A methodology for assessing the effectiveness of serious games and for inferring player learning outcomes

Although serious games are proven to serve as educational tools in many educational domains, there is a lack of reliable, automated and repeatable methodologies that measure their effectiveness: what do players know after playing serious games? Do they learn from them? Previous research shows that t...

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Detalles Bibliográficos
Autores: Serrano Laguna, Ángel, Fernández Manjón, Baltasar, Manero Iglesias, José Borja, Freire Morán, Manuel
Tipo de recurso: artículo
Fecha de publicación:2018
País:España
Institución:Universidad Complutense de Madrid (UCM)
Repositorio:Docta Complutense
Idioma:inglés
OAI Identifier:oai:docta.ucm.es:20.500.14352/102562
Acceso en línea:https://hdl.handle.net/20.500.14352/102562
Access Level:acceso abierto
Palabra clave:Serious games
Learning analytics
Game design
Learning outcomes analysis
Educational games
Informática (Informática)
3304 Tecnología de Los Ordenadores
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spelling A methodology for assessing the effectiveness of serious games and for inferring player learning outcomesSerrano Laguna, ÁngelFernández Manjón, BaltasarManero Iglesias, José BorjaFreire Morán, ManuelSerious gamesLearning analyticsGame designLearning outcomes analysisEducational gamesInformática (Informática)3304 Tecnología de Los OrdenadoresAlthough serious games are proven to serve as educational tools in many educational domains, there is a lack of reliable, automated and repeatable methodologies that measure their effectiveness: what do players know after playing serious games? Do they learn from them? Previous research shows that the vast majority of serious games are assessed by using questionnaires, which is in stark contrast to current trends in the video game industry. Commercial videogame developers have been learning from their players through Game Analytics for years via non-disruptive game tracking. In this paper, we propose a methodology for assessing serious game effectiveness based on non-disruptive in-game tracking. The methodology involves a design pattern that structures the delivery of educational goals through a game. This structure also allows one to infer learning outcomes for each individual player, which, when aggregated, determine the effectiveness of a serious game. We tested the methodology by having 320 students play a serious game. The proposed methodology allowed us to infer players’ learning outcomes, to assess the game effectiveness levels and to identify issues in the game design.Universidad Complutense de Madrid20182018-03-2720182018-03-27journal articlehttp://purl.org/coar/resource_type/c_6501info:eu-repo/semantics/articleapplication/pdfhttps://hdl.handle.net/20.500.14352/102562reponame:Docta Complutenseinstname:Universidad Complutense de Madrid (UCM)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:docta.ucm.es:20.500.14352/1025622026-06-02T12:44:21Z
dc.title.none.fl_str_mv A methodology for assessing the effectiveness of serious games and for inferring player learning outcomes
title A methodology for assessing the effectiveness of serious games and for inferring player learning outcomes
spellingShingle A methodology for assessing the effectiveness of serious games and for inferring player learning outcomes
Serrano Laguna, Ángel
Serious games
Learning analytics
Game design
Learning outcomes analysis
Educational games
Informática (Informática)
3304 Tecnología de Los Ordenadores
title_short A methodology for assessing the effectiveness of serious games and for inferring player learning outcomes
title_full A methodology for assessing the effectiveness of serious games and for inferring player learning outcomes
title_fullStr A methodology for assessing the effectiveness of serious games and for inferring player learning outcomes
title_full_unstemmed A methodology for assessing the effectiveness of serious games and for inferring player learning outcomes
title_sort A methodology for assessing the effectiveness of serious games and for inferring player learning outcomes
dc.creator.none.fl_str_mv Serrano Laguna, Ángel
Fernández Manjón, Baltasar
Manero Iglesias, José Borja
Freire Morán, Manuel
author Serrano Laguna, Ángel
author_facet Serrano Laguna, Ángel
Fernández Manjón, Baltasar
Manero Iglesias, José Borja
Freire Morán, Manuel
author_role author
author2 Fernández Manjón, Baltasar
Manero Iglesias, José Borja
Freire Morán, Manuel
author2_role author
author
author
dc.contributor.none.fl_str_mv Universidad Complutense de Madrid
dc.subject.none.fl_str_mv Serious games
Learning analytics
Game design
Learning outcomes analysis
Educational games
Informática (Informática)
3304 Tecnología de Los Ordenadores
topic Serious games
Learning analytics
Game design
Learning outcomes analysis
Educational games
Informática (Informática)
3304 Tecnología de Los Ordenadores
description Although serious games are proven to serve as educational tools in many educational domains, there is a lack of reliable, automated and repeatable methodologies that measure their effectiveness: what do players know after playing serious games? Do they learn from them? Previous research shows that the vast majority of serious games are assessed by using questionnaires, which is in stark contrast to current trends in the video game industry. Commercial videogame developers have been learning from their players through Game Analytics for years via non-disruptive game tracking. In this paper, we propose a methodology for assessing serious game effectiveness based on non-disruptive in-game tracking. The methodology involves a design pattern that structures the delivery of educational goals through a game. This structure also allows one to infer learning outcomes for each individual player, which, when aggregated, determine the effectiveness of a serious game. We tested the methodology by having 320 students play a serious game. The proposed methodology allowed us to infer players’ learning outcomes, to assess the game effectiveness levels and to identify issues in the game design.
publishDate 2018
dc.date.none.fl_str_mv 2018
2018-03-27
2018
2018-03-27
dc.type.none.fl_str_mv journal article
http://purl.org/coar/resource_type/c_6501
dc.type.openaire.fl_str_mv info:eu-repo/semantics/article
format article
dc.identifier.none.fl_str_mv https://hdl.handle.net/20.500.14352/102562
url https://hdl.handle.net/20.500.14352/102562
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/
dc.rights.openaire.fl_str_mv 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
instname:Universidad Complutense de Madrid (UCM)
instname_str Universidad Complutense de Madrid (UCM)
reponame_str Docta Complutense
collection Docta Complutense
repository.name.fl_str_mv
repository.mail.fl_str_mv
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