Quantifying Re-engagement in Minecraft

This paper explored how re-engagement (a learner’s unprompted and voluntary re-interaction with a learning intervention) may be measured in an open-world, game-based learning environment such as WHIMC, a custom Minecraft world designed to show conditions of altered Earths. Ways to describe/quantify...

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Main Authors: Casano, Jonathan D.L, Fuentes, Mikael, Rodrigo, Ma. Mercedes T.
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Published: Archīum Ateneo 2023
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Online Access:https://archium.ateneo.edu/discs-faculty-pubs/395
https://doi.org/10.1007/978-3-031-36336-8_38
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Institution: Ateneo De Manila University
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spelling ph-ateneo-arc.discs-faculty-pubs-13952024-02-20T09:20:02Z Quantifying Re-engagement in Minecraft Casano, Jonathan D.L Fuentes, Mikael Rodrigo, Ma. Mercedes T. This paper explored how re-engagement (a learner’s unprompted and voluntary re-interaction with a learning intervention) may be measured in an open-world, game-based learning environment such as WHIMC, a custom Minecraft world designed to show conditions of altered Earths. Ways to describe/quantify to what extent certain WHIMC elements engender re-engagement among its players were also investigated. Through survey answers that underwent systematic coding, we found that social play, free exploration and interactive learning elements are reported to be the most-liked features of WHIMC and hence, potential triggers for re-engagement. Using the logs of player position, observation making behavior, and Science tools usage, we operationalized these re-engagement triggers and found that the majority of the interactions with them happened outside of the formal testing hours. An average of 8–16 concurrent players were observed during the first 6 nights outside testing hours and 75% of all nights registered concurrent users (social play). About a quarter of the respondents (28.22%) had higher exploration times outside testing hours and had visited more worlds outside testing hours (free exploration). Around a quarter to a half (27.17–54.21%) of the respondents were interacting with the NPCs outside testing hours (NPC interactions). These findings and proposed quantification methods provide inceptive but non-generalizable ways at understanding and describing re-engagement in open-world game-based learning contexts. 2023-01-01T08:00:00Z text https://archium.ateneo.edu/discs-faculty-pubs/395 https://doi.org/10.1007/978-3-031-36336-8_38 Department of Information Systems & Computer Science Faculty Publications Archīum Ateneo Engagement Minecraft WHIMC Education Educational Technology
institution Ateneo De Manila University
building Ateneo De Manila University Library
continent Asia
country Philippines
Philippines
content_provider Ateneo De Manila University Library
collection archium.Ateneo Institutional Repository
topic Engagement
Minecraft
WHIMC
Education
Educational Technology
spellingShingle Engagement
Minecraft
WHIMC
Education
Educational Technology
Casano, Jonathan D.L
Fuentes, Mikael
Rodrigo, Ma. Mercedes T.
Quantifying Re-engagement in Minecraft
description This paper explored how re-engagement (a learner’s unprompted and voluntary re-interaction with a learning intervention) may be measured in an open-world, game-based learning environment such as WHIMC, a custom Minecraft world designed to show conditions of altered Earths. Ways to describe/quantify to what extent certain WHIMC elements engender re-engagement among its players were also investigated. Through survey answers that underwent systematic coding, we found that social play, free exploration and interactive learning elements are reported to be the most-liked features of WHIMC and hence, potential triggers for re-engagement. Using the logs of player position, observation making behavior, and Science tools usage, we operationalized these re-engagement triggers and found that the majority of the interactions with them happened outside of the formal testing hours. An average of 8–16 concurrent players were observed during the first 6 nights outside testing hours and 75% of all nights registered concurrent users (social play). About a quarter of the respondents (28.22%) had higher exploration times outside testing hours and had visited more worlds outside testing hours (free exploration). Around a quarter to a half (27.17–54.21%) of the respondents were interacting with the NPCs outside testing hours (NPC interactions). These findings and proposed quantification methods provide inceptive but non-generalizable ways at understanding and describing re-engagement in open-world game-based learning contexts.
format text
author Casano, Jonathan D.L
Fuentes, Mikael
Rodrigo, Ma. Mercedes T.
author_facet Casano, Jonathan D.L
Fuentes, Mikael
Rodrigo, Ma. Mercedes T.
author_sort Casano, Jonathan D.L
title Quantifying Re-engagement in Minecraft
title_short Quantifying Re-engagement in Minecraft
title_full Quantifying Re-engagement in Minecraft
title_fullStr Quantifying Re-engagement in Minecraft
title_full_unstemmed Quantifying Re-engagement in Minecraft
title_sort quantifying re-engagement in minecraft
publisher Archīum Ateneo
publishDate 2023
url https://archium.ateneo.edu/discs-faculty-pubs/395
https://doi.org/10.1007/978-3-031-36336-8_38
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