TY - JOUR
T1 - Large-scale educational campaigns
AU - Liu, Yun En
AU - Ballweber, Christy
AU - O'Rourke, Eleanor
AU - Butler, Eric
AU - Thummaphan, Phonraphee
AU - Popović, Zoran
N1 - Publisher Copyright:
© 2015 ACM 1073-0516/2015/03-ART815.00.
PY - 2015/3/1
Y1 - 2015/3/1
N2 - Educational technology requiresadelivery mechanism to scale. One method that has not yet seen widespread use is the educational campaign: large-scale, short-term events focused on a specific educational topic, such as the Hour of Code campaign. These are designed to generate media coverage and lend themselves nicely to collaborative or competitive goals, thus potentially leveraging social effects and community excitement to increase engagement and reach students who otherwise would not participate. In this article, we present a case study of three such campaigns that we ran to encourage students to play an algebra game-DragonBox Adaptive: the Washington, Norway, and Minnesota Algebra Challenges. We provide several design recommendations for future campaigns based on our experience, including the effects of different incentive schemes, the insertion of "tests" to fast-forward students to levels of appropriate difficulty, and the strengths and weaknesses of campaigns as a method of collecting experimental data.
AB - Educational technology requiresadelivery mechanism to scale. One method that has not yet seen widespread use is the educational campaign: large-scale, short-term events focused on a specific educational topic, such as the Hour of Code campaign. These are designed to generate media coverage and lend themselves nicely to collaborative or competitive goals, thus potentially leveraging social effects and community excitement to increase engagement and reach students who otherwise would not participate. In this article, we present a case study of three such campaigns that we ran to encourage students to play an algebra game-DragonBox Adaptive: the Washington, Norway, and Minnesota Algebra Challenges. We provide several design recommendations for future campaigns based on our experience, including the effects of different incentive schemes, the insertion of "tests" to fast-forward students to levels of appropriate difficulty, and the strengths and weaknesses of campaigns as a method of collecting experimental data.
KW - Educational games
KW - Large-scale educational campaigns
KW - Learning at scale
UR - http://www.scopus.com/inward/record.url?scp=84925335109&partnerID=8YFLogxK
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U2 - 10.1145/2699760
DO - 10.1145/2699760
M3 - Article
AN - SCOPUS:84925335109
SN - 1073-0516
VL - 22
JO - ACM Transactions on Computer-Human Interaction
JF - ACM Transactions on Computer-Human Interaction
IS - 2
M1 - A8
ER -