An Adaptive Learning
Structural design for
Next Generation
Simulation Learning Systems
In recent years there has been an increased use of serious
games or immersive learning simulations to measure high-level learning
processes and accelerate the transition toward expertise by motivating learners
to acquire knowledge and skills by presenting instruction in dynamic,
entertaining, and creative ways. As serious games have evolved, so has their
design to accommodate user needs and simulate real world experience through
high-fidelity visuals and interactions (Zielke, et al., 2009). Although user
needs and hi-end visuals are important to user experience during game play,
game design should concentrate on providing a contextualized, adaptive learning
experience with detailed feedback given to a player based on his performance
level. To address this issue, we have designed a theoretical framework that
focuses on providing an adaptive learning experience whereby a user can
progress or regress to appropriate skill levels in the simulation based on his
response or non-response to well-crafted stimuli. The model is based on
research examining how learners acquire new skills and make decisions in their
natural settings under high stakes, time pressured conditions. In addition, we
have applied this model as an enhancement to an existing government– owned,
web-based platform that supports and trains decision-making at both operational
and tactical levels. In 2008, the use of serious games as an effective training
tool for learning and skill development of today’s workforce was predicted to
reach 1.5 billion dollars in global market sales (Derryberry, 2007). Serious
games are considered different from traditional video games because their
intended objective is to educate military and corporate organizations with
measurable and sustained outcomes in order to improve performance and behavior
instead of just for recreation or personal use (Zyda, 2005). In this paper, we
will describe several types of adaptive learning environments and present a
theoretical design framework that illustrates user progression in a
multi-tiered scenario-driven simulation environment. Also, we will discuss the
components that constitute scenario-driven adaptive training systems, describe
how the use of dynamic pathing and active sequencing in simulation design can
allow players to assess and reflect upon their initial knowledge and skill
level prior to and after game play, and then examine the criteria for
advancement of performance levels. Finally, we will review a conceptual design
of an After-Action Review that can show traceability of user performance in an
adaptive simulation system and provide remedial training recommendations to the
learner.
ADAPTIVE LEARNING
ENVIRONMENTS
The emergence of adaptive learning environments for web-based
education has been in existence since the early days of the internet
(Brusilovsky, 1999). According to Brusilovsky, Pesin, and Zyryanov, (1993),
adaptive learning environments are intelligent educational systems that combine
features of traditional Intelligent Tutoring Systems (ITS) with hypermedia
components which adapt and record learner performance as players interact with
the system. Over the years, these system environments have manifested into
multiple categories or types.
Brusilvosky & Paylo, (2003) and Specht & Burgos
(2006) categorized adaptive learning environments into seven areas:
· Interface-based: This environment focuses on the user
interface elements such as color, size, and shadow to support adaptive
learning.
· Learning-centered: This environment focuses on the
learning process by dynamically adapting the content to the instructional
sequence the content in various ways. The learning path changes every time the
learner starts.
· Content-based: This environment focuses on the
presentation of content as it adapts to the learner’s experience. A
content-based interface may include adaptive navigational support to guide
learners towards relevant and interesting information. For example, content-based
adaptive learning environments may provide direct guidance, adaptive link
sorting/hiding/annotating/generation.
· Problem solving support: This environment guides the
user on the appropriate steps in order to solve problems. The guidance could
come from an intelligent mentor programmed by a predefined set of rules.
· Adaptive information filtering: This environment
focuses on providing information that is relevant and sequenced by the
performance of the learner.
· Adaptive evaluation: This environment focuses on the
system or assessment content changing based on the performance of the learner
to simulated injects and/or guidance of an intelligent mentor.
· Adaptive timing: This environment focuses on the
ability for a system to modify or adapt a path based on the learner’s
performance within a designated time allotment.
Types of Adaptive
Feedback
Within adaptive learning environments, simulation feedback
plays a vital role in assisting learner performance. Traditional simulation
feedback allows a learner to reflect upon his performance after game play in
order to think through the decisions and problems made during the simulation.
However, in an adaptive learning environment simulation feedback may or may not
assist a learner after an event while still in game mode to solve problems and
realize workable solutions. During and after game play, feedback may take on
many roles to inform, correct, and disrupt learner performance. For example, a
mentoring agent could provide critical facts about the situation in order to
inform a player. However, if a player disregards or does not have time to read
the information, he may not possess the data needed to make an informed
decision, thus potentially resulting in a negative consequence. The second type
of adaptive feedback is corrective. Corrective feedback presents information in
order to help improve or re-adjust a player’s performance. For instance, if a
player is continuously making bad decisions, a mentoring agent might take over
and pause the game to have the player participate in a remediation assessment
in order to teach the proper knowledge and skills needed to continue with game
play.
Another example of corrective feedback could be a simulated
inject designed to scold a player for not taking the proper action or inaction.
The third and final type of adaptive feedback is disruptive. The purpose of
disruptive feedback is to confuse, interrupt, or lure a player from taking
action on a specific task or a set of tasks. For example, a player is tasked to
write an email warning of a pending disaster to a specific simulated character.
As soon as the player begins to write the email, he is disrupted by a telephone
call, then an important email message, then a video, and so on. The disruptive
feedback could be one or a series of lures to distract the player for
accomplishing the task or objective.
ELEMENTS OF SCENARIO
DRIVEN ADAPTIVE TRAINING SYTEMS
For the purposes of our adaptive framework discussed in this
paper and the model of the technology platform used, there are several design
elements which must be acted on in order to develop an instructionally sound
adaptive learning experience. The narrative, timeline, and injects are critical
design elements which drive immersive learning experiences. The first design element
is the narrative. The narrative is the storyline which chronicles past and
future events and provides context to the learner during game play. In order to
fully engage learners, it is important that the narrative design account for
immersion. For immersion to take place within a narrative, the words must
express a captivating story with a dilemma or problem in which players must
engage and make decisions in the situation. Additionally, the narrative should
start off by presenting general information of an event and provide details
about the environment. As the situation unfolds, information and events reveal
greater information, which enables learners to construct meaning and begin to
make sense of the story. Real-world situations place severe time-pressure on
decision makers, and so should simulated events. Adding disruptions or
information overflow can increase the feeling of time-pressure. However, if too
much time pressure exists, learners may make only quick reactions that prevent
them from assessing situations and thinking through responses. Another element
used in our theoretical adaptive framework is the development of multiple
timelines along which a learner can progress through the game. Timelines
provide an instructional designer with a structure around which he can organize
detailed simulated injects. Every major event poses an opportunity for learners
to encounter new challenges in which they must make decision(s) and take
action(s) which will affect exercise outcomes. The third and final design
element to make up a scenario-driven adaptive training system are simulated
injects. Injects are the driving components of serious gaming simulations,
allowing learners to take action and perform tasks. Once an instructional
designer establishes the narrative and timelines, he begins to create injects
which adhere to the narrative and timeline. Several elements are important to
consider when developing injects for adaptive serious gaming environments: Ø Content:
body of information conveyed to the learner Ø
Type: inject form (phone call, live
conversation, video, 3D interaction, etc.) Ø
Time: inject occurrence on the timeline Ø
Simulated Entities: characters to and from whom the
information is conveyed
Feedback: standardized responses to the
injects/stimuli Ø Consequence: positive and negative outcomes of responding to
an inject
Advancement Criteria: measures used to indicate whether or not a
learner progresses to higher level challenges. Criteria may take the form of a
correct or incorrect response, time used to take action or inaction, etc.
Realistic, well designed injects motivate learners to engage
in game play to make decisions and take actions. For instance, if the learner
is presented with a live conversation inject and dialogue content is too ambiguous
or does not use proper domain verbiage, the learner may or may not respond to
the stimulus, thus compromising its original intent. Associating negative or
positive consequences to simulated injects is also important. For example, in
our adaptive learning model if the learner does not perform or respond to a
task and there are no repercussions (e.g. make a follow-up telephone call) then
the learner will fail to recognize the purpose of the task, may or may not be
demoted to lower performance level, and will not complete the overall task
objective. Injects, along with their associated actions, should allow learners
to gradually gain insight into the nature of the scenario (Davis & Kahn,
2007). Injects should provide learners with the opportunity to expand their
experience base and ability to structure information as it is collected. In
addition, well developed injects allow learners to focus and comprehend the
situation and enable them to assess events and reflect on actions.
A CONCEPTUAL MODEL OF
AN INTEGRATED ADAPTIVE LEARNING ENVIRONMENT
The Importance Pre and
Post-Testing
Pre- and post-testing can provide a measurement device for
learners to assess their initial knowledge and skill levels in a particular domain
or subject area and acts as a baseline assessment for them to select their
appropriate skill level prior to game play. Pre and post assessments help an
individual to practice the mission and think through potential problems and
possible solution strategies. Additionally, preassessments can help activate
already learned knowledge causing the player to have a potential advantage
during game play because his mind is focused and primed on the tasks awaiting
them. Post assessments help learners retain the knowledge and skills learned
during the game by providing an opportunity for rehearsal. The more learners
rehearse and practice with the appropriate instructional technique, the greater
the likelihood they will be able to transfer the knowledge and skills into
long-term memory (Clark, 2008).
Dynamic Pathing/ Active
Sequencing
Dynamic pathing is the concept of taking different paths
through a simulation based on the decisions made and actions taken within a
defined time frame or what we call a “time horizon”. The decisions and actions
selected by the learner are evaluated by the simulation portal in order to
provide a customized learning experience tailored to his performance levels and
abilities. Prior to game play the user selects an initial skill level or entry
point into the simulation and then proceeds to play the immersive learning
simulation (see Figure 1).
At the end of the first time horizon or timeline segment, the
system analyses user performance based on the specific actions taken and decisions
made in order to determine if the user should remain on the current timeline or
be shifted to a alternate timeline based on his performance. In this way, the
user’s experience is dynamically customized to provide an appropriate amount of
challenge while playing the simulation. Figure 2 depicts a user who began
playing the simulation on the “Novice” timeline and was shifted up to the
“Intermediate” timeline at the end of “Time Horizon 1” based on good decisions
and actions to simulation injects/stimuli that were presented within the
timeline segment. Later in the simulation, difficulty levels for the learner
were then subsequently increased further to the “Advanced” timeline and then
back down to the “Intermediate” timeline at time horizons 2 and 3 respectively.
This path through the simulation depicts a user who performed well and was
promoted to more challenging timelines within the simulation. However, after
reaching the “Advanced” timeline, the learner’s performance began to degrade
during time horizon 3 and he was moved back down to the “Intermediate” timeline
for the duration of the simulation (see Figure 2).
The concept of dynamic pathing can deliver many potential
user experiences depending on what skill level is initially selected and what timeline
paths the user follows through the simulation based on user performance. The
notion of Active Sequencing provides for further customization of the learning
experience within a timeline segment based on user performance. Based on the
accuracy of decisions and/or actions made by the user, certain injects may be
triggered or suppressed from being spawned within a time horizon which
dynamically changing the user’s simulation experience. This feature helps the
learner experience the consequences of his actions and decisions. By making
good decisions, the learner can stave off potentially bad things from happening
within the scenario. Conversely, making poor decisions or failing to take
action can cause bad things to happen within the simulation similar to what
happens in real life. Theoretical Design Approach Our theoretical adaptive
framework is based on a model of performance and skill acquisition developed by
Dreyfus and Dreyfus (1986). Their model describes a five-stage approach for
skill and performance development ranging from novice to expert. Currently, the
government-owned simulation platform used in conjunction with this conceptual
model delivers game play at three varying levels of difficulty ranging from
novice, intermediate, and advanced. These levels are selected by the learner at
the beginning of the simulation.
Our enhancement to the existing serious gaming platform is to
continue to give learners the option to select their initial competency levels,
while allowing the simulation to adjust the difficulty level as the game
progresses based upon the performance of its players. There are many games
which currently offer their players a variety of novice, intermediate, and
advanced modes of play.
Some, like Tetris, require an advancing player to perform
essentially the same function at each stage, simply placing ever greater
constraints on the time allotted to making decisions. Others, such as most
racing games, present players with increasingly skilled opponents and require
them to refine the subtleties of their own performance in order to achieve
their objectives, while gradually limiting the margin for error. Games of this
sort continually adapt in order to keep a player challenged, and can be highly
effective for training a person to carry out specific tasks. Games in this vain
are not, however, very useful instructional tools for teaching people how to
effectively acquire and act upon information gathered from a variety of
sources. To this point, few recreational nor serious games have yet been
presented with environments which adapt to the ability of a player to manage
dynamic and changing situations requiring more than the fulfilment of a single
task.
A serious game which teaches its players to manage complex
situations cannot adapt itself simply in speed of decision making or by
limiting the margin for error. On the contrary, we propose that an effective
training tool would in fact increase the possible margin for error by a rather
large extent. The fundamental suggestion we are putting forth is that an
integrated adaptive learning environment of this type is most effective when it
offers its players an increasing level of freedom in choosing which actions to
take and when to take them in response to the stimuli presented. Imagine a game
in which a player has an ultimate objective at the end of a narrative, with a
number of minor objectives set up along the timeline between the start and the
finish, the resolution of which all have an effect on the success of the
ultimate objective, but none of which can be singularly responsible for its
success or failure. A novice player would be prompted by simulated entities
with specific information and a choice of several pre-determined actions
possible in response at set points within the timeline. He does not have a
choice in when he receives the information, its source, or when to take action.
His only freedom is to choose between several possible actions.
This format is actually employed already by a large number of
games in order to familiarize the player with the interface. The idea to
constrain the novice player’s freedom to make decisions is based on his limited
experience and “context-free” rules in situations characteristic of their
domain (Dreyfus and Dreyfus, 1986). Once the player has gained enough
familiarity with the interface to know where information can be gathered and
what sorts of actions are available within the simulated environment, however,
this sort of guidance or mentoring should no longer be needed. At this point, a
player reaches an intermediate stage. Obviously there can be several different
levels of intermediate skill which a game can address. It is not important how
many intermediate levels are available. The significant distinction between a
novice and an intermediate player in the type of serious game we envision,
however, is the freedom afforded the intermediate player in seeking information
and choosing to act upon it.
An intermediate player
could be prompted with information by a simulated entity, for example, but not
given any list of possible actions to take. He would have to decide upon his
own action within the constraints of the simulated environment.
At another point within the narrative, a player could be
presented with a minor objective, and a specific set of actions which could
resolve the matter, but no information regarding which option would be most
appropriate. It would fall upon the player himself to determine which of the
different simulated entities within the game would provide the most useful
information for achieving the objective. He could also be prompted with all of
the information necessary to take a specific action, but given freedom to
implement the action at a time of his own choosing, considering such variables
as the changing resources available to him. Essentially the intermediate player
is given a less rigid framework for achieving an objective than a novice
player, but does not have to be completely self-reliant.
Also, he can choose where to find information, or what action
to take, or when to take it, but not all at the same time. Because experts seem
to have a highly tuned intuition that enables them to perceive situations and
respond quickly and accurately (Klein, 1998), the advanced player, on the other
hand, would be given wide freedom of choice in all of these matters. When an
objective is presented, the player is responsible for consulting the
appropriate simulated entities on his own in order to find out everything he
needs to know in order to be able to choose a suitable action to take at an
appropriate time. As much freedom as possible will be given to the player in
order to accomplish each objective based on a variety of ways and varying
degrees of success.
The potential for advancement between the levels will be
determined by an assessment of each minor objective within the timeline. A
novice should be advanced to the (first) intermediate level simply by
completing his first objective. Effort should be made by the creators of the
game to provide the player with as much exposure to the interface as possible
within the framework of the first objective in order to assure a smooth
transition. At the intermediate level, however, advancement should be granted
only for a high degree of success in accomplishing a specific objective. This success
can be measured in a variety of ways. A player who achieves a lower degree of
success in completing an objective should be dropped down a level, where the
increased level of prompting by simulated entities and constraint in available
actions should help him focus more clearly upon his specific objective.
Furthermore, we suggest that a player be given the option to
switch between his current level and novice level at any point, in case he
needs the mentoring or interface clarification supplied there. Assessment of a
player’s performance at the intermediate and advanced stages requires first
that an objective be broken down into constituent components, such as
information gathering, type of action, time of action, etc. If, for example,
the game prompts the player with an objective, and the designers of the game
have written the narrative such that there are four pieces of information held
by the simulated entities which would be useful to the player in making a
decision about how to act, a player would ideally take an action immediately
after receiving the fourth piece of information. Few players could be expected
to act so precisely, however. If information gathering were plotted on a bell
curve, with four pieces of information at the apex, then a player who took
action after receiving the fourth piece would be awarded a maximum score.
If he acts too soon,
with only three pieces of information, his score will be slightly less, but not
significantly so, and when the objective is completed, the game will prompt him
with feedback including the piece of information which was missed and how it
applied to the decision to act. If the player continues to seek information
after receiving the fourth piece, perhaps not realizing that he already
possesses all of the knowledge needed to take responsible action, the
assessment will account for each additional attempt to acquire information from
simulated entities.
Prompting one or two entities for information will only have
a slight effect on his overall score, but continued inquiry will have
increasingly negative effects as the slope of the bell curve becomes steeper.
Similarly, if he acts before acquiring much information at all, his score will
be more highly impacted than if he had missed only one relevant piece of information.
It is a simple matter to include in the assessment of each objective a clear
explanation of why each of these pieces of information is important within the
context of the objective.
If the variable is
time, an in-game clock could be started at a specific point along a timeline.
The player is expected to take an action at a time of his choosing between the
start and the stop of the clock. An ideal time for action must be chosen by the
game designers. A bell curve could be drawn over that period of time. If the
player acts too soon, or too late past the ideal time for action, he would
receive a much lower score than if he acted within a standard deviation of the
ideal moment. When the objective is completed, a less successful player could
be prompted with specific reasons as to why he should have acted sooner or
later than he chose to act, and how that choice affected the resolution of the
objective.
If we imagine a situation which combined variables in both
time and information gathering, it is possible that the player finds himself
unable to acquire all of the relevant information by the time the ideal moment
for action in the timeline arrives. If he takes action at this point, he should
be given a full score for the time of the action, and a reduced score for the
amount of information he had when he acted. The prompt after the resolution of
the objective should explain to him that the time to act was appropriate, but
reveal to him the significance of the information which he failed to acquire, and
advise him where to locate similar pieces of information when encountered with
future objectives in the same vain. The more advanced a player is, the more
variables an adaptive learning simulation would present him with.
Figure 3 details a situation where a player has the freedom
to choose between a number of possible actions, and to decide for himself the
best time to take those actions. The combination of the three graphs shows how
the bell-curve assessment strategy may be applied to similar situations, where
freedom is afforded to a player within multiple variables in a simulation. The
action assessment graph, on the left, is tilted ninety degrees from customary
orientation for convenience. In this simulation, there are seven actions
labelled A through G that are available to a player. Action D is theoretically
the best solution to the scenario presented, and a player who chooses action D
would receive the highest possible score from this graph for that choice. The
time assessment graph shows that the best time for a player to take an action
in order to resolve this scenario is at time signature 3.
Acting within a standard deviation of time signature 3 still
has a profoundly positive effect on the resolution, but the further from time
signature 3 that a player takes action along this timeline, the less effective
his action will be in resolving the situation. Nevertheless, taking any sort of
action in order to resolve the situation, even if grossly late, still has some
value. It is for this reason that the bell curve is particularly suitable to
these assessments, rather than a straight line. The graph showing the
availability of actions over time, however, complicates the matter. Rarely, in
a real world situation, are all actions available to a person at all times.
Actions A and F, for example, are available essentially for the duration of the
simulation. Action E, however, is available only at the beginning and end, and
action D only after about time signature 4.8. As the simulation plays out, the
actions available to a player at any particular moment can change.
Theoretically, the best action to take and the best time to take it would be
action D at time signature 3. This theoretical maximum is represented by the
red dot. As one can see, in this particular simulation, a player does not have
action D available at time signature 3, and is therefore forced to make a
choice about taking less than-ideal actions at less-than-ideal times. The blue
dot represents a relatively successful choice by a player, who takes a very
good action, even if slightly early. The green dot represents a player who
takes the exact same action, but far too late for it to resolve the scenario in
an effective manner. The numbers next to each dot are the sum of the assessed
actions and time signatures from their respective graphs. The assessment
numbers in this specific graph, however, are quite arbitrary, and can be
adjusted to fit any specific simulation.
Here, they are merely intended to illustrate a relative
difference between possible choices. As one can see, the freedom afforded to an
advanced player in such an environment greatly increases the margin for error
from an ideal. For that reason, it is important that the feedback which a game
provides to a player after the completion of an objective take these matters
into consideration. The player represented by the blue dot should be praised
for choosing a suitable action, even if it is not the ideal solution to the
situation, because he acted in a timely manner. The player represented by the
green dot, on the other hand, should not only be corrected for delaying his
action for such a long time, but also for choosing a less-than-ideal action
when the ideal action was available to him. A less advanced player presented
with the exact same scenario would be limited with respect to one of the
variables. He could, for example, be prompted by the game and told that he must
take action E. He would then have the freedom to choose when to take that
action, but nothing else. Conversely, a less advanced player could be prompted
to take action at time signature 4. He would have the free choice between the
five possible actions available at that time, but nothing else. A more advanced
player, on the other hand, would be presented with the freedom of choice in
increasingly greater numbers of variables, such as the gathering of information
or the tapping of resources. No matter how many variables are included,
however, assigning specific values to the choices available to a player, as we
do here, makes it a simple task for the designer of a game to set limits above
and below which the level of a game will automatically change. Perhaps our
player represented by the blue dot will advance to the next level of difficulty
because he scored above a 75, and our player represented by the green dot will
regress for scoring below 55. The specific numbers are unimportant, and depend
upon the discretion of the game developer. Bell curve assessments, however, are
a simple way of quantifying the results of decisions made by players with
respect to multiple variables.
CONCLUSION
The purpose of our theoretical adaptive framework discussed
in this article is to demonstrate a blueprint toward developing an adaptive
serious gaming system that could provide a greater opportunity for an organic
learning experience whereby individuals can be consistently challenged in a
meaningful way and granted freedoms to face challenges as they arise. This
framework is meant to be a starting point for modelling, simulation, and
educational professionals to continuously refine and advance as adaptive
learning technologies are developed and implemented.
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