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Towards general models of effective science inquiry in virtual performance assessments

R.S. Baker

Corresponding Author

Department of Human Development, Teachers College, Columbia University, , USA

Correspondence: Ryan S. Baker, Department of Human Development, Teachers College, Columbia University, 453 Grace Dodge Hall, 525 W 120th St, Box 118, New York, NY 10027, USA. Email:

baker2@exchange.tc.columbia.edu

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J. Clarke‐Midura

Department of Instructional Technology and Learning Sciences, Utah State University, , USA

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J. Ocumpaugh

Department of Human Development, Teachers College, Columbia University, , USA

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First published: 19 March 2016
Cited by: 8

Abstract

Recent interest in online assessment of scientific inquiry has led to several new online systems that attempt to assess these skills, but producing models that detect when students are successfully practising these skills can be challenging. In this paper, we study models that assess student inquiry in an immersive virtual environment, where a student navigates an avatar around a world, speaking to in‐game characters, collecting samples and conducting scientific tests with those samples in the virtual laboratory. To this goal, we leverage log file data from nearly 2000 middle school students using virtual performance assessment (VPA), a software system where students practice inquiry skills in different virtual scenarios. We develop models of student interaction within VPA that predict whether a student will successfully conduct scientific inquiry. Specifically, we identify behaviours that lead to distinguishing causal from non‐causal factors to identify a correct final conclusion and to design a causal explanation about these conclusions. We then demonstrate that these models can be adapted with minimal effort between VPA scenarios. We conclude with discussions of how these models serve as a tool for better understanding scientific inquiry in virtual environments and as a platform for the future design of evidence‐based interventions.

Number of times cited: 8

  • , Digital Games as Tools for Embedded Assessment, The Cambridge Handbook of Instructional Feedback, 10.1017/9781316832134.018, (357-375), (2018).
  • , Note-taking and science inquiry in an open-ended learning environment, Contemporary Educational Psychology, 10.1016/j.cedpsych.2018.08.004, 55, (12-29), (2018).
  • , Identifying Productive Inquiry in Virtual Labs Using Sequence Mining, Artificial Intelligence in Education, 10.1007/978-3-319-61425-0_24, (287-298), (2017).
  • , Leveraging learning innovations in cognitive computing with massive data sets: Using the offshore Panama papers leak to discover patterns, Computers in Human Behavior, (2017).
  • , Is More Agency Better? The Impact of Student Agency on Game-Based Learning, Artificial Intelligence in Education, 10.1007/978-3-319-61425-0_28, (335-346), (2017).
  • , Dusting Off the Messy Middle: Assessing Students’ Inquiry Skills Through Doing and Writing, Artificial Intelligence in Education, 10.1007/978-3-319-61425-0_15, (175-187), (2017).
  • , Facilitating deep-strategy behaviors and positive learning performances in science inquiry activities with a 3D experiential gaming approach, Interactive Learning Environments, 10.1080/10494820.2018.1437049, (1-21), (2018).
  • , The learnability of the dimensional view of data and what to do with it, Aslib Journal of Information Management, 10.1108/AJIM-05-2018-0125, (2018).