Research questions

Source

A. Research questions

A. I. Learning efficiency

A. I.1. Academic education

What can games bring to synthetic biology education for University students in terms of efficiency and motivation?

H1a: the use of a game can increase the motivation and curiosity in learning synthetic biology.
H1b: the use of a game can increase the understanding of synthetic biology mechanics of complex systems such as the toggle switch or the repressilator.
H1c: the use of a game can increase the retention of the function name of several DNA sequences.
H1d: the students can use the game as an experimenting tool to further develop their knowledge of the field of synthetic biology.
H1e: the use of a game can introduce misconceptions in the minds of students.

A. I.2. Popularization and lifelong learning

What can games bring to synthetic biology popularization to citizens in terms of interest and basic comprehension?

H2a: the use of a game can increase the motivation and curiosity in discovering synthetic biology.
H2b: the use of a game can make citizens understand basic notions about synthetic biology:

a) the simplified link between genotype and phenotype, b) BioBricks as genes' subcomponents, c) the BioBrick simplified grammar: Promoter - RBS - Coding Sequence - Terminator, d) the simplified role of each kind of brick: condition - quantity - function - end, e) advanced notions: inducible promoters

H2c: the use of a game can introduce misconceptions in the minds of citizens.

A. II. Learning efficiency/motivation and demographics

Does gender/age/... correlates to synthetic biology game-based learning efficiency in terms of knowledge acquisition?

H3a: young people learn better with games; gender has no influence.

Does gender/age/... correlates to motivation in synthetic biology game-based learning?

H3b: young people are more motivated; gender has no influence.

A. III. Playing duration and demographics

Does interest in biology correlates with playing duration?

H4a: interest in biology and playing duration correlate positively.

Does interest in games correlates with playing duration?

H4b: interest in games and playing duration correlate positively.

Does gender/age/... correlate with playing duration?

H4c: young people play longer; gender has no influence.

A. IV. Implicit/explicit content and demographics

Is implicitly-taught content less well assimilated than explicitly-taught content?

H5a: explicitly-taught content is better understood and remembered than implicitly-taught content.

Does it depend on demographics - gender/age/... or students/citizens or gamers/non-gamers?

H5b: the young, students, gamers better understand and remember implicitly-taught content. Gender has no influence.

A. V. Educational sciences and game based assessment

How comparable are learning metrics computed from questionnaires and from automated remote tracking data?

H6a: In a linear game where each puzzle is compulsory to solve one after the other to finish the game, reaching some thresholds can be equivalent to validating the assimilation of a notion.

A. VI. Draft of other research questions

Influence of repeated play

Threshold effect: point after which everything is downhill, understood

Results of timely spaced tests

Effect of priming with pre-test

Can quizz-based assessment be replaced by automated tracking?

B. Online experiment: Results

B. I. Statistics

B. I.1. Basic statistics

B. I.1.1 Raw number of survey answers

This part is based on data gathering over the period from May 2017 to March 2018, on the game version 1.52.

Online data gathering after March 2018 for versions 1.52.2 (March 23rd 2018 to April 26th 2018) and 1.60 yielded too few filled in posttests, even though respectively 103 and 169 people played the 1.52.2 and 1.60 versions.

Purpose: monitor the evolution of the number and type of answers, to detect technical issues - GF/RM before/after mismatches - and to roughly estimate the statistical power of this study.

category count
surveys 545
unique users 474
RM before 38
GF before 435
RM after 229
GF after 110
unique biologists 95
unique gamers 281
unique perfect users 46

(2018-03-23)






B. I.1.2 Per day graphs

Purpose: monitor the daily use of Hero.Coli, to detect technical issues and the need for advertisement campaigns.



(2018-02-22)







B. I.1.3 Correct answers

Purpose:







B. I.2. Correlation matrices

Purpose: find out which questions can be clustered together

  • in order to reduce the number of questions, in order to get more subjects for the experiment, as the survey is compulsory to unlock the game. Users complain about the number of questions. The survey is a deterrent for some users. So, similar questions which are correlated will be conflated together.
  • in order to correlate different types of knowledge: some unrelated questions may appear to be answered by the same subjects and highlight unexpected links between recalling tasks and strategic thinking tasks for the field of synthetic biology, for instance.
  • in order to find out introduced misconceptions when correlations are missing between questions which share common content. Two questions rightly correlated in the pretest should still be correlated in the posttest, except if the game introduces a misconception. Related hypotheses:

H1e Some answers to some questions are expected to be correlated in the pretest but not in the posttest.

  • in order to correlate learning with demographic features i.e. age, gender, proficiency in biology or video games. Related hypotheses:

H3a A correlation is expected between age and score. No correlation is expected between gender and score.

H3b A correlation is expected between age and motivation. No correlation is expected between gender and motivation.

H4a A correlation is expected between interest in biology and play duration.

H4b A correlation is expected between interest in games and play duration.

H4c A correlation is expected between age and play duration. No correlation is expected between gender and play duration.

H5b A correlation is expected between age, education, gaming profile and the understanding of implicitly taught content. No correlation is expected between gender and the understanding of implicitly taught content.

H6a A correlation is expected between the chapters reached and the score.



Note: the overlay numbers indicate the absolute number of people who answered correctly both questions vertically and horizontally.

B. I.2.1. Correlation matrices: before cohort

Survey only - before


Purpose:

  • reduce the number of questions: questions 19 to 22 are for instance highly correlated.



    ##### Survey only - before, clustered
    Purpose:
  • correlate different types of knowledge: no unexpected correlation.



    ##### All answers - before
    Purpose:
  • correlate learning with demographic features:
    • a biology interest or education only slightly correlates with better answers in general biology i.e. questions about flagella, ampicillin resistance, GFP, except for ampicillin itself.
    • Results are better for a priori knowledge of synthetic biology, except for 'flagella' and 'ampicillin', which are not properly part of synthetic biology.
    • Those who had already heard about BioBricks achieve the best results.


B. I.2.2. Correlation matrices: after cohort

Survey only - after

Purpose:

  • reduce the number of questions:
    • 19 to 21 are heavily correlated, but not 22, surprisingly
    • 1 and 2, 7 to 10, 14 to 18, 26 and 27, are somewhat correlated

      ##### Survey only - after, clustered
      Purpose:
  • reduce the number of questions: two clusters are identified which can help to merge the questions. Clusters found:
    • Cluster 1
      • 3,7-10,14-18,22
      • 19-21,26 ? (part of Cluster 2)
      • 2 ?
    • Cluster 2
      • 19-21,26,27(,13,12)
      • 3,10,14-18,22 ? (part of Cluster 1)
      • 2 ?
  • correlate different types of knowledge: using the two clusters above:

    • Cluster 1: 3 is BioBrick name, 7-10 are BioBrick function, 14-18 are unaided device functions, 22 is aided device function
    • Cluster 2: 19-21 are aided device function, 26-27 are general cell biology

      Hypothesis: cluster 2 is very easy for engaged, biology proficient players, whereas cluster 1 is what the average player gets.



All answers - after

Purpose:

  • correlate learning with demographic features:
    • age: young respondents better identified the plasmid.
    • gender: no correlation found
    • "biologists":
      • biology education: one weak correlation: RBS BioBrick name
      • biology interest: weak correlations: 39-ampicillin name, 36-yellow fluorescence guess, 17-CDS BioBrick name
      • synthetic biology knowledge: strong correlation 27-29, weak 14,18,22,33-37
      • BioBrick knowledge: one average correlation with 36-yellow fluorescence guess
    • "gamers": no correlation found



B. I.3. T-tests on demographic groups


Purpose:

  • establishing whether the game had an effect on learning on different demographic groups

Linked Hypotheses:

H1c

  • these groups are the following self-declared ones: all respondents, female and male respondents, "biologists", "gamers"


    #### B. I.3.1 Pretest vs posttest

"biologists" are respondents who answered positively in at least one question of the following ones:

  • 'How long have you studied biology?' (positive answer if the respondent declared being an undergraduate student or above)
  • 'Are you interested in biology?'
  • 'Before playing Hero.Coli, had you ever heard about synthetic biology?'
  • 'Before playing Hero.Coli, had you ever heard about BioBricks?'

"gamers" are respondents who answered positively in at least one question of the following ones:

  • 'Are you interested in video games?'
  • 'Do you play video games?'
category p-value
all respondents 1.433227564562082e-28
female 2.2544270057179512e-14
male 2.6402930785552472e-14
biologists 5.16017986518175e-23
gamers 3.717399953311343e-18

(2018-03-14)

B. I.4. WIP



ANOVA, chi-squared










B. II. PCA

devlink

Questions:

  • Can the users be clustered?

  • What are the most meaningful questions of the survey?

Purpose: same as correlation matrices'








B. II.1. PCA: complete cohort

Cohort: all respondents

















B. II.2. PCA: before cohort

Cohort: respondents who filled the survey before playing












B. II.3. PCA: after cohort

Cohort: respondents who filled the survey after playing


















B. III. Data Mining


B. III.1. Classification

weblink devlink





B. III.1.1. Questionnaire only

Can the answers to the scientific questions be used to predict if the questionnaire was filled before or after the game?
  • ###### B. If scientific questions are coded by answers

Conclusion: Accuracy is around 85%. Not bad but we expected better (17/01/2018)

  • ###### B. If scientific questions are coded by correctedness

Conclusion: Accuracy is around 80%. Not bad but we expected better (19/12/2017)





B. III.1.2. RedMetrics only

Can the score of a player be predicted with their RedMetrics data

Conclusion: Score cannot be predicted by the table of RedMetrics data (30/01/2018)

Conclusion: Score cannot be predicted by the table of RedMetrics data + second degree polynomial (30/01/2018)

Conclusion: Tried different combinations, but cannot find any interesting regression (02/02/2018)





B. III.1.3. Questionnaire and RedMetrics

Can the biology level of a player be predicted using the game data?

Conclusion: No (30/01/2018)

Can the gaming profile of a player be predicted using the game data?

Conclusion: No (30/01/2018)

Can the completion time of each chapter be used to predict if a player is going to answer a specific scientific question correctly

Conclusion: Redmetrics can be used to predict answers to certain scientific questions (30/01/2018)

Can the game data be used to predict the performance on a sub-group of scientific questions?
  • ###### Hard questions Q17-Q21-Q23-Q24

Conclusion: Low quality prediction (1/02/2018)

  • ###### Biobrick symbol recognition Q3 -> Q10

Conclusion: No apparent possible prediction (1/02/2018)

  • ###### Easy questions Q1->Q7-Q9-Q10-Q15-Q16-Q19-Q20

Conclusion: Inconclusive (01/02/2018)

Can the completion time be predicted from questionnaire answers?
  • ###### From the before questionnaire

Conclusion: No (01/02/2018)

  • ##### From the after questionnaire

Conclusion: No (01/02/2018)






B. III.2. Clustering

weblink devlink

Cluster on subjects before the game: interest in biology is a better score predictor than studies in biology.





B. III.2.1. Can the data be clustered according to the answers given to the before questionnaire?

devlink

B. If scientific questions are coded by answers:

no interesting clustering (30/11/2017)

B. If scientific questions are coded by correctedness:

Conclusion: Two clusters, with one small cluster of highly interested subjects with very high level of correct answers (and high score) and big cluster of average interest and low level of correct answers (and low score). (30/01/2018)





B. III.2.2. Can the data be clustered according to the answers given to the after questionnaire?

devlink

B. If scientific questions are coded by answers:

Conclusion: No interesting clustering (30/11/2017)

B. If scientific questions are coded by correctedness:

Conclusion: No interesting clustering (16/01/2018)





B. III.2.3. Can the data be clustered according to the answers given to the questionnaire?

devlink

B. If scientific questions are coded by answers:
  • ###### B. If only before and after questionnaires are used

Conclusion: The data could be clustered in two groups Note: The silhouette coefficient probably never goes very high because of the binary aspect of most of the data (30/11/2017)

Hypothesis: The two groups identified by the clustering algorithm correspond to the "before" and "after" questionnaires. Note: The temporality feature was not included in the clustering algorithm

Conclusion: Hypothesis verified. Parallel coordinates plot is not very informative because of the high number of features and the high proportion of binary features, use only for data exploration (30/12/2017) Would be interesting to see if those that are predicted before while they are after share specific characteristics. (16/01/2018)

  • ###### B. If all questionnaires are used

Conclusion: No interesting clustering (16/01/2018)

Predicted before Predicted after
Actual undefined 31 74
Actual after 34 60
Actual before 54 3

Conclusion: Compared to previous test, the undefined class is too big. (16/01/2018)

B. If scientific questions are coded by correctedness:
  • ###### B. If only before and after questionnaires are used

Conclusion: The data could be clustered in two groups and the clustering is slightly better than with scientific questions coded by answers Note: The silhouette coefficient probably never goes very high because of the binary aspect of most of the data (01/12/2017)

Hypothesis: The two groups identified by the clustering algorithm correspond to the "before" and "after" questionnaires. Note: The temporality feature was not included in the clustering algorithm

Predicted after Predicted before
Actual after 68 26
Actual before 6 51

Conclusion: Hypothesis verified. Parallel coordinates plot is not very informative because of the high proportion of binary features, use only for data exploration. Better than with scientific questions coded by answers (16/01/2018)

  • ###### B. If all questionnaires are used

Conclusion: The data could be clustered in two groups. Three groups could be interesting but not enough data points in third cluster to conclude. (30/11/2017)

Predicted after Predicted before
Actual undefined 84 21
Actual after 68 26
Actual before 6 51

Conclusion: Compared to previous test, the presence of questionnaire that were realised neither just before nor just after the play test is not detected, but it does not impact the prediction of the before and after temporalities (01/12/2017)





B. III.2.4. Can the data be clustered according to the answers given to both the before and the after questionnaire?

devlink

B. If scientific questions are coded by answers:

Conclusion: No interesting clustering (30/11/2017)

B. If scientific questions are coded by correctedness:

Conclusion: The data could be clustered in two groups (01/12/2017)





B. III.2.5. Can the data be clustered according to the RedMetrics values?

devlink

All sessions

Conclusion: Could be clustered in two groups (17/01/2018)

Only sessions where the player has answered the questionnaire before and after playing

Conclusion: No difference in score between groups but difference in behaviours. Small group didn't play a lot?





B. III.2.6. Can the data be clustered according to the RedMetrics and the answers to the after questionnaire?

devlink

B. If scientific questions are coded by answers

Conclusion: No interesting clustering (19/12/2017)

B. If scientific questions are coded by correctedness

Conclusion: No interesting clustering (19/12/2017)













C. Cité des Sciences experiment: Results

This experiment took place from April 10th to April 28th in the Cité des Sciences in Paris.

Subjects were strongly encouraged to follow the protocol as far as they could. But some museum guests did leave before completing it.

In a first phase, from April 10th to April 25th, subjects were invited to fill in a survey, play a version of the game (labelled 1.52.2) at least 20 minutes, and then fill in the survey again.

In a second phase, on April 27th and 28th, subjects were invited to follow the same protocol but with a slightly different version of the game, labelled 1.60, to test an hypothesis according to which players tend to learn better when the game puzzles make more sense and when they get more feedback on their action.

C. I. Statistics

C. I.1. Basic statistics

C. I.1.1 Raw number of survey answers

Purpose: monitor the evolution of the number and type of answers, to detect technical issues and to roughly estimate the eventual statistical power of this study.

User flow: Sankey diagram



players respondents f respondents m respondents exploitable respondents f exploitable respondents m exploitable respondents twice respondents f twice respondents m twice respondents volunteers f volunteers m volunteers
193.0 193.0 54.0 112.0 181.0 51.0 105.0 126.0 36.0 88.0 90.0 24.0 65.0



Conclusion: this analysis shows that 90 subjects out of the 193 participants could be used in the first phase of the study. Similarly, on the second phase,

This shows that due to various reasons only a portion of the cohort can be used. This will reduce the significance of the results and may even prevent the analysis to be conclusive on a set of questions.

Those reasons were identified as most likely being:

  • the protocol not being respected
    • insufficient preparation and continuous monitoring by the experimenters, while too much control would interfere with the experiment by introducing various biases (priming, stress, ...)
    • the insufficient possibility for guests to give feedbacks about their misunderstanding or discomfort with the protocol
    • the protocol being impractical for some guests: too long, too tiring for a holiday
    • technical issues that for instance led the subjects to not fill in the posttest, or to play an other version of the game
  • technical issues
    • failed to create a new identifier for some guests



Raw numbers for exploitable subjects

category count
surveys 180
unique users 90
pretests 90
posttests 90
unique biologists 0
unique gamers 63
unique perfect users 90

(2018-06-07)

Demographics

All participants






All exploitable subjects






Conclusion: diverse sample. The 10-25 and male classes are overrepresented compared to the French population. In terms of in-class use, though, the age overrepresentation is not an issue. In terms of online use, it matches

C. I.1.2 Per day graphs

Purpose: check for unexpected patterns. Users and answers were supposed to come out very similarly, evenly distributed during the whole experiment.



(2018-06-07)







C. I.1.3 Correct answers

WIP

Unsorted











Sorted

Questions about the players' background with a 0% progression were answered only in the pretest.







Score vs time

C. I.2. Correlation matrices

WIP




Completion time: minimal time taken for players to go from checkpoint n to checkpoint n+1.

Total time: total time spent by players in checkpoint n.

Negative correlations between completion times and answers mean that a user who takes too much time to solve a checkpoint will have trouble answering some questions.














The correlated groups inside the checkpoint vs checkpoint region can be explained by the fact that up to the version of the game used during this experiment, there were two blocking puzzles that prevented lots of players from finishing the game. Those two puzzles were located between checkpoints 1 and 2 for the first, and between checkpoints 4 and 5 for the second.

C. I.2.1. Correlation matrices: before cohort

WIP

C. I.2.2. Correlation matrices: after cohort

WIP

C. I.3. T-tests on demographic groups


Purpose:

  • establishing whether the game had an effect on learning on different demographic groups

Linked Hypotheses:

H1c

  • these groups are the following self-declared ones: all respondents, female and male respondents, "biologists", "gamers"


    #### C. I.3.1 Pretest vs posttest

"biologists" are respondents who answered positively in at least one question of the following ones:

  • 'How long have you studied biology?' (positive answer if the respondent declared being an undergraduate student or above)
  • 'Are you interested in biology?'
  • 'Before playing Hero.Coli, had you ever heard about synthetic biology?'
  • 'Before playing Hero.Coli, had you ever heard about BioBricks?'

"gamers" are respondents who answered positively in at least one question of the following ones:

  • 'Are you interested in video games?'
  • 'Do you play video games?'

C. I.3.1.1 Complete sample

score metric posttest pretest progress
mean 11.044444 1.366667 9.677778
median 12.000000 1.000000 11.000000
std 6.345681 1.718701 4.626980

t test: statistic=-13.965178477360617 pvalue=2.0765688405514046e-30

C. I.3.1.2 Subsamples

category count p-value
all respondents 90 2.0765688405514046e-30
females 24 1.6138023099633192e-07
males 66 1.336159549603149e-24
biologists 0 -
gamers 63 5.2795848211637575e-24

(2018-06-07)

C. I.4. WIP



ANOVA, chi-squared










C. II. PCA

devlink

Questions:

  • Can the users be clustered?

  • What are the most meaningful questions of the survey?

Purpose: same as correlation matrices'








C. II.1. PCA: complete cohort

WIP

Cohort: all 90 respondents who answered the pretest and posttest exactly once, and volunteered to answer the optional pretest questions. Each dot on those graphs is 1 survey answer. Therefore there are 180 dots on each graph.

Observation: inconsistent results between the "score" graph and the pretest vs posttest graph. Pretests should be grouped on the right of the graph while posttests should be on the left, according to the score gradient.

Moreover, no clustering appears on any question, contrary to preleminary results. There may be a bug in the representation of data.

All the graphs are in this Google drive folder.


Pretests and posttests on the PCA graph





score gradient on the PCA graph





C. II.2. PCA: before cohort

All the graphs are in this Google drive folder

Cohort: respondents who filled the survey before playing












C. II.3. PCA: after cohort

Cohort: respondents who filled the survey after playing


















C. III. Data Mining

C. IV. Summary

C. IV. 1. Learning efficiency

C. IV. 1. 1. Academic education

Does not apply in this experiment's context.

C. IV. 1. 2. Popularization and lifelong learning

What can games bring to synthetic biology popularization to citizens in terms of interest and basic comprehension?

H2a: the use of a game can increase the motivation and curiosity in discovering synthetic biology.

In this experiment, curiosity was stable, but more importantly, the cohort was eventually slightly more polarized.

H2b: the use of a game can make citizens understand basic notions about synthetic biology:

a) the simplified link between genotype and phenotype,

b) BioBricks as genes' subcomponents,

c) the BioBrick simplified grammar: Promoter - RBS - Coding Sequence - Terminator,

d) the simplified role of each kind of brick: condition - quantity - function - end,

e) advanced notions: inducible promoters


a) 1 question: improvement, statistically significant, event with a strict grading policy.

b) does not apply: no question asked related to genes

c) 8 questions on devices: improvement, statistically significant, even with a strict grading policy.

d) 5 questions on BioBricks: icon-function association: improvement, statistically significant, but not with a strict grading policy. name-function association: not computed

e) 1, 3 or 9 questions: slight improvement, statistically significant, but not with a strict grading policy, in which case a strong decrease is observed, revealing that misconceptions were introduced.

H2c: the use of a game can introduce misconceptions in the minds of citizens.





C. IV. 2. Learning efficiency/motivation and demographics

Does gender/age/... correlates to synthetic biology game-based learning efficiency in terms of knowledge acquisition?

H3a: young people learn better with games; gender has no influence.

Does gender/age/... correlates to motivation in synthetic biology game-based learning?

H3b: young people are more motivated; gender has no influence.





C. IV. 3. Playing duration and demographics

Does interest in biology correlates with playing duration?

H4a: interest in biology and playing duration correlate positively.

Does interest in games correlates with playing duration?

H4b: interest in games and playing duration correlate positively.

Does gender/age/... correlate with playing duration?

H4c: young people play longer; gender has no influence.





C. IV. 4. Implicit/explicit content and demographics

Is implicitly-taught content less well assimilated than explicitly-taught content?

H5a: explicitly-taught content is better understood and remembered than implicitly-taught content.

Does it depend on demographics - gender/age/... or students/citizens or gamers/non-gamers?

H5b: the young, students, gamers better understand and remember implicitly-taught content. Gender has no influence.





C. IV. 5. Educational sciences and game based assessment

How comparable are learning metrics computed from questionnaires and from automated remote tracking data?

H6a: In a linear game where each puzzle is compulsory to solve one after the other to finish the game, reaching some thresholds can be equivalent to validating the assimilation of a notion.

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