of online track-
ing data can provide a window into rich processes of reasoning
and problem solving. When recorded and coded appropriately,
such data can reflect both the outcomes and the process of prob-
lem solving. (As a result, as we noted earlier, we have chosen to
include tracking software among the assessments in our current
research on children’s learning from Cyberchase media.)
Yet, our experiences during pilot testing also point toward sev-
eral challenges that researchers must overcome if they are to use
tracking data effectively to measure reasoning. First, as anyone
who has analyzed any sort of web-based tracking data knows,
users’ clicks produce massive amounts of data. The sample data
we presented above come from a single session—and even that
one game produced a spreadsheet containing more than 120
rows of data. When multiplied by the literally thousands of users
who might play an online game in a single day, the volume of
data can become staggering, posing challenges for both storage
and analysis (even if the analysis can be partially automated).
Second, online tracking data must be limited to information
that can be collected legally. The Children’s Online Privacy Pro-
tection Act (COPPA) places strict limitations on the kinds of
information that researchers can collect from children online. To
help interpret data on game play, reasoning, or problem solving,
researchers naturally look to characteristics of the players (such
as age, gender, level of experience or prior knowledge), but
COPPA can make it difficult to gather such information online.
Because our project was part of a larger research study, and we
had parents’ signed consent for their children’s participation, we
designed the tracking software to record data only for players
whose user names matched those in our study. Outside the con-
text of such studies, however, researchers must either find alter-
nate ways to gather demographic data or do without it.
Third, tracking data are effective only for behavior that players
perform clearly and unambiguously on the screen. Whereas the
use of tracking data was highly successful for Railroad Repair,
it was only partially successful for Sleuths on the Loose
e 5, Number 2, 2011, Pages 88–92
92 Shalom M. Fisch et al.
(http://pbskids.org/cyberchase/games/bodymath), a game about
measurement and proportional reasoning in which children use
proportional reasoning to infer the size of ‘‘baby creatures’’ and
‘‘mama creatures’’ from the size of their footprints. In Sleuths on
the Loose, we could accurately record and code the answers that
children provided, but it was harder to gauge their use of mea-
surement for two reasons. Instead of using the on-screen ‘‘ruler’’
that served as a measuring tool, some children measured via
alternate means such as holding their fingers up to the screen;
the software could not detect these sorts of offline behavior. In
addition, even when children did use the on-screen ruler, track-
ing data alone were not always a reliable indicator of whether a
player was attempting to measure, because some children simply
moved the ruler idly around the screen while thinking. Thus, we
could tell whether players’ answers were correct or incorrect,
and identify some instances when players used the
on-screen ruler for measurement (by establishing parameters for
valid placement of the ruler). However, only in-person observa-
tion could identify other cases of measurement.
As our experience in this study makes clear, educational
games can provide a rich context for assessing and studying
children’s naturalistic reasoning. In addition, understanding
children’s facility with educational content is an important part
of understanding how they play educational games. Games and
tracking software must be designed carefully in order to produce
useful, reliable data. But if they are designed properly, data min-
ing can provide us with deep insight into children’s thinking and
reasoning—without our having to peek over children’s shoulders
to do it.
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