We propose a study on the efects of live streaming on an educational game's learning outcomes. The COVID-19 pandemic has strengthened the call for interactive online learning experiences. There is a growing body of literature examining learning on platforms such as Twitch, and studies have shown that enhancing in-game performance is possible from viewing a stream. However, little work has explored whether learning from live streaming educational games, where in-game performance relates to educational outcomes outside of the game context, is possible. We share the details of our proposed study, in which an educational game called Angle Jungle will streamed to participants, and learning gains will be compared to three non-live streamed conditions. By executing this study, we can understand the benefts and shortcomings of current live streaming interfaces in supporting educational games, paving the way for the design of novel and interactive learning experiences built for live streaming platforms.
CCS CONCEPTS• Human-centered computing → User studies; • Applied computing → Computer games; • Social and professional topics → K-12 education.