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This talk will present case studies where game-based indicators (GBIs) played a key role in generating significant business value for PBS KIDS and the community of PBS KIDS content creators. GBIs are metrics computed from gameplay data. PBS KIDS and research partners collected data from study participants as well as PBS KIDS audience members via recruited controlled studies and public-facing products such as the PBS KIDS Games app (tablet, phone) and the PBS KIDS website (PC, laptop, tablet, phone). The resulting insights were used to improve PBS KIDS content and products reaching millions of children in the PBS KIDS audience.
The case studies will cover topics such as (a) furthering understanding of the PBS KIDS audience—including what skills kids have mastered; (b) gaining insight into how the educational media is being used—leading to improvements to designs and design principles, (c) informing budgeting and scoping related to producing educational impact as efficiently as possible, and (d) usage of data to iterate and improve the GBIs themselves.
Leveraging gameplay data from beloved PBS KIDS series such as Molly of Denali, Arthur, and Ruff Ruffman, data and visualizations will demonstrate valuable learnings related to many aspects of educational game design and distribution. Topics to be explored will include: psychometric modeling to measure skill mastery, sizing and placement of key user interface elements in order to support young audiences and developing motor skills, navigation and user pathing, content completion (portion of available content actually engaged with), content discovery (promotion of awareness of unseen content), the intersection between engagement and learning, and more. Finally, the talk will incorporate lessons learned, implications, and how this work will lead to future efforts.