Analyzing open-ended learning play

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MIT Media Lab, 2016-2020
Roles: participated in Design, Development and Research
Collaborators: Mina Soltangheis, Anneli Hershman. Advisor: Deb Roy

Most of my research focuses on open-ended, playful learning. While powerful in terms of facilitating the child's engagement, agency and self-efficacy, open-ended learning is difficult to analyze because of its complexity: so many different and interesting things could happen! To support understanding of these phenomena, we collect very detailed logs on the devices where our learning apps run - the level of detail is sufficient to reconstruct the entirety of what has happened on-device. We then developed tools that can help to unearthing interesting things in this data - e.g. by providing a bird-eye view on play sessions.

Above, you can see a so-called play tree. This visualization was developed to examine how children tinker with words in a dedicated literacy app. It allows to easily see how words were pulled apart and put together, and thus to quickly scan entire play sessions for interesting patterns.

Below is another tool developed for the same project, called Play Observatory. A video recording of a play session is shown in sync with reconstructions of the app screens which are generated from log files. This allows us to see what children did in context.

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Stories from logs and observations

Let's look at some stories that a combination of data analysis and observations can reveal. The play tree below shows an example of a child building a word (her name) backwards. A look at the video data shows her being puzzled why the app doesn't say her name right. The facilitators then explained the concept of word direction to her, and she was able to correct her word. This is an example of a learning moment revealed by a bird-eye view of play sessions.

A sequence of images below is the timelapse of a scene created by a child playing with SpeechBlocks II app. They are reconstructed from the logs. Records from the classroom tell us two stories: (1) how her ideas were partially initiated by her, partially prompted by the app itself, and (2) how she used various input systems to make the words she wanted:

At first, the child built two ninjas and said, “They are father and son. They are practicing”. She then expressed a desire to give them weapons and used invented spelling recognition to create SOD (sword). Then she resorted to speech recognition to build SHIELD. Afterwards, she tapped on the sword to see the related words, picked DAGGER and gave it to the small ninja. This was followed by a long exploration of the semantic association network, until she stumbled upon the word PRISONER. This discovery prompted her to exclaim, “I’m going to make a villain to fight them!”, which led to the complete scene.

This is an example of how qualitative observations and log data can be combined to tell a richer story.

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Sometimes quantitative analysis can complement the picture drawn from qualitative observations. In the analysis of play with SpeechBlocks II app, we noticed that children with lower self-regulation (specifically, executive functioning, EF) and literacy skills (specifically, phonological awareness, or PA) were likely to engage in distracted behaviors, such as random tapping and swiping and "taking pictures" using the word recognition interface. We looked at a few quantitative measures that we thought to be plausibly associated with these behaviors, such as number of touches per session (to capture quick tapping) and speed and "jerkiness" of finger movements (to capture quick random swipes). We saw that, indeed, all of them increased with low PA and EF, and sometimes the association was strong enough to be statistically significant. It corroborated our impression that the app was not sufficiently supporing the children with lower self-regulation and literacy skills. You can find more about this study in our Computers & Education paper.

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Table from Sysoev et. al. (2022) Child-driven, machine-guided: Automatic scaffolding of constructionist-inspired early literacy play