Lessons learned applying learning analytics to assess serious games. (October 2019)
- Record Type:
- Journal Article
- Title:
- Lessons learned applying learning analytics to assess serious games. (October 2019)
- Main Title:
- Lessons learned applying learning analytics to assess serious games
- Authors:
- Alonso-Fernández, Cristina
Cano, Ana R.
Calvo-Morata, Antonio
Freire, Manuel
Martínez-Ortiz, Iván
Fernández-Manjón, Baltasar - Abstract:
- Abstract: Serious Games have already proved their advantages in different educational environments. Combining them with Game Learning Analytics can further improve the life-cycle of serious games, by informing decisions that shorten development time and reduce development iterations while improving their impact, therefore fostering their adoption. Game Learning Analytics is an evidence-based methodology based on in-game user interaction data, and can provide insight about the game-based educational experience promoting aspects such as a better assessment of the learning process. In this article, we review our experiences and results applying Game Learning Analytics for serious games in three different scenarios: (1) validating and deploying a game to raise awareness about cyberbullying, (2) validating the design of a game to improve independent living of users with intellectual disabilities and (3) improving the evaluation of a game on first aid techniques. These experiences show different uses of game learning analytics in the context of serious games to improve their design, evaluation and deployment processes. Building up from these experiences, we discuss the results obtained and provide lessons learnt from these different applications, to provide an approach that can be generalized to improve the design and application of a wide range of serious games in different educational settings. Graphical abstract: Image 1 Highlights: Review of 3 case studies using serious gamesAbstract: Serious Games have already proved their advantages in different educational environments. Combining them with Game Learning Analytics can further improve the life-cycle of serious games, by informing decisions that shorten development time and reduce development iterations while improving their impact, therefore fostering their adoption. Game Learning Analytics is an evidence-based methodology based on in-game user interaction data, and can provide insight about the game-based educational experience promoting aspects such as a better assessment of the learning process. In this article, we review our experiences and results applying Game Learning Analytics for serious games in three different scenarios: (1) validating and deploying a game to raise awareness about cyberbullying, (2) validating the design of a game to improve independent living of users with intellectual disabilities and (3) improving the evaluation of a game on first aid techniques. These experiences show different uses of game learning analytics in the context of serious games to improve their design, evaluation and deployment processes. Building up from these experiences, we discuss the results obtained and provide lessons learnt from these different applications, to provide an approach that can be generalized to improve the design and application of a wide range of serious games in different educational settings. Graphical abstract: Image 1 Highlights: Review of 3 case studies using serious games with different goals, targets and uses. Showcase of data standard (xAPI-SG) usage to simplify collection and integration. Baseline of purposes of game learning analytics data at different stages. Uses of information obtained for different stakeholders' interests. … (more)
- Is Part Of:
- Computers in human behavior. Volume 99(2019)
- Journal:
- Computers in human behavior
- Issue:
- Volume 99(2019)
- Issue Display:
- Volume 99, Issue 2019 (2019)
- Year:
- 2019
- Volume:
- 99
- Issue:
- 2019
- Issue Sort Value:
- 2019-0099-2019-0000
- Page Start:
- 301
- Page End:
- 309
- Publication Date:
- 2019-10
- Subjects:
- Learning analytics -- Game analytics -- Serious games -- Game-based learning -- Evidence-based learning
Analysis and evaluation methods -- Case studies -- Design experiments -- Surveys and questionnaires -- Learning technologies and tools
Interactive computer systems -- Periodicals
Man-machine systems -- Periodicals
004.019 - Journal URLs:
- http://www.sciencedirect.com/science/journal/07475632 ↗
http://www.elsevier.com/journals ↗ - DOI:
- 10.1016/j.chb.2019.05.036 ↗
- Languages:
- English
- ISSNs:
- 0747-5632
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 3394.921600
British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 16409.xml