Can a game track implicit learning of complex information?
How do brain injury survivors respond to a game-i-fied assessment of implicit learning?
SCOPING THE RESEARCH
Goals:
Let's watch that learning curve!
Clinicians have to pick evidence-based treatment options that they are confident will work for their clients and efficiently use the somewhat limited treatment time that they have. A common treatment approach is to teach someone to use a new assistive tool, like a calendar planning app. It works really well for some folks but not others, and for those that don't respond, there can be a lot of time wasted that could have been avoided.
By providing a metric of strong implicit learning after brain injury, we can identify the subset of people that would respond to treatment that relies on the same type of learning strategy. And, we can use a different learning strategy for those that don't show strong implicit learning.
Existing Evidence:
Implicit learning is known to be more robust after brain injury so it is used in a variety of treatment approaches: errorless learning, spaced-retrieval training, constraint therapy
Competitor analysis revealed that existing learning assessment tools are either 1. not designed to test implicit learning or 2. not designed for clinicians to implement. They are primarily research oriented tools.
Existing research tools also do not automate complex learning, just simple repeated patterns.
Implicit learning methods in research are not adapted for clinical use. They require offline scoring or time-consuming analytics that therapists would not have time to implement.
Goals of the research:
Develop a useable prototype that measures learning
Refine the usability of the game prototype
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Research Questions
How do players describe their attitudes about the game?
How do players attitudes vary based on their success within the game?
Are their any features of the game that interfere with player interactions?
Are their any features of the game that interfere with learning?
Do metrics reflect simple repeated patterns or more complex learning of rules?
Survey: Game Images
Validation that images matched possible answer choices in game
Attitudes towards images planned for game use
Identification of images that would interfere with learning
Preferences towards particular images to be included in game
Survey respondents:
Ages 20-35 and 50-80
English speaking
Gender balanced
Game Usability Testing + Interviews + Game Analytics
45-60 minute structured interviews following game play
Medical and learning history
History with cognitive rehabilitation or language therapy
Overall game experience
Determination if participants guessed the 'secret' purpose of the game too early
Motivation for participation in the study
Participants with aphasia interviewed using supported communication techniques
Game Task
Sort the cards as quickly as possible to match the images
Screenshot of a preliminary version of the game, for demonstration purposes only
Participants:
Primary subgroup of participants with aphasia (language impairment) due to stroke
All participants matched for age range: 50-80 years
English speaking
Gender balanced to match participants with aphasia
Game analytics
Overall successful learning of hidden rules by end of game
Trajectory of learning over time: faster or slower or no evidence of learning
Overall speed of responses
Strategic Impact
Understanding the impact of design choices on game success and participant attitudes supports actionable insights:
Recommendations for design and developers when building game interface and interaction.
Identification of learning curve metrics that will result in higher accuracy in predicting clinical outcomes.
Research Plan
The planned project period spanned 2 years
Year 1 Communication with stakeholders Image Design Survey Survey Analysis Initial Game Development
Year 2 Communication with stakeholders Game usability studies + interviews Analysis of usability data + iterative design Game analytic analysis
Presentation of findings
Key Findings
Images that players could verbally describe distracted them from the learning goal
Game players preferred a simpler keypress interface vs. the flashier drag-and-drop design
Players learned simple patterns first and complex patterns more slowly
Better pattern learning related to later rule knowledge
Most important take-away: In-game learning metrics can track more than just simple single button press learning! Focus should be on specific metrics validated against therapy outcomes.
Recommendations and Impact
Simplify the interaction with the game. Initial drag-and-drop design was seen as fancy but tiring by players, and several players stopped playing before they could learn the rules. Other players slowed too much for the game to track their learning. Most players preferred button presses over touch-screen interaction and button presses didn't interfere with the learning metrics.
Identify and develop different specific metrics that are validated against specific therapy outcomes and clinician goals. Different clients may have different therapy goals and game play supports multiple types of metrics. Could draw clear relationships between game play and therapy planning for clinicians. The learning trajectory in game matches later rules knowledge and some players take longer to show that learning. Game play could be stopped once a certain learning level was reached.