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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Challenges to Multimodal Data Set Collection in Games Based Learning Environments</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Aybuke G Turker</string-name>
          <email>aturker@wisc.edu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jennifer Dalsen</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Matthew Berland</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Constance Steinkuehler</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of California</institution>
          ,
          <addr-line>Irvine, CA 92697</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Wisconsin</institution>
          ,
          <addr-line>Madison, WI 53703</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Our research team examined how middle school students (n=62) used a games-based (GB) activity to learn about virology. This research captured qualitative and quantitative data streams, including talk audio, pre/post assessments, video recordings, and clickstream data. The goal of our study was largely methodological-to combine qualitative and quantitative data channels in new ways to help us make sense of the data for games-based learning (GBL) environments. To this end, our paper describes the design process and the ongoing methodological challenges.</p>
      </abstract>
      <kwd-group>
        <kwd>Multimodal Dataset</kwd>
        <kwd>Game Based Learning</kwd>
        <kwd>Challenges in Data Gathering</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Games provide students with an alternative way to think critically about academic
material [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and connect with each other [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Prior research on games-based learning
includes history, physics, genetics, and chemistry [
        <xref ref-type="bibr" rid="ref2 ref5">2,5</xref>
        ]. From games, players can
actively explore scientific concepts, make hypotheses, and investigate information
within a larger community [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Our research team designed a games-based
intervention for middle school students that involved gameplay, group collaboration,
and the coordination of artifacts. The purpose of this study was develop novel tools to
capture and understand connections between qualitative and quantitative data
channels in order to create meaningful inferences about STEM learning in games. Our
research team’s previous reports on situating big data investigated the study design,
data collection process [
        <xref ref-type="bibr" rid="ref6 ref9">6, 9</xref>
        ], the use of heterogeneous data sets [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and scientific
gains [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. However, we have not critically examined the analysis of multimodal data.
Given the numerous data channels captured and million plus clickstream data points
obtained, this paper seeks to better outline the analysis landscape of our project, its
ongoing challenges during the data analysis phase, and our current strategies for
tackling them.
      </p>
    </sec>
    <sec id="sec-2">
      <title>Methodology</title>
      <sec id="sec-2-1">
        <title>Game</title>
        <p>Our team used Virulent, a tablet-based game where users role-play as the fictional
Raven Virus. Each level becomes increasingly complicated as the immune system is
alerted to the virus and begins to fight back against it.
Participants roleplayed scientists recruited by the Center for Disease Control (CDC)
to assist in the elimination of a fictional virus. Each day, participants received
additional information about the virus via a Skype video. Participants were divided into
groups of 3-4. On Day 1, participants received a tablet or “digiscope” to investigate
virus behavior. At the end of the day, each team wrote a letter to the CDC with
recommendations on stopping the virus from spreading. On Day 2, participants
continued their investigation and models of virus and immune system behavior. Participants
continued model construction and gameplay during the following day. This time, each
team also produced a video presentation to support their findings. On Day 4, each
group presented information to their respective cohorts. Day 5 was a cohort debate,
where all team were given fictional articles and asked to determine the best way to
stall the Raven Virus. The available options were: vaccine, RNA inhibitor and a
mitochondrial inhibitor. At the end of the day, all teams came together and voted on their
preferred method.
We recruited 62 participants among middle school students from multiple locations
across the Midwestern area of the United States. Each session took place outside of
the school day and was voluntary. In total, three separate cohorts participated in our
data collection: a games camp, an after school club, and a local Boys &amp; Girls club.
Participants who chose to participate in our session received monetary compensation
for their time.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Data Types and Challenges During Data Collection</title>
      <p>Multiple data channels were collected over the course of the event. Figure 2 provides
a description of these channels along with ongoing challenges.
3.1</p>
      <sec id="sec-3-1">
        <title>Telemetry</title>
        <p>
          Virulent is part of a cross-platform and cross-game-title data framework called
Assessment Data Aggregator for Gaming Environments (ADAGE). ADAGE
articulates content model of games through a metadata tagging process. This allows
our research team to data mine play patterns and other key events in gameplay [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ].
Player actions are downloadable onto CSV or JSON files, and tagged with attributes
related to player action. Possible attributes include levels completed, unit spawning,
time spent and how many times they attempted a level.
        </p>
        <p>Challenges of Telemetry. Although the collection of clickstream data in many
different categories (e.g. level completion, almanac use, and player movement during a
level) is relatively easy, there are technical and data analysis related challenges.
Telemetry data is often time too much to look at, it is messy and hard to analyze. Our
research team needed to determine which variables were most important to investigate
during our preliminary round of analysis and how these specific categories helped
better inform us of participant learning. From technical challenge point of view, every
participant had a unique QR code to track and monitor player action. However, QR
codes cannot always account for two players sharing a device or technical issues with
the login process.</p>
      </sec>
      <sec id="sec-3-2">
        <title>Discourse</title>
        <p>All participants received a USB recorder. This allowed us to track discourse across
the room and allow us to decide which audio recording in the group was the clearest.
After the study, all audio was sent to a third party transcription service. Transcriptions
were reviewed by our research team for errors and imputed timestamps into each
transcription. The audio was later uploaded onto MAXQDA software and coded for
the following themes: argumentation, modeling, biology and interests. Each code
theme had 2 or 3 raters. We randomly pulled data to code until we had consistent
inter-rater reliability among raters. The research team coded roughly 1600 turns of
talk to reach the threshold agreement. Codes were compared using Fleiss's kappa.</p>
      </sec>
      <sec id="sec-3-3">
        <title>Code Theme</title>
        <p>Biology
Argument
Model Building
Interest</p>
      </sec>
      <sec id="sec-3-4">
        <title>Example</title>
        <p>93%
94%
96%
98%</p>
      </sec>
      <sec id="sec-3-5">
        <title>Font size and style</title>
        <p>0.83
0.93
0.71
0.78
Challenges of Discourse. We examined the following categories during our first
round of analysis: biology, interest, argumentation, and modeling. An initial challenge
to analyzing discourse was achieving interrater reliability among study members. This
varied in difficulty as some discourse categories were harder to interpret. For
example, biology group checked correct, incorrect or unsure use of the biology terms. In
contrast, argumentation required subjects to gain a mutual understanding of claims
and revisions within a complex string of conversations. As a result, each coding team
had significantly different challenges in the amount of time and research necessary to
create a key that everyone could use. The other challenge currently facing our team is
discourse analysis. While our team is interested in using different educational data
mining techniques to analyze talk data, we are hesitant about losing the richness of the
qualitative data.
3.3</p>
      </sec>
      <sec id="sec-3-6">
        <title>Artifacts</title>
        <p>Our research team collected artifacts from each day’s session, including: letters to the
CDC, scratch paper, and group worksheets. We also photographed and documented
model development across each day. All artifacts were scanned and uploaded to a
secure university server.</p>
        <p>Challenges of Artifacts. While artifacts provide our research team with additional
information about individual participants and groups, completion rate varied from
cohort to cohort. Not every participant filled out a worksheet during the allotted time
available. In some cases, artifacts were missing from participants due to unexpected
absences on a particular day. Not every model had the same number of photographs
from day to day, and thus our research team’s view of models in progress varied from
cohort to cohort. A further goal to our participation in this workshop is finding ways
to code for information within these artifacts. Further, to find a meaningful way to
connect this to both clickstream telemetry and discourse.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Challenges of Merging Data Streams</title>
      <p>Our team’s primary challenge to data analysis is linking discourse, telemetry data and
demographic information under a single user interface. Individual data streams are
complex and lengthy due to the massive amount of information handled. A
description of some challenges explained below.
4.1</p>
      <sec id="sec-4-1">
        <title>Linking Talk Audio to Game Play Telemetry Data</title>
        <p>The ability to trace an individual’s data stream was surprisingly difficult to navigate
for several reasons. First, audio transcriptions were not tagged with User IDs in order
to maintain anonymity during the transcription phase. Instead, our team had
placeholder names (e.g. Player 1, Player 2). This made analysis difficult to complete on the
individual level due to the amount of time that passed. Group facilitators helped us
identify speakers. However, this process took additional time and not every facilitator
was available to assist. A second challenge to creating a link between gameplay and
audio was making sure every player ID matched across all data channels. While a
master log existed for pre/post assessment, demographic data, and player profiles,
there was no central location to merge talkdata with gameplay. Thus, many of these
links were made together through systematically merging separate files based on our
research question. A third challenge, while logging each interaction with the system
can be very helpful, it had its own data challenges. It took time to get familiar with all
the different variables and then come up with ways to do data mining to make sense
of the data. Last but not least, ways to quantify discourse data was compelling as we
did not want to lose the richness of the qualitative data in expense of quantification.
5</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Discussion</title>
      <p>The ability to situate big data is a complex process. We recommend that researchers
hoping to harness qualitative and quantitative data channels create master logs to
track, monitor, and analyze student data. These logs should attempt to capture data
channels on the individual, group, and cohort level. In doing this, researchers can
easily shift their focus between and across these various levels during analysis. We
also recommend the integration of both qualitative and quantitative researchers when
examining big data. Our own research team was comprised of curriculum designers,
educators, and graduate students majoring in psychology, digital media, engineering,
and educational leadership. The interdisciplinary nature of our team not only provided
us with a chance to deeply consider changes in the study’s design but also
contemplate various strategies for data analysis. The multiple perspectives offered by our
team members, ranging from discourse analysis to educational data mining
techniques, served as a solid foundation for our work.
6</p>
    </sec>
    <sec id="sec-6">
      <title>Future Work</title>
      <p>We continue to examine clickstream data, discourse, and artifacts to create a more
complete picture of the learning environment. Currently, our research team work on
various research projects, some of which include visualizing human coded data for
exploratory data analysis purposes, understanding productive failure in gameplay, and
the co-construction of scientific arguments within a gaming environment.</p>
    </sec>
    <sec id="sec-7">
      <title>Conclusion</title>
      <p>While understanding the gameplay from only telemetry data can be informative, it is
not the full picture. It is always hard to answer why questions or do further
investigation with one data channel. Analyzing more data channels is needed to answer deeper
research questions. Our study is an attempt to capture possible data sources that can
happen in a game-based learning environment to explain student behaviors and
learning holistically. With this work, we presented the different data channels, design
process and the ongoing challenges currently facing our team as we analyze our
multimodal dataset.</p>
    </sec>
    <sec id="sec-8">
      <title>Acknowledgments</title>
      <p>The material is based upon work supported by the National Science Foundation under
Grant Number (NSF 1418352). Any opinions, findings, and conclusions or
recommendations expressed in this material are those of the author(s) and do not
necessarily reflect the views of the National Science Foundation.</p>
    </sec>
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