753 research outputs found

    The Use of Learning Analytics Interactive Dashboards in Serious Games: A Review of the Literature

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    The learning analytics in serious games, corresponds to a subject in increasing demand in the educational field. In this context, there is a need to study how data visualizations found in the literature are adopted in learning analytics in serious games. This paper presents a Systematic Literature Review (SLR) on how the evolution of studies associated with the use of learning analytics interactive dashboards in serious games is processed, seeking to investigate the characteristics of using dashboards for viewing educational data. A bibliometric analysis was carried out in which 75 relevant studies were selected from the Scopus, Web of Science, and IEEExplore databases. From the data analysis, it was observed that in the current literature there is a reduced number of studies containing the main actors in the learning process, as follows: teachers/instructors, students/participants, game developers/designers, and managers/researchers. In the vast majority of investigated studies, data visualization algorithms are used, where the main focus takes into account only actors, such as teachers/instructors and students/participants

    Improving serious games evaluation by applying learning analytics and data mining techniques

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    Tesis inédita de la Universidad Complutense de Madrid, Facultad de Informática, Departamento de Ingeniería del Software e Inteligencia Artificial, leída el 15/06/2017. Tesis formato europeo (compendio de artículos)Serious games are highly motivational resources effective to teach, raise awareness, or change the perceptions of players. To foster their application in education, teachers and institutions require clear and formal evidences to assess students' learning while they are playing the games. However, traditional assessment techniques rely on external questionnaires, typically carried out before and after playing, that fail to measure players' learning while it is happening. The multiple interactions carried out by players in the games can provide more precise information about how players play, and even be used to assess them. In this regard, game learning analytics techiques propose the collection and analysis of such interactions for multiple purposes, including assessment. The potentially large game learning analytics data collected can be further analyzed with data mining techniques to discover unexpected patterns and to provide measures to evaluate the effect of fames on their players and assess their learning...Los juegos serios son recursos altamente motivadores y efectivos para enseñar, concienciar, o cambiar las percepciones de sus jugadores. Para fomentar su aplicación en educación, los profesores y las instituciones necesitan pruebas claras y automáticas con las que evaluar el aprendizaje de sus estudiantes mientras utilizan los juegos. Tradicionalmente, la evaluación con juegos serios se basa en cuestionarios externos, realizados normalmente antes y después de jugar, que no miden el aprendizaje de los jugadores durante el proceso en sí. Las múltiples interacciones que realizan los jugadores al jugar pueden proporcionar una información más precisa sobre cómo juegan los jugadores e, incluso, utilizarse para evaluar su aprendizaje. En este sentido, las analíticas de aprendizaje para juegos proponen técnicas para la recogida y el análisis de dichas interacciones con múltiples fines, incluida la evaluación de los jugadores. Los datos (potencialmente numerosos) de las analíticas de aprendizaje para juegos pueden analizarse en mayor detalle con técnicas d minería de datos que permiten descubrir patrones ocultos a simple vista y proporcionar mejores medidas para estudiar el efecto de los juegos en los estudiantes y evaluar su aprendizaje...Fac. de InformáticaTRUEunpu

    Extending the Activity Theory Based Model for Serious Games Design in Engineering to Integrate Analytics

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    Serious Games (SG) have been shown to have instructional potential and a number of formal models, frameworks and methodologies have emerged to support their design and analysis. The Activity Theory-based Model of Serious Games (ATMSG) facilitates a systematic and detailed representation of educational SG describing how game elements are connected together to contribute to pedagogical goals. This paper proposes and presents an extension to the ATMSG framework to facilitate the identification, selection and integration of analytics into serious games. A practical example of the approach in use in the analysis and design phase of a SG for engineering is demonstrated

    Using Game Learning Analytics for Validating the Design of a Learning Game for Adults with Intellectual Disabilities.

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    Serious Games, defined as a game in which education (in its various forms) is the primary goal rather than entertainment, have been proven as an effective educational tool for engaging and motivating students (Michael & Chen, 2006). However, more research is needed to sustain the suitability of these games to train users with cognitive impairments. This empirical study addresses the use of a Serious Game for training students with Intellectual Disabilities in traveling around the subway as a complement to traditional training. Fifty-one (51) adult people with Down Syndrome, mild cognitive disability or certain types of Autism Spectrum Disorder, all conditions classified as intellectual disabilities, played the learning game Downtown, A Subway Adventure which was designed ad-hoc considering their needs and cognitive skills. We used standards-based Game Learning Analytics techniques (i.e. Experience API –xAPI), to collect and analyze learning data both off-line and in near-real time while the users were playing the videogame. This article analyzes and assesses the evidence data collected using analytics during the game sessions, like time completing tasks, inactivity times or the number of correct/incorrect stations while traveling. Based on a multiple baseline design, the results validated both the game design and the tasks and activities proposed in Downtown as a supplementary tool to train skills in transportation. Differences between High-Functioning and Medium-Functioning users were found and explained in this paper, but the fact that almost all of the students completed at least one route without mistakes, the general improvement trough sessions and the low-mistake ratio are good indicators about the appropriateness of the game design.pre-print311 K

    Game Analytics Evidence-Based Evaluation of a Learning Game for Intellectual Disabled Users.

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    Learning games are becoming popular among teachers as educational tools. However, despite all the game development quality processes (e.g., beta testing), there is no total assurance about the game design appropriateness to the students' cognitive skills until the games are used in the classroom. Furthermore, games designed speci cally for Intellectual Disabled (ID) users are even harder to evaluate because of the communication issues that this type of players have. ID users' feedback about their learning experience is complex to obtain and not always fully reliable. To address this problem, we use an evidence-based approach for evaluating the game design of Downtown, A Subway Adventure, a game created to improve independent living in users with ID. In this paper we exemplify the whole process of applying Game Analytics techniques to gather actual users' gameplay interaction data in real settings for evaluating the design. Following this process, researchers were able to validate different game aspects (e.g., mechanics) and could also identify game aws that may be dif cult to detect using formative evaluation or other observational-based methods. Results showed that the proposed evidence-based approach using Game Analytics information is an effective way to evaluate both the game design and the implementation, especially in situations where other types of evaluations that require users' involvement are limited.post-print1129 K

    Mejorando la evaluación de juegos serios mediante el uso de analíticas de aprendizaje

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    Este trabajo de tesis propone el uso de analíticas de aprendizaje para mejorar la evaluación en videojuegos educativos o juegos serios. El trabajo aborda dos aspectos necesarios para una evaluación de aprendizaje efectiva: 1) los requisitos necesarios en el diseño de juegos serios; 2) la infraestructura y el modelo de análisis necesario para las analíticas de aprendizaje. Estos dos trabajos, combinados, marcan un camino para aplicar analíticas de aprendizaje a juegos serios de manera efectiva. Esta aplicación se fundamenta en proporcionar a profesores e instructores resultados de aprendizaje (o niveles de conocimiento) de sus alumnos tras interactuar con un juego serio. El proceso empieza por el diseño de un juego serio efectivo, capaz de capturar, a partir de las interacciones de los estudiantes, el proceso de aprendizaje. A partir de ahí, se define un modelo de captura de datos que recoja estas interacciones. Después, estas interacciones son analizadas para obtener resultados de aprendizaje, y, finalmente, son mostradas a través de visualizaciones a los profesores e instructores, que pueden tomar acción a partir de ahí. El diseño de juego serios se aborda desarrollando una metodología que modela los aspectos fundamentales en el desarrollo e implementación de un juego serio, desde su incepción inicial a partir de objetivos educativos, pasando por su validación formal con usuarios expertos y terminando con el despliegue final, en el que los usuarios objetivo interactúan con el juego para lograr sus objetivos educativos. Esta metodología se ve acompañada, para cada uno de sus pasos, de las consideraciones necesarias para habilitar la evaluación automática del juego serio, y de un patrón de diseño destinado a estructurar la manera en la que los juegos serios presentan los contenidos educativos a sus jugadores..
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