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LEARNING ANALYTICS
APPLIED TO
SIMULATIONS AND VIDEOGAMES
EDUCATIONAL DATA MINING
● Educational institutions have interesting
information about students
● Students are generating a lot of new data
– e-learning systems (LMS, MOOCs)
– Interactions with complex resources (simulations)
We need tools to understand these data
and optimize learning processes
LEARNING
ANALYTICS
ACADEMIC
ANALYTICS
EDUCATIONAL
DATA MINING
STAKEHOLDERS AND OBJECTIVES
● For learners/students
– Personalized e-learning, receive recommendations for
paths/activities, auto-assessment
● For instructors/teachers
– Get feedback about instruction, detect students at risk, predict
students performance
● For course developers/researchers
– Evaluate and maintain courseware
● For organizations/administrators
– Develop the best way to organize institutional resources
Romero, C., & Ventura, S. Educational Data Mining: A Review of the State of the Art, 40
IEEE Transactions on Systems Man and Cybernetics Part C Applications and Reviews
601–618 (2010). IEEE. doi:10.1109/TSMCC.2010.2053532
IN
● Learning Analytics
– Using simulations and videogames
● Objectives
– Assess students learning process analyzing their
interactions with simulations
– Give feedback to teachers
● Real time: while students play with the simulation
● Post-experience: after students are done with the
simulation
GLEANER VIDEOS
WHAT WE LEARNED
● Phase indicator: progress
● Score and badges: performance
● Detecting errors: students blocked
… and that going back to the instructor computer to check
the dashboard was not optimal
A GAME IS FORMED BY...
● Zones: a virtual area in which the player can
enter or exit
● Variables: a variable with a meaningful weight
inside the game
● Choices: a set of options offered to the player,
usually with different consequences
● Quests: the current goal of the player, the next
thing he needs to accomplish to advance in the
game
GAME MODEL
● A zones graph: representing the map of the
game
● A list of variables: containing all meaningful
variables in the game
● A list of choices: all choices players can
face during gameplay
● A list of quests: containing all the quests
players can complete inside the game.
Player action Event Target Value
Gameplay started start Empty Empty
Gameplay ended end Empty Empty
Entered in a zone. Implicitily,
exits any previous zone
zone Empty Zone identifier
Variable value updated var Variable
name
New variable
value
Quest started quest_started Quest id Empty
Quest finished quest_finished Quest id Quest result
Selected an option in a
choice
choice Choice id Option id
TRACES
PLAYER GAMEPLAY STATE
"time": time // Time since the gameplay started
"zone": "zoneId" // Current zone Id,
"zones": { // Number of visits to each zone
"zone1": counter,
"zone2": counter,
...
},
"vars": { // Current value of the variables
"var1": value,
"var2": value,
...
},
"quests_finished": ["quest1", "quest2", ...],
"quests_started": ["quest3", "quest4", ...],
"choices": { // Counter of options selected in each choice
"choice1": {
"option1": counter
}
}
ASESSMENT MODEL
● Score
– Overall performance of the player
● Progress
– General progress in the game. How long until the
player is done with the simulation
● Alerts
– Gameplay state in an undesired condition
– Might need instructor intervention
EXAMPLE: SUPER MARIO BROS.
GAME MODEL
TRACES
GAMEPLAY STATE
ASESSMENT MODEL
ASESSMENT MODEL IN GLEANER
CLASSROOM SUMMARY
PLAYERS LIST
INDIVIDUAL PLAYER VIEW
WHAT WE HAVE
● Simulations, traces and assessment models
● Framework to track and assess simulations in
real time
NEXT
● Building assessment models automatically
– Using extra data in the simulation model
● All data stored in GLEANER is in a non-
standard format...
– xAPI
● For interactions data, so others can perform analysis
● For assessment results, so it can be shared with a
LMS, LRS...
THANKS!

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Learning Analytics applied to simulations and videogames

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  • 4. EDUCATIONAL DATA MINING ● Educational institutions have interesting information about students ● Students are generating a lot of new data – e-learning systems (LMS, MOOCs) – Interactions with complex resources (simulations) We need tools to understand these data and optimize learning processes
  • 6. STAKEHOLDERS AND OBJECTIVES ● For learners/students – Personalized e-learning, receive recommendations for paths/activities, auto-assessment ● For instructors/teachers – Get feedback about instruction, detect students at risk, predict students performance ● For course developers/researchers – Evaluate and maintain courseware ● For organizations/administrators – Develop the best way to organize institutional resources Romero, C., & Ventura, S. Educational Data Mining: A Review of the State of the Art, 40 IEEE Transactions on Systems Man and Cybernetics Part C Applications and Reviews 601–618 (2010). IEEE. doi:10.1109/TSMCC.2010.2053532
  • 7. IN ● Learning Analytics – Using simulations and videogames ● Objectives – Assess students learning process analyzing their interactions with simulations – Give feedback to teachers ● Real time: while students play with the simulation ● Post-experience: after students are done with the simulation
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  • 19. WHAT WE LEARNED ● Phase indicator: progress ● Score and badges: performance ● Detecting errors: students blocked … and that going back to the instructor computer to check the dashboard was not optimal
  • 20. A GAME IS FORMED BY... ● Zones: a virtual area in which the player can enter or exit ● Variables: a variable with a meaningful weight inside the game ● Choices: a set of options offered to the player, usually with different consequences ● Quests: the current goal of the player, the next thing he needs to accomplish to advance in the game
  • 21. GAME MODEL ● A zones graph: representing the map of the game ● A list of variables: containing all meaningful variables in the game ● A list of choices: all choices players can face during gameplay ● A list of quests: containing all the quests players can complete inside the game.
  • 22. Player action Event Target Value Gameplay started start Empty Empty Gameplay ended end Empty Empty Entered in a zone. Implicitily, exits any previous zone zone Empty Zone identifier Variable value updated var Variable name New variable value Quest started quest_started Quest id Empty Quest finished quest_finished Quest id Quest result Selected an option in a choice choice Choice id Option id TRACES
  • 23. PLAYER GAMEPLAY STATE "time": time // Time since the gameplay started "zone": "zoneId" // Current zone Id, "zones": { // Number of visits to each zone "zone1": counter, "zone2": counter, ... }, "vars": { // Current value of the variables "var1": value, "var2": value, ... }, "quests_finished": ["quest1", "quest2", ...], "quests_started": ["quest3", "quest4", ...], "choices": { // Counter of options selected in each choice "choice1": { "option1": counter } }
  • 24. ASESSMENT MODEL ● Score – Overall performance of the player ● Progress – General progress in the game. How long until the player is done with the simulation ● Alerts – Gameplay state in an undesired condition – Might need instructor intervention
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  • 37. WHAT WE HAVE ● Simulations, traces and assessment models ● Framework to track and assess simulations in real time
  • 38. NEXT ● Building assessment models automatically – Using extra data in the simulation model ● All data stored in GLEANER is in a non- standard format... – xAPI ● For interactions data, so others can perform analysis ● For assessment results, so it can be shared with a LMS, LRS...