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The importance of construct
validity in designing serious games

           Brock Dubbels
Overview of Talk
• Great ideas – we want them to get better
  – Why video games?
• You mean we have to show evidence?
  – The Vegas Effect
• What can be done—
  – Methods, validity, and return on investment
• Great ideas pt 2 – we know how to help
Why video games?
“More than eight in ten (83%) young people have a
video game console at home, and 56% have two or
more."
--Gen M: Media in the Lives of 8-18 Year-olds (Executive Summary, p. 36)
As of 2010
Platform
The market


                                •   Actual market in 2009
                                     – 52 Billion
                                     – Growth actually closer to 25%
                                •   2014 Projection
                                     – 86 Billion
                                     – Projected growth of 9.4%
                                •   Serious games projection
                                     – 400 to 500 Million




Price Waterhouse Cooper, 2007
Get on the bandwagon?




From a consumer perspective, serious games should be judged on
 how they deliver learning outcomes, not what they generate in
                    sales in the marketplace.
• Games, by their very
  nature, assess, measure, and evaluate.
  – Can be very much like tools used in psychological
    assessments and evaluations
Informative Assessment
• An informative assessment stresses
  meaningful, timely, and continuous feedback
  about learning during learning.
• It is intended to provide the problems in contexts
  where the learner can learn through trial and
  error with feedback based upon the criteria for
  competence.
• Research findings from over 4,000 studies indicate
  that informative assessment has the most
  significant impact on achievement (Wiliam, 2007).
Task List
Profile: Al
Profile Eunice
Kiosk
Branching Dialog


Blue star for Constructive Conversation—
you constructively redirected.
Interaction
Rooms
Debrief
The problem with games
What is if we made a game about
       going to Las Vegas
It sounds kind of fun
And it is . . .
What do you end up with?
The Vegas Effect
Should everything that happens in games, stay in games?
It is not enough to invoke games and play.
Serious games should provide evidence that they delivered.
This should be quantifiable in performance metrics
Learning
• Perceptual Learning
• Conceptual Learning
• Validity
Surface (face) Validity
• Games are often built on this.
  – It looks like it measures what it is supposed to
    measure.
  – It appears to be a good project
  – Does game-like delivery cut costs?
Construct Validity
• When we claim construct validity, we are essentially claiming that our
  observed pattern—how things operate in reality—corresponds with our
  theoretical pattern—how we think the world works.

    – There are four main ways for assessing construct validity:
        • Internal validity is related to what actually happens in a study.
        • Has the independent variable really had an effect on the dependent variable?
        • Or was the effect on the dependent variable caused by some other confounding
          variable.
              – Convergent and discriminant validity
        • External validity refers to whether the findings of a study really can be generalized
          beyond the present study. We can break external validity down into two types.
              – Can we use the same measures in the game, and use them in the work environment?
              – Will the measures we use in the work environment be effectively modeled for in-game learning
                that transfers?
        • Population validity - which refers to the extent to which the findings can be generalized
          to other populations of people.
        • Ecological validity - which refers to the extent to which the findings can be generalized
          beyond the present situation.
Pre-Design Methods
• Elicitation – do you really need a game?
• Cognitive Ethnography
• Identification of
  – quality of life and cost variables
  – theoretic processes, & documentation variables for
    kiosk.
• Fidelity
• Assessment, measurement, and evaluation
  methods.
Tension in workflow
• Software Design                    • Research Design
  – Typically based upon an            – Typically based upon
    economic consideration.              answering a testable
     • How will this solve a             question.
       problem?                           • How will this solve a problem?
     • What are the first steps in        • How do I know this?
       production?
                                       – The focus is on method and
  – The focus is on stages of            hypothesis testing:
    production:                           • Construct
     • Business Partner                     validity, reliability, reliability, a
       Relations, Function, Beha            nd probability.
       vior, Structure, & Non-
       Function (qualities).
Nomological Networks
• This is an attempt to provide better assurance
  of construct validity. To do this, the researcher
  should provide a theoretical frame-work for
  what is being measured, an empirical
  framework for how it is to be measured, and
  specification of the linkage between these two
  frameworks.
        – (Cronbach&Meehl, 1955)
Multi Trait Multi Method

Construct   Method
ADL         Kiosk
CRB         Rubric
SDT         Inventories




                Campbell and Fiske (1959)
                Great explanation here:
                http://luna.cas.usf.edu/~mbrannic/files/pmet/mtmm1a.htm
Cognitive Ethnography Design/
Usability Perspectives for MTMM validity measure
Mental Representation
The state of long term care
•   55% white, 35% Black, 10% Hispanic
•   Most workers are economically disadvantaged
•   Low levels of educational attainment.
•   Physically and emotionally demanding work, but often among the lowest paid in
    the service industry.
•   Viewed as an unpleasant occupation: primarily a maid service taking care of
    incontinent, cognitively unaware old people.
•   45% attrition rate in first 90 days. Some reports show 100% turn over a year.
•   Great shortage—with shortages, come reductions in quality of care.
•   Expected growth rate of 85% with Baby Boomers retiring.
•   Regulation tends to emphasize entry training, with limited attention to continued
    career growth or development.
•   Supervisors with “good people skills,” promotion of worker autonomy are the most
    important predictors of higher job satisfaction and lower turnover rates.
                   »   From “Who Will Care for Us?” US Dept. Health & Human Services
The User Story
• Functionally capable, but
  not skilled.
   – Soft skills
   – Documentation skills
• High school education +/-1
• Like popular culture.
• A bit irreverent about
  job, but this is coffee break
  coping mechanism
• Limited care load while
  training.
• Enjoy popular culture –
  soaps, drama, etc.
Hypothesis
• Will improved people skills and increased
  worker autonomy reduce attrition through
  improving the perceived quality of life.
  – Will perceived quality of life (PQoL) improve:
        –   Increase well-being in residents and nursing assistants?
        –   Reduce pain management?
        –   Reduce catastrophic care?
        –   Confidence and accuracy in information gathering and
            reporting?
Theoretical perspective
• Improve soft skills and documentation.
       • Quality of Life Measures
           – How these are affected through: Presence, Constructive Conversation, Active
             Listening
                » These are used for game mechanics and coding dialog.

• Reducing attrition, improving Perceived Quality of Life
  (PQoL), and improving documentation will reduce costs and
  allow for more hires, better wages
   – Reduce: pain meds, attendant care, catastrophic care.
• Documentation
   – Reduce elicitation from medical staff
   – Improve medical staff objective knowledge on daily living skills
Analysis Tools
• In order to measure whether the game does what it was
  designed to do:
   – Analysis criteria must exist inside and outside of the game for
     evaluation.
   – Same underlying measures from game
       • Tools from ADL, SDT, Complex Relationship Building
       • Inside:
           – Scoring system weighted dialog
           – Story content equated to kiosk input
           – Play aloud
       • Outside:
           –   Observational scoring tool for preceptors
           –   Survey for self-report
           –   Resident survey
           –   Kiosk
           –   Care plans
Four questions
1. Can I take any credit for any changes that
   have happened in an individuals learning?
2. Does this have a connection to my
   instructional activities?
3. Does these instructional activities equate to a
   return on investment?
4. How do I know this?
Theory of interaction
           • The central cog in Figure
             6, Psychological Needs, is
             modeled from Self-Determination
             Theory (Deci& Ryan, 2000).
           • The base measure, or bottom
             cog, came from the Activities of
             Daily Living (Roper, Logan, &
             Tierney, 1980; 2000) and is
             hypthothesized to be influenced
             through interpersonal relations.
           • The interpersonal relations were
             modeled from operationalization
             of Complex Relationship Building
             (Bulechek, Butcher, &Dochtman,
             2008)
SDT
• Self-Determination Theory           • Basic Psychological Needs
   – SDT is a macro theory, and It      Scale
     is concerned with supporting        – General
     our natural or intrinsic                • 21 items
     tendencies to behave in                      – Baard, P. P., Deci, E.
     effective and healthy ways.                    L., Ryan, R. M. (2004).
   – The key game play element
     here was as a larger category       – Relationships
     for scoring criteria and                • 9 items
     providing accessible terms for          • La
     training.                                 Guardia, Ryan, Couchman, &D
                                               eci, 2000)
   – In the work
     environment, theses
     inventories are used to             – Work
     provide an opportunity to               • 21 items
     create                                       – (Deci, Ryan, Gagne, Leone, U
                                                    sunov, Kornazheva, 2001)
     external, environmental, and
     population validity.
ADL
• Activities of Daily Living                  • The term “activities of daily
                                                living” refers to a set of
    – The facility had already identified 8     common, everyday
      items for identification in their         tasks, performance of which is
      kiosk software.                           required for personal self-care
    – The key game play element here            and independent living. The most
      was modeling the facility kiosks in       often used measure of functional
      the game and scoring the resident         ability is the Katz Activities of
      interaction scenarios with how the        Daily Living Scale (Katz et
      CNAs document their observations.
                                                al., 1963; Katx, 1983).
    – In the work environment, the                    • Wiener, Hanley, Clark, Van Nostrand
      kiosks are already used to collect                (1990, pg.1 )
      data, and this provides an
      opportunity to create
      external, environmental, and
      population validity and provide ROI
      analysis for care plans.
Complex Relationship Building
•   Complex Relationship Building                •   a nursing intervention from the
                                                     Nursing Interventions Classification
     – Identified from Nursing Interventions         (NIC) defined as establishing a
       Classification                                therapeutic relationship with a
       (NIC), (Bulechek, Butcher, &Dochtman,         patient to promote insight and
       2008)                                         behavioral change.
     – The key game play element was             •   NIC identifies a 1 hour intervention.
       modeling interactions with the
       residents and providing an optimal path   •   There are 31 activities identified.
       for interaction.                               – These activities represent the focus of
     – Although this care giving practice is            the game design and scoring process.
       supposed to take an hour, the CNA must         – 3 operationalized processes were
       choose how to apportion that hour.               taught to mediate this:
     – In the work environment, these                      •   Constructive Conversation
       activities are used to provide language             •   Presence
       and action for continuous                           •   Active Listening
       improvement. They are part of rubrics
       for observation, and a further
       opportunity to create
       external, environmental, and
       population validity.
Design Decisions
• FPH –the first person healer
• Flash / with database
    – Web-host as well as installed with data upload.
• Time serves as game element
    – Functional task selection vs. Interpersonal Communication
• Dialog driven
    – Dialog supported by video cut scenes with voice narration
•   Mini games such as room clean up
•   Reward system (blue stars)
•   Preceptor / Optimal Path / Debrief
•   Interface with task log, resident information, clock, pause.
•   Use real people’s faces as avatars
•   Increase engagement through subtle but tasteful irreverence.
Outcome Analysis
• General Linear Model
• Quality of Life Variables
   – Operationalized in soft skills and PQoL construct
      • Presence, Active Listening, and Constructive Conversation
• Longitudinal study
   – Pre, Game Play, Post
      • Compare performance in: surveys, objective observer data, game
        play, non-game play controls, self-report.
      • Game play – construct sub-level scoring, i.e. number of
        residents, rewards, optimal path decisions.
   – Institutional data pre / post
      • Compare catastrophic care, pain meds, independence, attrition
          – Use game play, survey and observational tools as co-variates.
Take home
• Can you pose a testable question– hypothesis?
    – Tension between design process and measurement
         • Needs – behavior, function, non-function, structure.
         • Construct validity – are you measuring what you think you are measuring? Theoretically?
           Conceptually?
         • Assessments, measures, & evaluations
• Mixed Methods approaches such as cognitive ethnography can provide an
  opportunity to create a nomological network.
    – MTMM provides an analysis tool that can be constructed to identify
      convergent and discriminant validity.
• Spend time understanding the sample population
    – Beliefs, likes, skills, & abilities.
    – irreverence increases engagement, but reduces happiness of business partner.
• Usability testing should align with construct
• Again, emphasis on validity
    – Without it, there is no capability for ROI analysis

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Mmig talk jan 245 2011

  • 1. The importance of construct validity in designing serious games Brock Dubbels
  • 2. Overview of Talk • Great ideas – we want them to get better – Why video games? • You mean we have to show evidence? – The Vegas Effect • What can be done— – Methods, validity, and return on investment • Great ideas pt 2 – we know how to help
  • 4. “More than eight in ten (83%) young people have a video game console at home, and 56% have two or more." --Gen M: Media in the Lives of 8-18 Year-olds (Executive Summary, p. 36)
  • 7. The market • Actual market in 2009 – 52 Billion – Growth actually closer to 25% • 2014 Projection – 86 Billion – Projected growth of 9.4% • Serious games projection – 400 to 500 Million Price Waterhouse Cooper, 2007
  • 8. Get on the bandwagon? From a consumer perspective, serious games should be judged on how they deliver learning outcomes, not what they generate in sales in the marketplace.
  • 9. • Games, by their very nature, assess, measure, and evaluate. – Can be very much like tools used in psychological assessments and evaluations
  • 10. Informative Assessment • An informative assessment stresses meaningful, timely, and continuous feedback about learning during learning. • It is intended to provide the problems in contexts where the learner can learn through trial and error with feedback based upon the criteria for competence. • Research findings from over 4,000 studies indicate that informative assessment has the most significant impact on achievement (Wiliam, 2007).
  • 11.
  • 15. Kiosk
  • 16. Branching Dialog Blue star for Constructive Conversation— you constructively redirected.
  • 18. Rooms
  • 21. What is if we made a game about going to Las Vegas
  • 22. It sounds kind of fun
  • 23. And it is . . .
  • 24. What do you end up with?
  • 25. The Vegas Effect Should everything that happens in games, stay in games? It is not enough to invoke games and play. Serious games should provide evidence that they delivered. This should be quantifiable in performance metrics
  • 26. Learning • Perceptual Learning • Conceptual Learning • Validity
  • 27. Surface (face) Validity • Games are often built on this. – It looks like it measures what it is supposed to measure. – It appears to be a good project – Does game-like delivery cut costs?
  • 28. Construct Validity • When we claim construct validity, we are essentially claiming that our observed pattern—how things operate in reality—corresponds with our theoretical pattern—how we think the world works. – There are four main ways for assessing construct validity: • Internal validity is related to what actually happens in a study. • Has the independent variable really had an effect on the dependent variable? • Or was the effect on the dependent variable caused by some other confounding variable. – Convergent and discriminant validity • External validity refers to whether the findings of a study really can be generalized beyond the present study. We can break external validity down into two types. – Can we use the same measures in the game, and use them in the work environment? – Will the measures we use in the work environment be effectively modeled for in-game learning that transfers? • Population validity - which refers to the extent to which the findings can be generalized to other populations of people. • Ecological validity - which refers to the extent to which the findings can be generalized beyond the present situation.
  • 29. Pre-Design Methods • Elicitation – do you really need a game? • Cognitive Ethnography • Identification of – quality of life and cost variables – theoretic processes, & documentation variables for kiosk. • Fidelity • Assessment, measurement, and evaluation methods.
  • 30. Tension in workflow • Software Design • Research Design – Typically based upon an – Typically based upon economic consideration. answering a testable • How will this solve a question. problem? • How will this solve a problem? • What are the first steps in • How do I know this? production? – The focus is on method and – The focus is on stages of hypothesis testing: production: • Construct • Business Partner validity, reliability, reliability, a Relations, Function, Beha nd probability. vior, Structure, & Non- Function (qualities).
  • 31. Nomological Networks • This is an attempt to provide better assurance of construct validity. To do this, the researcher should provide a theoretical frame-work for what is being measured, an empirical framework for how it is to be measured, and specification of the linkage between these two frameworks. – (Cronbach&Meehl, 1955)
  • 32. Multi Trait Multi Method Construct Method ADL Kiosk CRB Rubric SDT Inventories Campbell and Fiske (1959) Great explanation here: http://luna.cas.usf.edu/~mbrannic/files/pmet/mtmm1a.htm
  • 33. Cognitive Ethnography Design/ Usability Perspectives for MTMM validity measure
  • 35. The state of long term care • 55% white, 35% Black, 10% Hispanic • Most workers are economically disadvantaged • Low levels of educational attainment. • Physically and emotionally demanding work, but often among the lowest paid in the service industry. • Viewed as an unpleasant occupation: primarily a maid service taking care of incontinent, cognitively unaware old people. • 45% attrition rate in first 90 days. Some reports show 100% turn over a year. • Great shortage—with shortages, come reductions in quality of care. • Expected growth rate of 85% with Baby Boomers retiring. • Regulation tends to emphasize entry training, with limited attention to continued career growth or development. • Supervisors with “good people skills,” promotion of worker autonomy are the most important predictors of higher job satisfaction and lower turnover rates. » From “Who Will Care for Us?” US Dept. Health & Human Services
  • 36. The User Story • Functionally capable, but not skilled. – Soft skills – Documentation skills • High school education +/-1 • Like popular culture. • A bit irreverent about job, but this is coffee break coping mechanism • Limited care load while training. • Enjoy popular culture – soaps, drama, etc.
  • 37. Hypothesis • Will improved people skills and increased worker autonomy reduce attrition through improving the perceived quality of life. – Will perceived quality of life (PQoL) improve: – Increase well-being in residents and nursing assistants? – Reduce pain management? – Reduce catastrophic care? – Confidence and accuracy in information gathering and reporting?
  • 38. Theoretical perspective • Improve soft skills and documentation. • Quality of Life Measures – How these are affected through: Presence, Constructive Conversation, Active Listening » These are used for game mechanics and coding dialog. • Reducing attrition, improving Perceived Quality of Life (PQoL), and improving documentation will reduce costs and allow for more hires, better wages – Reduce: pain meds, attendant care, catastrophic care. • Documentation – Reduce elicitation from medical staff – Improve medical staff objective knowledge on daily living skills
  • 39. Analysis Tools • In order to measure whether the game does what it was designed to do: – Analysis criteria must exist inside and outside of the game for evaluation. – Same underlying measures from game • Tools from ADL, SDT, Complex Relationship Building • Inside: – Scoring system weighted dialog – Story content equated to kiosk input – Play aloud • Outside: – Observational scoring tool for preceptors – Survey for self-report – Resident survey – Kiosk – Care plans
  • 40. Four questions 1. Can I take any credit for any changes that have happened in an individuals learning? 2. Does this have a connection to my instructional activities? 3. Does these instructional activities equate to a return on investment? 4. How do I know this?
  • 41. Theory of interaction • The central cog in Figure 6, Psychological Needs, is modeled from Self-Determination Theory (Deci& Ryan, 2000). • The base measure, or bottom cog, came from the Activities of Daily Living (Roper, Logan, & Tierney, 1980; 2000) and is hypthothesized to be influenced through interpersonal relations. • The interpersonal relations were modeled from operationalization of Complex Relationship Building (Bulechek, Butcher, &Dochtman, 2008)
  • 42. SDT • Self-Determination Theory • Basic Psychological Needs – SDT is a macro theory, and It Scale is concerned with supporting – General our natural or intrinsic • 21 items tendencies to behave in – Baard, P. P., Deci, E. effective and healthy ways. L., Ryan, R. M. (2004). – The key game play element here was as a larger category – Relationships for scoring criteria and • 9 items providing accessible terms for • La training. Guardia, Ryan, Couchman, &D eci, 2000) – In the work environment, theses inventories are used to – Work provide an opportunity to • 21 items create – (Deci, Ryan, Gagne, Leone, U sunov, Kornazheva, 2001) external, environmental, and population validity.
  • 43. ADL • Activities of Daily Living • The term “activities of daily living” refers to a set of – The facility had already identified 8 common, everyday items for identification in their tasks, performance of which is kiosk software. required for personal self-care – The key game play element here and independent living. The most was modeling the facility kiosks in often used measure of functional the game and scoring the resident ability is the Katz Activities of interaction scenarios with how the Daily Living Scale (Katz et CNAs document their observations. al., 1963; Katx, 1983). – In the work environment, the • Wiener, Hanley, Clark, Van Nostrand kiosks are already used to collect (1990, pg.1 ) data, and this provides an opportunity to create external, environmental, and population validity and provide ROI analysis for care plans.
  • 44. Complex Relationship Building • Complex Relationship Building • a nursing intervention from the Nursing Interventions Classification – Identified from Nursing Interventions (NIC) defined as establishing a Classification therapeutic relationship with a (NIC), (Bulechek, Butcher, &Dochtman, patient to promote insight and 2008) behavioral change. – The key game play element was • NIC identifies a 1 hour intervention. modeling interactions with the residents and providing an optimal path • There are 31 activities identified. for interaction. – These activities represent the focus of – Although this care giving practice is the game design and scoring process. supposed to take an hour, the CNA must – 3 operationalized processes were choose how to apportion that hour. taught to mediate this: – In the work environment, these • Constructive Conversation activities are used to provide language • Presence and action for continuous • Active Listening improvement. They are part of rubrics for observation, and a further opportunity to create external, environmental, and population validity.
  • 45. Design Decisions • FPH –the first person healer • Flash / with database – Web-host as well as installed with data upload. • Time serves as game element – Functional task selection vs. Interpersonal Communication • Dialog driven – Dialog supported by video cut scenes with voice narration • Mini games such as room clean up • Reward system (blue stars) • Preceptor / Optimal Path / Debrief • Interface with task log, resident information, clock, pause. • Use real people’s faces as avatars • Increase engagement through subtle but tasteful irreverence.
  • 46. Outcome Analysis • General Linear Model • Quality of Life Variables – Operationalized in soft skills and PQoL construct • Presence, Active Listening, and Constructive Conversation • Longitudinal study – Pre, Game Play, Post • Compare performance in: surveys, objective observer data, game play, non-game play controls, self-report. • Game play – construct sub-level scoring, i.e. number of residents, rewards, optimal path decisions. – Institutional data pre / post • Compare catastrophic care, pain meds, independence, attrition – Use game play, survey and observational tools as co-variates.
  • 47. Take home • Can you pose a testable question– hypothesis? – Tension between design process and measurement • Needs – behavior, function, non-function, structure. • Construct validity – are you measuring what you think you are measuring? Theoretically? Conceptually? • Assessments, measures, & evaluations • Mixed Methods approaches such as cognitive ethnography can provide an opportunity to create a nomological network. – MTMM provides an analysis tool that can be constructed to identify convergent and discriminant validity. • Spend time understanding the sample population – Beliefs, likes, skills, & abilities. – irreverence increases engagement, but reduces happiness of business partner. • Usability testing should align with construct • Again, emphasis on validity – Without it, there is no capability for ROI analysis

Notes de l'éditeur

  1. We gathered from the ethnographies that many watched reality television, soapy kind of programming, liked comedies, popular culture, gossip, irreverent, and suggested that for the game we have wheelchair jousting.We chose to offer the game as a soap opera, with intrigues at the residency.
  2. cognitive ethnography assumes that cognition is distributed through rules, roles, language, relationships and coordinated activities, and can be embodied in artifacts and objects (Dubbels, 2008).Conceptual Space Analysis, Physical Space Analysis, Social Space AnalysisCognitive ethnography assumes that human cognition adapts to its natural surroundings. Therefore, the role of cognitive ethnographer is to transform observational data and interpretation into meaningful representations so that cognitive properties of the system become visible Ethnography often involves the researcher living in the community of study, learning the language, doing what members of the community do—learning to see the world as it is seen by the natives in their cultural context, Fetterman (1998).Cognitive ethnography follows the same protocol, but its purpose is to understand cognitive process and context—examining them together, thus, eliminating the false dichotomy between psychology and anthropology.