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The role of metacognitive skills in learning to solve problems

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74<br />

4.3.4 ANALOG<br />

Regard<strong>in</strong>g the process data available <strong>in</strong> the log files, it turns out <strong>to</strong> be<br />

far <strong>to</strong>o time-consum<strong>in</strong>g <strong>to</strong> analyse the log files by hand. Also analysis<br />

with exist<strong>in</strong>g analysis s<strong>of</strong>tware such as SPSS is difficult because <strong>of</strong> the extensiveness<br />

and format <strong>of</strong> the data. <strong>The</strong>refore, a <strong>to</strong>ol was developed that<br />

supports the analysis <strong>of</strong> behaviour <strong>in</strong> the game. This <strong>to</strong>ol is called ANA-<br />

LOG 3 (Chris<strong>to</strong>ph, Anjewierden, Sandberg & Wiel<strong>in</strong>ga, 2003). ANALOG<br />

stands for ANAlysis <strong>of</strong> LOG files. Its aim is tw<strong>of</strong>old: first it provides a<br />

means <strong>to</strong> perform data analysis based on the log files generated by KM<br />

Quest without los<strong>in</strong>g <strong>in</strong>formation; second it supports pro<strong>to</strong>col analysis.<br />

<strong>The</strong> development <strong>of</strong> ANALOG occurred simultaneously with the process<br />

data analyses that were conducted manually <strong>in</strong> this study. Several<br />

requirements led the <strong>to</strong>ol development. One requirement is that player<br />

behaviour can be replayed both at an <strong>in</strong>dividual and at a team level.<br />

Furthermore, the route through the game and <strong>in</strong>teractions with team<br />

members should be visualized <strong>in</strong> a simple way, such that <strong>in</strong>terpretation<br />

is quite straightforward. As for cod<strong>in</strong>g the pro<strong>to</strong>cols, one requirement<br />

<strong>in</strong>volves support for cod<strong>in</strong>g particular segments <strong>of</strong> communication. A<br />

statistics module is required that enables export <strong>of</strong> data <strong>to</strong> Excel or<br />

SPSS, support<strong>in</strong>g quantitative data analysis at various levels <strong>of</strong> detail<br />

and <strong>of</strong> various selections <strong>of</strong> teams, players and quarters.<br />

<strong>The</strong> ma<strong>in</strong> graphical user <strong>in</strong>terface consists <strong>of</strong> several tabs that enable<br />

brows<strong>in</strong>g and cod<strong>in</strong>g <strong>of</strong> data, and that provide statistical and transitional<br />

<strong>in</strong>formation (see figure 4.2).<br />

Brows<strong>in</strong>g <strong>The</strong> browse functionality is the most important functionality<br />

<strong>to</strong> view data and <strong>to</strong> replay sessions. First, one is able <strong>to</strong> select and<br />

filter the desired data. Selections <strong>in</strong>volve choos<strong>in</strong>g relevant teams,<br />

players and quarters. <strong>The</strong> filter option provides the <strong>in</strong>clusion or exclusion<br />

<strong>of</strong> specific types <strong>of</strong> activities (e.g. Open<strong>in</strong>g a page, Edit<strong>in</strong>g a<br />

page, Chat entries). Activities <strong>of</strong> players are visually represented <strong>in</strong><br />

a sequential manner and <strong>in</strong> terms <strong>of</strong> a simplified user <strong>in</strong>terface <strong>of</strong> KM<br />

Quest (see the center part <strong>in</strong> figure 4.2). <strong>The</strong> sequential view enables<br />

‘walk<strong>in</strong>g through’ sessions <strong>of</strong> team members. A session consists <strong>of</strong> a<br />

sequence <strong>of</strong> activities <strong>of</strong> one player start<strong>in</strong>g from logg<strong>in</strong>g <strong>in</strong> <strong>to</strong> KM<br />

Quest <strong>to</strong> logg<strong>in</strong>g out. Colours are used <strong>to</strong> dist<strong>in</strong>guish different types<br />

<strong>of</strong> locations, for <strong>in</strong>stance, all steps that belong <strong>to</strong> the FOCUS phase<br />

are blue. A location hierarchy is available (see figure 4.3) <strong>in</strong> order<br />

<strong>to</strong> view all possible locations and their organisation. In the sequen-<br />

3 ANALOG was implemented by A. Anjewierden, Human Computer Studies labora<strong>to</strong>ry, University<br />

<strong>of</strong> Amsterdam, <strong>The</strong> Netherlands

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