Automatic Updating of Computer Games Data Warehouse for Cognition
Identification
C. I. Ezeife
1
, Rob Whent
2
, Dragana Martinovic
3
, Richard Frost
1
, Yanal Alahmad
1
and Tamanna Mumu
1
1
School of Computer Science, University of Windsor, Windsor, Ontario, N9B 3P4, Canada
2
OTEP Inc, 13300 Tecumseh Road East, Suite 366, ON N8N 4R8, Tecumseh, Ontario, Canada
3
Faculty of Education, University of Windsor, Windsor, Ontario, N9B 3P4, Canada
Keywords:
Cognitive Skill Mapping, Computer Games, Automatic Database Integration, Automatic Database Mining.
Abstract:
This paper describes the algorithms (called OTEP DW auto) for automatically updating the integrated games
data warehouse and cognitive profile data sources for purposes of identifying child’s cognitive skill level. The
techniques described in this paper represent an extension to the data integration engine adopted by an online
product called “Thriver” developed by OTEP Inc. (Online Training & Evaluation Portal). OTEP focuses on
using the Internet, natural playing environment for online computer games to give parents and care-givers
automated opportunity to screen and follow their children’s cognitive development. Current data integration
efforts of the system when new games (such as speech games) are added or new cognitive skills matrix are
added would require manual re-coding of the system which is a costly and time-consuming process. The
cognitive skills matrix maps cognitive skills level of games player such as “basic reading level is good” to
their games performance in comparison to the norms of other players. The proposed OTEP DW auto is
capable of building the OTEP data warehouse schema automatically, thus seamlessly extracting, cleaning and
propagating data from various data sources. It also provides a dynamic GUI-based interface for answering
tens of frequently asked cognition-related questions.
1 INTRODUCTION
With the proliferation of hand-held devices such as
computer laptops, tablets, and smart phones, there is
increased easy access to online resources and video
games. There is a body of research that points to
unique learning habits of young people who pre-
fer short visual explanations, to receive information
quickly, prefer multi-tasking and non-linear access to
information, have a low tolerance for lectures, pre-
fer active rather than passive learning, and are ki-
naesthetic, experiential, hands-on learners who must
be engaged with first-person learning, games, sim-
ulations, and role-playing (Junco and Mastrodicasa,
2007); (Oblinger and Oblinger, 2005); (Tapscott,
2009). Although playing computer and video games
are largely seen as a distraction to learning, they are
recognized as valid cognitive activities since they af-
This research was supported by the Social Sciences
and Humanities Research Council (SSHRC) and FED
DEV/OBI and NSERC grants of Canada.
fect a player’s ability to self regulate, make right de-
cisions, and problem-solve ((Dance, 2003), p. 177).
The goal of this research is to use already avail-
able technology devices (computers and online video
games) accessed by youth to identify children with
learning differences that may be affecting their learn-
ing abilities (e.g., the acquisition, retention, under-
standing, organization of information). This re-
search discusses an extension to an earlier system
(Whent et al., 2012) for identifying a child’s cognitive
skill level called “Think-2-Learn”(presently renamed
“Thriver”), created by OTEP Inc. (Online Training &
Evaluation Portal).
Section 2 presents the related work on computer
gaming, cognition and learning, OTEP’s Thriver data
warehousing and mining approach, and on some
existing data warehousing schema integration ap-
proaches. Section 3 presents the new additional au-
tomatic data warehouse integration approaches being
proposed for advancing the OTEP solution, including
the automatic data warehouse schema integration al-
gorithm, automatic querying and data cleaning algo-
338
I. Ezeife C., Whent R., Martinovic D., Frost R., Alahmad Y. and Mumu T..
Automatic Updating of Computer Games Data Warehouse for Cognition Identification.
DOI: 10.5220/0004849203380345
In Proceedings of the 6th International Conference on Computer Supported Education (CSEDU-2014), pages 338-345
ISBN: 978-989-758-020-8
Copyright
c
2014 SCITEPRESS (Science and Technology Publications, Lda.)
rithms. Section 4 discusses performance analysis of
how games data can be effective in identifying cogni-
tion while section 5 presents conclusions and future
work.
2 RELATED WORK
2.1 Computer Games, Cognition and
Learning
Positive effects of playing computer games on cog-
nitive development include improving visual intelli-
gence skills which are useful in science and technol-
ogy, and generally in such fields requiring manipu-
lation of images on a screen (Subrahmanyam et al.,
2000). Although other consequences of playing com-
puter and video games have been studied (Marti-
novic et al., 2011) computer-based games may en-
hance hand-eye coordination, visual scanning, au-
ditory discrimination, and spatial skills (DeLisi and
Wolford, 2002). It has been stated that repetitive
game playing may increase young children’s working
memory (Thorell et al., 2009), mental rotation accu-
racy (DeLisi and Wolford, 2002), and spatial rotation,
iconic skills, and visual attention (Subrahmanyam
et al., 2001). Playing the carefully and purpose-
fully designed computer games may positively affect
learning among children of wide range of ages (Sub-
rahmanyam et al., 2000), (Martinovic et al., 2014a),
(Martinovic et al., 2014b). This is because playing
computer games involves integration of “touch, voice,
music, video, still images, graphics, and text” (IBM,
1991), and can stimulate a variety of intelligences
(e.g., linguistic, logical, spatial, kinaesthetic, musi-
cal), that may particularly influence development of
literacy skills and ability to problem-solve.
2.2 Data Warehouse Schema
Integration Approaches
A data warehouse is a historical, integrated, subject-
oriented database storing data from multiple data
sources in the one data warehouse schema (Han et al.,
2011). Construction of a data warehouse is done
through processes of schema and data integration of
different data sources which involve data cleaning
(Ezeife and Ohanekwu, 2005), data transformation
and loading with periodic refreshing. A popular data
warehouse schema approach is the star schema where
there is a central fact table having foreign key at-
tributes that include the main subjects of interest, the
integration attribute, the historical time attribute and
some non-foreign key aggregate measures of inter-
est. Other descriptive tables in the data warehouse
design using the star schema are dimension attributes
for describing the foreign key attributes in the fact ta-
ble (Ezeife, 2001). A measure such as score achieved
during a game by a child can be calculated from
a multidimensional model version of the data ware-
house called the data cube (Ezeife, 2001). Existing
schema integration approaches (Kern et al., 2011),
(Fan and Poulovassilis, 2004), (Rahm and Bernstein,
2001) process some common steps during schema
integration. The first step in integrating schemas
(e.g., integrating schema1(Cust, C#, CName, First-
Name, LastName) and schema2(Customer, CustID,
Company, Contact, Phone)) is to identify and char-
acterize these inter-schema relationships between the
multiple data source schemas to be integrated. This
schema element relationships can be identified auto-
matically through integration approaches such as ap-
plication domains, match operator, architecture for
generic match, schema-level matchers, instance-level
approach. Application domains approach integrates
an independently developed schema with a given con-
ceptual schema and requires semantic query process-
ing. Once these schema relationships are identi-
fied, matching elements can be unified under a co-
herent, integrated schema or view. Match operator re-
quires a representation for its input schemas and out-
put mapping and needs to explore many approaches
to match. For example, the result of calling Match
on the two schemas above could be Cust.C# = Cus-
tomer.CustID, Cust.CName = Customer.Company,
and {Cust.FirstName, Cust.LastName} = Cus-
tomer.Contact. Schema-level matchers only consider
schema information, not instance data. The available
information includes the usual properties of schema
elements, such as name, description, data type, re-
lationship types (part-of, is-a, etc.), constraints, and
schema structure. Instance-level data can give impor-
tant insight into the contents and meaning of schema
elements. For example, a data-guide or an approx-
imate schema graph can be generated automatically
from XML documents. In (Kern et al., 2011) a frame-
work for building logical schema for federated data
warehouse from different data warehouse resources
was proposed. The logical schema of the federated
data warehouse is generated as a result of integration
of components of data warehouses (the fact and di-
mension tables). The input to the integration process
consists of several sets of fact table (F) with dimen-
sion tables (Dim) that are related to the fact table F
through foreign key constraints. To integrate the data
warehouses into one federated data warehouse, the al-
gorithm begins with an empty fact table (F
output),
AutomaticUpdatingofComputerGamesDataWarehouseforCognitionIdentification
339
and for each measure aggregate attribute in an input
fact table F input, it looks for a corresponding mea-
sure attribute and if it exists, it defines the mapping
between these two attributes in the input and output
fact table. If it does not exist in the output fact ta-
ble, then, the new measure attribute is inserted in the
output fact table and the mapping between these input
and output fact table measure attribute is defined and
inserted. Then, for each dimension table in the input
data warehouse, D input, it matches the foreign key
attribute of the table with those of the output dimen-
sion table if this input dimension table exists in the
output data warehouse and defines the mapping be-
tween this input dimension table and the output fact
table. If the input dimension table does not exist in the
output data warehouse, or none of its attributes match
in schema F output, then it adds the dimension table
to federation schema F output. In (Fan and Poulo-
vassilis, 2004), a heterogeneous data transformation
and integration system, named AutoMed, that offers
the capability to handle data integration across multi-
ple data models and supports a low-level hypergraph-
based data model (HDM) was proposed. For any
modeling language M, data source wrappers translate
data source schemas expressed in M into their Au-
toMed representation, and for every construct of M
there is an adds and a deletes primitive transforma-
tion which add to/delete from a schema an instance of
that construct.
2.3 OTEP Data Warehouse Integration
Approach
Whent et al. (2012) presented the OTEP system
which uses online games to screen or assess children’s
cognitive skills in order to later suggest a learning
plan that would be most suitable for their learning
success. Thus, the paper described an approach for
gathering and integrating the relevant data from (1)
video games data, (2) cognitive skills and mapping
data and to obtain a data warehouse schema called
OTEP GamesDW. The input games data source that
was integrated had then, 100 games that a child can
play. The games data source containing information
about each game, user’s record of game plays, user
information, game categories etc. were represented in
about eight database tables. The second data source
integrated into the OTEP GamesDW is the cognitive
data source, which describes the cognition levels and
their connections to the game instances in the first
data source. The system used about 10 main cogni-
tive categories such as Visual Processing, Processing
Speed, Auditory Processing, etc., and two to eight sub
cognitive categories (e.g., verbal output and written
output as sub categories of processing speed). The
integrated data warehouse has the following fact ta-
ble with attributes from games data source and cogni-
tive data source. FactTable(userid, gamid, gameseq,
gameDB, gamelevelid, catid, normcogid, cogid, cog-
subid, time-m, coglevel, gamescore, duration, tries);
This fact table along with accompanying dimension
tables can be used to answer queries like What are
the cognitive norms (based on cognitive categories at-
tached to the games) and game achievement norms
(based on the average game play scores) for chil-
dren who are 8 years old and who have difficulty
reading for a reading game?. Currently, the schema
integration is typically performed manually, perhaps
supported by a graphical user interface, that is a te-
dious, time consuming, error-prone, and therefore ex-
pensive process. To provide automated support suit-
able for integrating new changes in the data sources as
well as integrating new data sources such as those for
connecting learning with both cognitiveachievements
and games play achievements, we proposed a generic,
customizable implementation of the Match operator
that is usable across application areas which makes it
easier to build application-specific tools that include
automatic schema match. Our proposed OTEP auto-
matic integration approach is based on combining the
application domains and schema-level matchers.
3 THE AUTOMATIC OTEP
DWH
SCHEMA GENERATION
APPROACH
3.1 The Automatic OTEP Model and
Problem Addressed
In the first phase of OTEP Inc. (Online Training &
Evaluation Portal) project (Whent et al., 2012), the
data warehouse schema was built manually by the
developers. Continuous manual data warehouse in-
tegration is tedious and time consuming because the
database developer or the administrator spends a lot
of time creating the initial schema of the data ware-
house. In addition, there is need to keep monitor-
ing any changes in all the corresponding database
sources, or to integrate new data sources such as new
games sources or learning data source to reflect the
change and update the data warehouse schema. Thus,
to have a more correct, effective and available data
warehouse structure, this paper proposes advancing
the initial OTEP system with the ability to do auto-
matic data warehouse integration and refreshing to
accommodate new changes in source schemas, or in-
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tegrate new schemas. It also proposes an automatic
querying interface for online analytical processing.
The existing OTEP model (Whent et al., 2012)
measures a child’s cognitive abilities through his/her
performances in repetitive playing of a variety of
games in different cognitive categories. The model
accomplishes this goal by comparing the child’s
performance in these games with the performances
of dynamically changing normalized performances
(termed norms) of other children in similar compar-
ison groups such as age, ethnic background, social
background, learning or physical, etc. Thus, OTEP
system uses data warehouse integration approach to
integrate game playing database, cognitive inventory
database, and other data sources such as learning
inventory database and online analytical processing
(olap) approach with multidimensional views (Ezeife,
2001) as well as data mining approaches for querying.
The game playing database can also result from a con-
tinuous integration of various gaming sites.
3.2 The Automatic OTEP Data
Warehouse(OTEP
DW auto)
Algorithms
The goal of this system is to automatically build, re-
fresh and update the integrated, historical data ware-
house of online games play records of children,
their cognitive and learning characteristics. These
data warehouses are used to screen or assess chil-
dren’s cognitive skills and later suggest a learning
plan that would be most suitable for their learn-
ing success. This paper describes the algorithms
for automatically integrating the relevant data from
(1) video games data, (2) cognitive skills and map-
ping data and to obtain a data warehouse schema
called OTEP
GamesDW auto. In the future, other
data sources will be integrated including the learn-
ing achievement data and third party data. The cur-
rent schemas of the games data source and the cog-
nitive data source with the integrated data warehouse
are provided in this section. Three automatic algo-
rithms for schema generation, view (querying) gener-
ation and data cleaning are presented.
3.2.1 The OTEP DW auto Schema Generation
Algorithm
The input of the OTEP
DW auto schema generation
algorithm is the Database Name (e.g., Thrivergames,
Discovery which are names of the database to be in-
tegrated automatically) which contains the connec-
tion parameters. After the connection to the database,
the algorithm queries the table name sourceStructure
Table 1: A Segment of the sourceStructure Metadata of Two
Data Sources.
field field field field field field field
Name Type Size Const Source Table Table
raint Name Type
user Num 20 prima Think2 wp t2l dimen
id ber ry key Learn user sion
user Var 20 unique Think2 wp t2l
login char2 Learn user
score Num 10 Think2 wp t2l aggre
ber Learn game log gation
dura Num 10 Think2 wp t2l aggre
tion ber Learn game log gation
which contains metadata information (consisting of
all the attributes (fields) in the databases and their de-
scriptions) about the two database sources. An ex-
ample schema for the metadata table, sourceStruc-
ture is sourceStructure (fieldname: string, fieldType:
string, fieldSize: integer,fieldConstraint: string, field-
Source: string, fieldTableName: string, fieldTable-
Type: string). The description of the steps in the
proposed Automatic OTEP
DWH schema generator
algorithm are presented next. Step 1: If no data ware-
house, called OTEP
DWH already exists in the server,
then create an empty data warehouse structure called
OTEP
DWH. Otherwise go to Step 9.
Step 2: Sort the table sourcesStructure which is given
as input to the algorithm by attribute fieldTableName.
Table 1 shows an example, illustrating the structure
and contents of table sourcesStructure.
Step 3: Read all the attributes of the table (from field-
Name of sourceStructure table) in the database for
purposes of mapping to an existing attribute or adding
to the existing schema.
Step 4: In this step the algorithm creates all the di-
mension tables of the data warehouse. The algo-
rithm sequentially reads the value of attribute field-
Name from sourcesStructure table as per step 3. It
reads the table name of that attribute from fieldTable-
Nameattribute as in step 4.1. It checks whether the
table name is marked as dimension table in attribute
fieldTableType as per steps 4.2 to 4.5. If the table
name already exists in OTEP
DWH schema, then the
algorithm adds the new attribute and maps it to the
related dimension table. If the table does not exist in
OTEP
DWH schema, then the algorithm creates the
dimension table with the name of the value of field-
TableNameattribute concatenated with
dim string (to
distinguish the dimension tables), the new created di-
mension table including the attribute as per step 4.4.
The algorithm iteratively repeats step 4 for each at-
tribute its tables marked as a dimension table until it
builds all the dimension tables.
Step 5:Create the fact table named factTable. The
fact table represents the central table of the star
schema with major subject, integrated, and historical
AutomaticUpdatingofComputerGamesDataWarehouseforCognitionIdentification
341
attributes. For each primary attribute in dimension ta-
bles, the algorithm adds the attribute to the fact table
as a reference (foreign key) attribute which refers to
the dimension table.
Step 6:add the subject attributes which have a value
subject in attribute fieldTableType to fact table fact-
Table.
Step 7:Add the integration attribute to the fact table
factTable. The integration attribute is used to distin-
guish the source of the database from which the orig-
inal record was fetched.
Step 8: Add the historical attribute to the fact table
factTable. The proposed algorithm adds the attribute
name dateTime which stores the date and time of cre-
ation of the record in the fact table, factTable.
Step 9: Extract all table names and attributes from the
source structure table that have fieldTableType value
as dimension.
Step 10: For each dimension table, match the table
name with given remote database tables to be inte-
grated in the existing data warehouse DWH. We de-
fine the match operator with the keyword
{%users%, %games%,%collections%,%level%},
and each keyword has subk-keywords
for example user keyword has subkeywords
{%info%,%profile%}.
Step 11: For each matched table, extract the
data of all the attributes having primary key, and the
data into the fact and corresponding dimension tables.
3.2.2 The OTEP DW auto View Generation
Algorithm
In this phase of the OTEP project, a dynamic graphi-
cal user interface (GUI) which allows the end user to
query and browse the contents of the data warehouse
in different views was built. The interface is user
friendly and has the flexibility to compose any kind
of query on the data warehouse presenting the result
as a view. The following are some queries that can
be answered as views by the data warehouse. For
this reason, we propose an algorithm to automatically
generate the required view by the end user. Algorithm
1 shows the automatic view generator algorithm. Q1)
list all students with their ages, source database, and
number of played games for all the periods.
Q2) for a given student ID, list all the played games
by the student including the completed levels,
achieved score, number of tries, and duration.
Q3) for a given student ID, list all played games by
student including respective main-category, respec-
tive sub-category, score, and derived performance.
Q4) view the matrix performance for a given student
in each individual model.
Q5) view the required performance, achieved perfor-
mance in a specific cognitive skill with a specific/all
cognitive main category in a specific model for a
given student.
Q6) For a given student ID, list all the played games
by the student including score, compared to highest
score, lowest score, and norm among all students
who played the same games.
Algorithm 1. (The Automatic OTEP View Generation Al-
gorithm.)
Algorithm OTEP
DWHview ()
Input: list of all parameter attributes fields
(columns need to be shown in query result ),
condition criteria
Output: view containing the execution result of the
query
BEGIN
1. Find the table name in OTEP
DWH data warehouse for
each attribute in fields input
2. Create data query language (DQL) as a select statement
3. Concatenate the input condition to the query statement
4. Submit the query to the OTEP
DWH data warehouse
and store the result
5. Return the result to the end user
END
3.2.3 The OTEP
DW auto Data Cleaning
Algorithm
Our extraction system faced a lot of challenges dur-
ing extraction of data contents from each individual
video game database source in order to load them into
OTEP
DWH. This is because of the different formats
and representation of the games data. In addition, it
is due to the existence of different database schemas
and structures. Thus, we implemented a cleaner
algorithm shown as 2 for cleaning and extracting the
data of interest and loading it in the right position
in data warehouse. The OTEP system also keeps
track of all the new modifications such as add, delete,
modify table or attribute in database source.
Algorithm 2. (The Automatic OTEP Data Cleaning Al-
gorithm.)
Algorithm OTEP
DWHcleaner ()
Input: data records of all database sources
Output: clean data loaded in data warehouse
BEGIN
1. Remove the white spaces of those data records have
value of attribute gameStatus equals to completed
2. Remove all special characters and symbols such as
{,}, /,[,],<,>,,;
3. For each attribute name located in OTEP
DWH, extract
the next token which represents the value of attribute in
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the right position in data warehouse
4. For the user
login attribute extract the userID, gender
and age of the student because the value of the attribute
is given in the format such as 111111
M 14 this means
that the studentID=111111 is male (M) and 14 years old
age.
END
4 PERFORMANCE STUDY AND
USE OF OTEP SYSTEM
The goal of this paper is to propose computer sci-
ence automatic data integration methods (algorithms)
that are used to extend the OTEP system for identi-
fying cognition through repetitive video game play-
ing. Thus, a performance comparison is one which
shows that the extensions provided by the new sys-
tem are correct and more effective in integrating more
data sources automatically and handling more com-
plex queries. We shall provide in the next subsections
discussions of the extensions provided by the system
and details of how to use the OTEP system to cor-
rectly identify cognition.
4.1 Correctness of Extensions Provided
by New OTEP System
An example automatic integration performed with
our extended OTEP system has the ability to inte-
grate more than one cognitive skills matrix model
for map the video games performances of a player
to cognitive skills levels. In the earlier OTEP sys-
tem (Whent et al., 2012), only one cognitive matrix
model, the Crouse model (Crouse, 2010) was used
while the current system proposed in this paper al-
lows integration of more than one model now includ-
ing also using the Reed cognitive matrix model (Mar-
tinovic et al., 2014a). Each of the cognitive mod-
els provides both the cognitive classification model
(called the cognitive matrix) and the cognitive corre-
lation matrix (called skills matrix). The cognitive ma-
trix model provides a method for classifying simple
responsible video games into one of the main cogni-
tive categories and subcategories. The cognitive skills
matrix specifies the correlation between areas of cog-
nitive processing and student achievement. For ex-
ample, with the Crouse model, there are 6 main cog-
nitive categories (such as auditory, visual, sequential
rational, concept, speed and executive) and 2 to 8 sub
categories such as (short-term memory for visual de-
tails, talking speed, etc.). The games in our repository
are classified into a main cognitive category and sub-
categories so that our integrated data warehouse sys-
tem can be used to gather for each player, the histor-
ical game play data such as scores achieved in each
game, number of trials for each game level and the
time needed to complete each game level. Our sys-
tem computes the game play norm (average as norm
and/or any other measures such as variance, standard
deviation) of a comparison group (e.g., all 8 year old,
all male players, etc.) so that the performance of the
player is compared with this norm and their cognitive
level could be identified with the cognitive correla-
tion matrix model (called skills matrix) using a model
such as Crouse’s or Reed’s. The cognitive skills ma-
trix specifies the correlation between areas of cog-
nitive processing and student achievement. For ex-
ample, with the Crouse model used in (Whent et al.,
2012), it is indicated that for cognitive skill of basic
reading, in the 6 main cognitive categories of audi-
tory, visual, sequential, concept, speed and executive,
a player’s basic reading skills is taken to be good if
their computed game play record in auditory games
is high (as determined using the bell shape and the
norms and the standard deviations), visual is moder-
ate, sequential is high and speed is high. The newly
integrated Reed’s model consists of 9 main cognitive
categories and 43 cognitive subcategories.
Another example is that the existing system had
been extended with this approach to move from
100 video to about 200 video games in its reposi-
tory. Other usability features added include automatic
querying capabilities with automatic views for a wide
range of cognition-related queries.
4.2 How to Use the OTEP System
In our research we work with simple, single-player
games that potentially target and measure the key cog-
nitive skills in children and adolescents. In addition
to carefully analyzing each game, we also look into
the player’s performance (e.g., time spent on task,
repetition of trials, engagement, and use of hints),
note the background information (e.g., grade level,
age and gender), and acquire input from their par-
ents and teachers. The list of cognitive skills is
presented in a cognitive matrix at the Online Train-
ing & Evaluation Portal (OTEP Inc., Whent et al.,
2012); it has 9 main cognitive categories (visual per-
ception, visual attention, visual motor, auditory pro-
cessing, executive function, memory, acquired cogni-
tion, social cognition, and emotional cognition) and
43 sub-categories (e.g., visual tracking, selective at-
tention, problem solving, and semantic memory). Our
interdisciplinary team uses two web sites; the por-
tal for parents, Thriver.ca, and a site for gamers,
ThriverGames.ca, which currently has 167 games.
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The games are grouped according to the cognitive
skills they employ, based on the cognitive matrix.
This classification helps us to determine in which
categories we are still missing games, and can also
be used when suggesting to children which games
to play next. We also invite a child’s parents or
caregiver to complete a survey about his/her learn-
ing style, behaviour, and his/her cognitive strengths
and weaknesses. The survey and gaming informa-
tion are recorded in a database suitable for search-
ing and retrieving data, and producing reports. An
enhancement of the software system (the web sites
and a database) will use these data to create a per-
sonalized plan for the child with recommendations of
which games to play next and other strategies that the
whole family can use to support their child’s cogni-
tive development. These recommendations are based
on our extensive literature reviews that are ongoing
and will continue throughout this project. This sys-
tem could be used under a variety of conditions (e.g.,
in school or at home), could be designed to provide
feedback to the child, parent, or professional (e.g.,
teacher,psychologist), and could work under different
models (e.g., behaviourist or cognitive model), based
on the parameters selected by the user.
Our target population are 7-12 year olds and their
parents/caregivers. There are three ways in which one
could participate in our study: (a) as an online games
player (contributing to a pool of normative gaming
data, based on the playerage, grade level, and gen-
der); (b) as a parent, who completes an online survey
and enrolls the child to play games online (where the
survey and gaming data are triangulated and a child’s
cognitive profile is created); (c) as a face-to-face par-
ticipant in our controlled lab environment (where par-
ents complete the survey and children complete cog-
nitive and academic achievement tests, and are ob-
served during selected game play to record engage-
ment in gaming). Presently we are still collecting data
in a controlled environment in which the child does
NEPSY II (Pearson) test and plays 15 games that tar-
get the comparable cognitive skills as NEPSY II.
So far we have extended OTEP’s repository of
simple online computer games to 167 games and vali-
dated these games to determine (according to the cog-
nitive matrix), the primary and secondary cognitive
skills engaged in the players during each game (Mar-
tinovic et al., 2014a). We worked in parallel on: a)
establishing a literature review in the area of play-
ing simple computer games (i.e., single-player games
that are relatively short and are high in activation of
specific cognitive processing domains) and their rela-
tion to cognitive effects/gains among children, while
putting specific emphasis on a design, reliability and
validity of instruments and methods used; and b) in-
vestigating the feasibility of various methods for eval-
uating the relationship between games and children’s
cognitive skills. Based on our present data collection
in the lab environment, we intend to establish correla-
tion between: on one side–the child’s cognitive skills
and learning style, and on the other side–the child’s
games play data.
5 CONCLUSIONS
In this paper, we presented the extension made to our
current work on the online product called “Thriver”
developed by OTEP Inc. (Online Training & Eval-
uation Portal). OTEP video games source databases
continues to grow and has grown from 100 to about
200 games whose records need to be integrated into
the data warehouses for correct querying. Thus, the
need to build an automatic schema and data integra-
tor, view generator and data cleaner for continuous in-
tegration of new games and other data sources into the
system. The OTEP system is intended to record play-
ers’ scores to continuously assess and monitor their
cognitive strengths and weaknesses with regards to
the main cognitive categories. The Web based tool for
identifying cognitive skill level is developed as an in-
tegration or data warehouse of a number of relevant
data sources such as the cognitive skills categories
data (which also changes as provided by the psy-
chologists), games data (changing as more games are
placed in the repository), player inventory data and so
on. The integrated data are continuously mined, ana-
lyzed and queried for proper and quick assessment or
recommendations.
We continue to work on extending the system: (a)
increasing number of games; (b) increasing a relia-
bility of categorization of the games by achieving an
agreement between 2-3 scorers; (c ) new cognitive
matrix categorizations (for example, Crouse’s or any
other.) (d) developing a formula that will incorpo-
rate the features of the game (including differentiat-
ing the impact of different cognitive sub categories),
the number of trials, the scores achieved and the time
spent playing. Future work also include tracking chil-
dren’s cognitive development, proposing remediation
in terms of games that may strengthen some cognitive
abilities, and increasing validity and reliability of our
approach.
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