Triskelion—In Pursuit of Proficiency Through Immersive Gameplay
Abstract
:1. Introduction
- Tasks can be understood after a brief period of instruction;
- Immediate feedback is provided;
- Repeated performance of the same or similar task;
- High accuracy is rapidly attained;
- Emphasis is placed on speed.
Triskelion Matchplay Aligns with These Characteristics
LS1 | lecture | 2 quizzes | test, Kessel Run | ⋆ test ⋆ |
LS2 | lecture | 2 quizzes, | Triskelion | ⋆ test ⋆ |
: | The distributions of response times are the same |
: | The distributions are different |
2. Materials and Methods
- Group A:
- Introductory content consisting of a lecture and two quizzes.
- A practice test consisting of 10 problems randomly selected from a problem bank. Solving a problem requires creating an artifact that is appropriately flipped or rotated through mouse clicks on a grid. It is important to mention that such tests are generated on an individual basis, meaning each student is provided a unique test of 10 randomly generated problems drawn from the problem bank.
- Playing a 3D game called the Kessel Run [24]. Though the Kessel Run is a video game, it consists primarily of solving symmetry problems. In the Kessel Run, there is no traditional gameplay.
- A final test consisting of 10 problems randomly selected from a problem bank. Solving a problem requires creating an artifact that is appropriately flipped or rotated through mouse clicks on a grid. The problems in this test are drawn from the same problem bank as the practice test. So this can be viewed as taking a test for the second time (i.e., a repetition).
- Group B:
- Introductory content consisting of a lecture and two quizzes.
- Playing a Triskelion match, which is a group-based competition. In contrast to the Kessel Run, Triskelion interleaves elements of standard gameplay with solving symmetry problems. Furthermore, Triskelion provides a clan-based competitive environment, a distinction we feel to be important.
- A final test consisting of 10 problems randomly selected from a problem bank. Solving a problem requires creating an artifact that is appropriately flipped or rotated through mouse clicks on a grid. This final test (of randomly selected problems) is the same test that is given to Group A.
2.1. Introductory Content
2.2. Practice Sequence for Group A: A Practice Test and the Kessel Run
2.3. Practice Sequence for Group B: Triskelion
2.3.1. Triskelion from the Perspective of a Student
2.3.2. Triskelion from the Perspective of a Teacher
- High Score—The high score of each player in their clan. This can provide insight into the level of mastery a student has with the educational material. However, it should be noted that very high scores can only be attained by individuals having exceptional shooter skills (quick and precise mouse movements targeting desired objects).
- Low Score—The low score of each player in their clan. This can provide insight into a student’s improvement over time. For example, a student initially may have a very low score. As they improve, their scores will increase. Thus, in some sense, the difference between a player’s low score and high score approximates a player’s improvement.
- Average Score—The average score of each player in their clan. This can provide insight into whether a student’s progress has stabilized (e.g., reached a plateau where additional gameplay might only yield minor improvement). Consider a situation where there is a large difference between the low score of a student and their high score. In such a situation, if the average score is close to the high score, the student’s learning might have stabilized.
- Games Played—This metric provides insight into the level of engagement of the players in a clan. This metric can be especially useful if students are able to play Triskelion outside of the school day (e.g., at home in the evenings or on weekends).
- Play Time—This metric measures how much time a player spends in-game not engaging with educational content. For example, some students may spend much of their time exploring the Celtic Forest and the ancient Druid ruins.
- Puzzle Time—This metric measures how much time a player spends engaging with educational content. For example, a student who is struggling with the puzzles (i.e., problems) might spend a lot of time engaging with puzzles relative to the time they spend collecting will-o-the-wisps.
2.3.3. Clan Competitions
3. Results
- Horizontal Reflection II;
- Vertical Reflection II;
- 180 Degree Rotation II;
- 90 Degree Clockwise Rotation II;
- 90 Degree Counterclockwise Rotation II.
4. Discussion
Funding
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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Accuracy | Response Time | |||||
---|---|---|---|---|---|---|
Mean | Std | Median | Mean | Std | Median | |
Group A | 9.9 | 0.45 | 10.0 | 268.10 | 269.74 | 189.5 |
Group B | 9.83 | 0.48 | 10.0 | 271.25 | 127.29 | 232.5 |
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Winter, V. Triskelion—In Pursuit of Proficiency Through Immersive Gameplay. Information 2025, 16, 28. https://doi.org/10.3390/info16010028
Winter V. Triskelion—In Pursuit of Proficiency Through Immersive Gameplay. Information. 2025; 16(1):28. https://doi.org/10.3390/info16010028
Chicago/Turabian StyleWinter, Victor. 2025. "Triskelion—In Pursuit of Proficiency Through Immersive Gameplay" Information 16, no. 1: 28. https://doi.org/10.3390/info16010028
APA StyleWinter, V. (2025). Triskelion—In Pursuit of Proficiency Through Immersive Gameplay. Information, 16(1), 28. https://doi.org/10.3390/info16010028