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...

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Detalles Bibliográficos
Autores: Alonso Fernández, Cristina, Rus Cano, Ana, Calvo Morata, Antonio, Freire Morán, Manuel, Martínez Ortiz, Iván, Fernández Manjón, Baltasar
Tipo de recurso: artículo
Fecha de publicación:2019
País:España
Repositorio:Docta Complutense
Idioma:inglés
OAI Identifier:oai:dnet:docta_______::69c9df32996bf53892388a8d375db919
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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spelling 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.
publishDate 2019
dc.date.none.fl_str_mv 2019
2019-01-01
2019
2019-01-01
2024
2024-02-07
dc.type.none.fl_str_mv journal article
http://purl.org/coar/resource_type/c_6501
AM
http://purl.org/coar/version/c_ab4af688f83e57aa
info:eu-repo/semantics/article
format article
dc.identifier.none.fl_str_mv https://hdl.handle.net/20.500.14352/100017
url https://hdl.handle.net/20.500.14352/100017
dc.language.none.fl_str_mv Inglés
eng
language_invalid_str_mv Inglés
language eng
dc.rights.none.fl_str_mv 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
rights_invalid_str_mv 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/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.source.none.fl_str_mv reponame:Docta Complutense
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reponame_str Docta Complutense
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