Using Information Visualization to Promote Students' Reflection on "Gaming the System"
summary
Identifies three common gaming contexts (busy, frustrated by hard problems, deeming concepts unimportant) and co-designs three context-specific persuasive visualizations that encode reasons not to game; prototypes use submission-timeline bars, attempt-summary heatmaps, and prerequisite mastery graphs and deploys them in a programming course with 205 students split into three experimental and one control group. Embedded surveys and interviews show reflection increases and reduced gaming in two conditions compared with baselines, and the paper reports practical deployment trade-offs and design heuristics.
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chapters (18)
- 0:00Intro
- 0:29"Gaming the system" Students exploit properties and regularities of the learning system, rather than
- 0:54Universality and Consequences
- 1:09Previous solutions
- 1:32Research gap
- 3:13Research questions
- 3:40Contexts of gaming and its negative consequences on learning Method: semi-structured interviews
- 3:51Contexts in which students would game
- 4:40Results of RQ1 - Instructors' reasons for not gaming
- 5:48Encoding reasons not to game into reflective nudges
- 6:32Design goals
- 6:50Time on problem
- 7:43Number of attempts
- 8:14Prerequisites graph
- 8:45Design consideration for reflective nudge in online learning
- 10:14Results - Questionnaires & Interviews
- 11:09Results of RQ3 - Design considerations for reflective nudges in online learning • Color is effective for alert and highlighting information
- 12:50Results of R3 - Potential gaming reduction
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