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  1. Fengfeng Ke
  2. http://myweb.fsu.edu/fke/
  3. Associate Professor
  4. Presenter’s NSFRESOURCECENTERS
  5. Florida State University
  1. Danial Smith
  2. Presenter’s NSFRESOURCECENTERS
  3. Florida State University

EXP: "Earthquake Rebuild" - Mathematical Thinking and Learning via Architectu...

NSF Awards: 1318784

2017 (see original presentation & discussion)

Grades 6-8

The 3D game-based learning environment, called "eRebuild," sets learners up in a virtual world where an disaster has demolished a city, and they must use geometry and arithmetic to make architectural and resource management decisions as they aim to rebuild the city. This research project addresses practical issues in design of systems that help learners deeply learn content and skills in the context of solving real-world problems and in design of stealth assessments.

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Discussion from the 2017 STEM for All Video Showcase (10 posts)
  • Icon for: Fengfeng Ke

    Fengfeng Ke

    Lead Presenter
    Associate Professor
    May 15, 2017 | 12:34 p.m.

    Welcome to our eRebuild project video showcase. Please let us know if you have any questions.

  • Icon for: Cyrus Shaoul

    Cyrus Shaoul

    Researcher
    May 16, 2017 | 11:57 a.m.

    This project looks fascinating. I was wondering if you have started to look at tracking student actions in the VR world. Have you considered what type of analytics you might want to look at?

  • Icon for: Fengfeng Ke

    Fengfeng Ke

    Lead Presenter
    Associate Professor
    May 16, 2017 | 12:02 p.m.

    HI Cyrus,

    Yes, we did track student gaming actions via game logs and mainly used Bayesian network for the game-based learning assessment. We are also exploring some other analytics methods, including decision tree random forest.

  • Icon for: Cyrus Shaoul

    Cyrus Shaoul

    Researcher
    May 16, 2017 | 01:52 p.m.

    That is fascinating. Thanks so much. If you have links to any research reports, please let me know.

  • Icon for: Fengfeng Ke

    Fengfeng Ke

    Lead Presenter
    Associate Professor
    May 16, 2017 | 08:37 p.m.

    Sure! We have a research paper submitted. I will send you the link once it's in press.

  • Icon for: Martin Storksdieck

    Martin Storksdieck

    Facilitator
    Director and Professor
    May 17, 2017 | 09:23 a.m.

    This reminds me of the excessive Minecraft my kid is playing. Can you share a little about the level of engagement kids exhibit for this game?  ON an aside, it is eRebuild: what is the entry story into the game? What do the kids have to accomplish?

  • Icon for: Fengfeng Ke

    Fengfeng Ke

    Lead Presenter
    Associate Professor
    May 17, 2017 | 02:09 p.m.

    The infield observation data demonstrated a high level of gaming engagement, but students differed in their cognitive and content engagement levels. The backdrop mission of the game is to rebuild a natural disaster damaged space to fulfill diverse design parameters or needs (e.g., size, location, shape, and direction). The task narrative differs in each level. The intermediate game goal involves completing each level of the design quest,and earning badges and credits (e.g., game scores in terms of the architectural design efficiency and structural soundness).

  • Icon for: Martin Storksdieck

    Martin Storksdieck

    Facilitator
    Director and Professor
    May 18, 2017 | 02:25 a.m.

    Thank you for the explanation!

  • Icon for: Jackie DeLisi

    Jackie DeLisi

    Facilitator
    Research Scientist
    May 17, 2017 | 09:49 p.m.

    This looks like an interesting way for students to learn basic architectural design. Can you say more about what students are learning as a result of using this game? Have you been able to link studens choices in the games to any outcomes?

  • Icon for: Fengfeng Ke

    Fengfeng Ke

    Lead Presenter
    Associate Professor
    May 17, 2017 | 10:49 p.m.

    They (middle school students) are learning mathematical problem solving as a result of using this game. We have used the problem-solving oriented math knowledge tests to measure the targeted learning outcome and the evaluation studies demonstrated that playing E-Rebuild (versus the control, conventional condition) promoted the problem-solving test performance.  We are still finalizing the in-game assessment model (using gaming log data and via the Bayesian network) and should be able to examine the association between in-game actions with the learning performance based on the finalized model.

  • Further posting is closed as the event has ended.