Lessons learned applying learning analytics to assess serious games
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 impa...
| Autores: | , , , , , |
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| Tipo de recurso: | artículo |
| Fecha de publicación: | 2019 |
| País: | España |
| Repositorio: | Docta Complutense |
| Idioma: | inglés |
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| Acceso en línea: | https://hdl.handle.net/20.500.14352/100017 |
| Access Level: | acceso abierto |
| Palabra clave: | Learning analytics Game analytics Serious games Game-based learning Evidence-based learning Software Educación 1203.10 Enseñanza Con Ayuda de Ordenador |
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Lessons learned applying learning analytics to assess serious gamesAlonso Fernández, CristinaRus Cano, AnaCalvo Morata, AntonioFreire Morán, ManuelMartínez Ortiz, IvánFernández Manjón, BaltasarLearning analyticsGame analyticsSerious gamesGame-based learningEvidence-based learningSoftwareEducación1203.10 Enseñanza Con Ayuda de OrdenadorSerious 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.Universidad Complutense de Madrid20242024-02-0720192019-01-0120192019-01-01journal articlehttp://purl.org/coar/resource_type/c_6501AMhttp://purl.org/coar/version/c_ab4af688f83e57aainfo:eu-repo/semantics/articleapplication/pdfhttps://hdl.handle.net/20.500.14352/100017reponame:Docta Complutenseinstname:Inglésengopen accesshttp://purl.org/coar/access_right/c_abf2Attribution-NonCommercial-NoDerivatives 4.0 Internationalhttp://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessoai:dnet:docta_______::69c9df32996bf53892388a8d375db9192025-08-02T12:44:52Z |
| dc.title.none.fl_str_mv |
Lessons learned applying learning analytics to assess serious games |
| title |
Lessons learned applying learning analytics to assess serious games |
| spellingShingle |
Lessons learned applying learning analytics to assess serious games Alonso Fernández, Cristina Learning analytics Game analytics Serious games Game-based learning Evidence-based learning Software Educación 1203.10 Enseñanza Con Ayuda de Ordenador |
| title_short |
Lessons learned applying learning analytics to assess serious games |
| title_full |
Lessons learned applying learning analytics to assess serious games |
| title_fullStr |
Lessons learned applying learning analytics to assess serious games |
| title_full_unstemmed |
Lessons learned applying learning analytics to assess serious games |
| title_sort |
Lessons learned applying learning analytics to assess serious games |
| dc.creator.none.fl_str_mv |
Alonso Fernández, Cristina Rus Cano, Ana Calvo Morata, Antonio Freire Morán, Manuel Martínez Ortiz, Iván Fernández Manjón, Baltasar |
| author |
Alonso Fernández, Cristina |
| author_facet |
Alonso Fernández, Cristina Rus Cano, Ana Calvo Morata, Antonio Freire Morán, Manuel Martínez Ortiz, Iván Fernández Manjón, Baltasar |
| author_role |
author |
| author2 |
Rus Cano, Ana Calvo Morata, Antonio Freire Morán, Manuel Martínez Ortiz, Iván Fernández Manjón, Baltasar |
| author2_role |
author author author author author |
| dc.contributor.none.fl_str_mv |
Universidad Complutense de Madrid |
| dc.subject.none.fl_str_mv |
Learning analytics Game analytics Serious games Game-based learning Evidence-based learning Software Educación 1203.10 Enseñanza Con Ayuda de Ordenador |
| topic |
Learning analytics Game analytics Serious games Game-based learning Evidence-based learning Software Educación 1203.10 Enseñanza Con Ayuda de Ordenador |
| description |
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. |
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2019 |
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2019 2019-01-01 2019 2019-01-01 2024 2024-02-07 |
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journal article http://purl.org/coar/resource_type/c_6501 AM http://purl.org/coar/version/c_ab4af688f83e57aa info:eu-repo/semantics/article |
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article |
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https://hdl.handle.net/20.500.14352/100017 |
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https://hdl.handle.net/20.500.14352/100017 |
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Inglés eng |
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Inglés |
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eng |
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open access http://purl.org/coar/access_right/c_abf2 Attribution-NonCommercial-NoDerivatives 4.0 International http://creativecommons.org/licenses/by-nc-nd/4.0/ info:eu-repo/semantics/openAccess |
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open access http://purl.org/coar/access_right/c_abf2 Attribution-NonCommercial-NoDerivatives 4.0 International http://creativecommons.org/licenses/by-nc-nd/4.0/ |
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openAccess |
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application/pdf |
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reponame:Docta Complutense instname: |
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