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...
| Autores: | , , , |
|---|---|
| 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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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 |
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https://hdl.handle.net/20.500.14352/102562 |
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Inglés eng |
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Inglés |
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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/ |
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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:Universidad Complutense de Madrid (UCM) |
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Universidad Complutense de Madrid (UCM) |
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Docta Complutense |
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15.301629 |