Kori Inkpen, Kellogg S. Booth, Steven D. Gribble and Maria Klawe
In the two-mouse condition using the Give protocol, girls solved significantly more puzzles than they did in the one-mouse condition (p<.05); there was no significant difference between the mean number of puzzles solved in the two-mouse Take condition and the one-mouse condition. The mean number of puzzles solved by boys using the two-mouse Take protocol was higher than for the one-mouse condition, although this was not statistically significant (p<.2). The difference between the two control passing protocols, Give and Take was statistically significant for the boys (p<.06). Compared to the one-mouse condition, the mean number of puzzles solved by boys went up in the Take condition and down in the Give condition.
The average number of exchanges per session was relatively consistent over all conditions except for boys in the Take condition. All conditions averaged around 30 exchanges per session except boys in the Take condition, which averaged 46 exchanges (p<0.5).
Behaviors observed in the two-mouse conditions were different from the condition of only one mouse. There appeared to be fewer struggles over control when using two mice. This could be the result of not being able to prevent a partner from taking control. Another difference was observed in the Give mode. Occasionally, when a child was not paying attention, the active child would say "Here, you try now" and then press the button to pass over control. This brought the disinterested child back on task.
The children in this study easily adapted to the addition of the second mouse to the game. They appeared to enjoy having this option and, when asked, most of the children stated that they would prefer having two mice.
These studies are part of a large-scale project on Electronic Games for Education in Math and Science (E-GEMS), a collaborative effort among scientists, mathematicians, educators, professional electronic game and educational software developers, classroom teachers and children. The goal of E-GEMS is to increase the proportion of children who enjoy learning, mastering and using math and science concepts. Electronic games in this context include both video and computer games. E-GEMS is funded by the Natural Sciences and Engineering Council of Canada, Electronic Arts, Apple Canada, the Province of British Columbia and UBC.