As I sit down to answer this week’s question- “How will you know if the users or participants in your project will be impacted in the way you hope?” I am rather depressed about the preliminary results of a SurveyMonkey survey that I just reviewed. This survey assessed student satisfaction with a Second Life patient interviewing experience that we just finished beta testing. Granted, the sample size is very small (only 2/5 students have responded so far) but these students did not appear to enjoy or appreciate the experience. This is an important survey as it will likely determine whether or not we proceed with Second Life at our institution at this time. To answer this question about impact you will first need to determine what type of impact you want to measure. Do you want to look at satisfaction as we did in our Second Life survey? Or, is it more appropriate to look at access or performance? This will help you to decide what tools to use to measure these parameters.
A survey delivered through a vehicle such as SurveyMonkey is just one of many tools that can be used to determine the impact of your project. It was fascinating to read the chapter by Loh in Games and Simulations in Online Learning that talked about designing online games assessment as “information trails”. I had just had a discussion with the director of our continuing education program regarding a push to track the time that doctors spent completing online programs. The accreditation agencies are concerned that doctors are not engaging with the continuing education materials and want to monitor time spent on task. Continuing education departments may be required to implement timing mechanisms in their online courses. Anyone who has shopped online has likely been the subject of a tracking technology. Have you noticed that Amazon.com has an amazing knowledge of your likes and dislikes? I also use tracking technology in my Moodle course in the form of participant logs to review the content accessed by students. We recently completed a study comparing access of online content as documented in the Moodle logs to performance on a related test question and found that access had a significant dependent association with scores. A bit of a no-brainer perhaps, but we found that students need to access the online content we provided in order for learning to occur.
Measuring performance is important if games are to be integrated into education due to the focus on measurable outcomes. This can make it challenging to build a game if one does not have access to a skilled team of designers. Commercial products are available that can integrate scores into a learning management system. For example, SoftChalk allows the novice to integrate activities such as crossword puzzles and drag/drop exercises into the LMS and SCORM technology allows for tracking of scores. A number of tracking technologies can be used to track activity in games and simulations involving avatars. Very useful reports can be generated but often this involves significant knowledge of coding and algorithms.
Gibson, D., Aldrich, C., and Prensky, M. (2007). Games and simulations in online learning: research and development frameworks. Hershey, PA: Information Science Publishing.

