This document discusses using learning analytics and educational data mining applied to simulations and video games. It aims to assess student learning processes by analyzing their interactions with simulations and provide feedback to teachers. Key points discussed include using tools to understand data from e-learning systems and complex resources like simulations in order to optimize learning. Stakeholders that could benefit are listed as students, teachers, course developers, and administrators. Examples of using analytics with a video game simulation called Super Mario Bros are also provided.
Edward F. T. Charfauros, inspiring author, assists fellow students with their presentation for a successful grade. He also blogs upon his own inspiring blog, where you'll discover life changing stuff. Sign up for his blog by sending him an email~
Copyright 2013 Edward F. T. Charfauros. Reference, www.YourBlogorResume.net.
Edward F. T. Charfauros, inspiring author, assists fellow students with their presentation for a successful grade. He also blogs upon his own inspiring blog, where you'll discover life changing stuff. Sign up for his blog by sending him an email~
Copyright 2013 Edward F. T. Charfauros. Reference, www.YourBlogorResume.net.
We’ve examined how we can rebuild inrastucture from scratch, but now let’s think outside the box, and inside the clouds. Before the zombie apocalypse began, many organizations were beginning to leverage public cloud infrastructures for a number of reasons.
Edward F. T. Charfauros, inspiring author, assists fellow students with their presentation for a successful grade. He also blogs upon his own inspiring blog, where you'll discover life changing stuff. Sign up for his blog by sending him an email~
Copyright 2013 Edward F. T. Charfauros. Reference, www.YourBlogorResume.net.
At this time; reading, listening or writing the word DNA doesn’t amaze us, we know that it is deoxyribonucleic acid. But it was not always like this. There was a time when it was a mystery; many of the scientists, researcher and workers spent their whole life in searching out what is DNA.
V Jornadas eMadrid sobre “Educación Digital”. Ángel Serrano, Universidad Comp...eMadrid network
V Jornadas eMadrid sobre “Educación Digital”. Ángel Serrano, Universidad Complutense de Madrid: Applied games, learning analytics and standards. 2015-06-30
Learning Analytics and how to use in educational or serious games for improving the use of the games
game traces
evidence based education
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Los sistemas educacionales actuales aun se centran fuertemente en la evaluación de contenidos a pesar de que vivimos en la era de la información y mediante métodos tradicionales como evaluaciones estandarizadas que estresan a los estudiantes. Los juegos serios representan oportunidades educacionales de gran impacto al representar entornos más realistas, que capturan gran cantidad de datos sobre el proceso que siguen los estudiantes y que son más disfrutables y relajados que los exámenes. Estos datos, combinados con técnicas de analítica de aprendizaje, representan gran potencial para construir modelos que permitan la evaluación de competencias claves para la sociedad del siglo 21 a través de juegos serios, estas evaluaciones se implementan de forma indirecta en lo que se conoce como Stealth Assessment (evaluación fantasma), para evitar interrumpir el flujo de juego. En este charla veremos una metodología que se basa en tres etapas – Diseño, Implementación y Evaluación – para la implementación de sistemas de evaluación a través de juegos.
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To fully leverage data-driven approaches for measuring learning in complex and interactive game environments, the field needs to develop methods to coherently integrate learning analytics (LA) throughout the design, development, and evaluation processes to
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Edward F. T. Charfauros, inspiring author, assists fellow students with their presentation for a successful grade. He also blogs upon his own inspiring blog, where you'll discover life changing stuff. Sign up for his blog by sending him an email~
Copyright 2013 Edward F. T. Charfauros. Reference, www.YourBlogorResume.net.
At this time; reading, listening or writing the word DNA doesn’t amaze us, we know that it is deoxyribonucleic acid. But it was not always like this. There was a time when it was a mystery; many of the scientists, researcher and workers spent their whole life in searching out what is DNA.
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Learning Analytics and how to use in educational or serious games for improving the use of the games
game traces
evidence based education
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Los sistemas educacionales actuales aun se centran fuertemente en la evaluación de contenidos a pesar de que vivimos en la era de la información y mediante métodos tradicionales como evaluaciones estandarizadas que estresan a los estudiantes. Los juegos serios representan oportunidades educacionales de gran impacto al representar entornos más realistas, que capturan gran cantidad de datos sobre el proceso que siguen los estudiantes y que son más disfrutables y relajados que los exámenes. Estos datos, combinados con técnicas de analítica de aprendizaje, representan gran potencial para construir modelos que permitan la evaluación de competencias claves para la sociedad del siglo 21 a través de juegos serios, estas evaluaciones se implementan de forma indirecta en lo que se conoce como Stealth Assessment (evaluación fantasma), para evitar interrumpir el flujo de juego. En este charla veremos una metodología que se basa en tres etapas – Diseño, Implementación y Evaluación – para la implementación de sistemas de evaluación a través de juegos.
Learning Analytics for the Evaluation of Competencies and Behaviors in Seriou...MIT
To fully leverage data-driven approaches for measuring learning in complex and interactive game environments, the field needs to develop methods to coherently integrate learning analytics (LA) throughout the design, development, and evaluation processes to
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Using Game Learning Analytics to Improve the Design, Evaluation and Deploymen...Baltasar Fernández-Manjón
Game Learning Analytics (GLA) is the process of applying Learning Analytics techniques to Serious Games in order to get insight about how the game is being used and improve the educational experience. In this talk we will present the general ideas about the GLA and provide details about the GLA supporting framework and some of the experiences done on H2020 EU projects RAGE and BEACONING and in cooperation with the Telefonica-Complutense Chair on Digital Education and Serious Games.
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Serious games are usually used or deployed in an educational setting as an isolated or individual activity, disconnected from other curricular activities. However, to really increase the adoption of serious games in different educational scenarios, the combination and integration of games into the educational flow should be simplified. We envision Serious Games as new type of educational activity that can be combined as parts of other games (e.g. minigames integrated in larger games), integrated into other online activities, or even mixed with both game and non-game activities. In addition, if we want to make the most from serious games, a learning analytics system must be in place to harvest and analyze interactions, providing metrics and insights to instructors regarding the gameplay sessions. Moreover, if a course-level learning analytics strategy is designed, it must be aligned with the game learning analytics. This approach requires communication between games and educational activities used during the educational experience. From a game learning analytics standpoint, gaining insights from these integrated experiences introduces new requirements within potentially complex multi-level or hierarchical activities. Moreover, the analysis required to generate these metrics should be both efficient and provide insight in an understandable way and for different stakeholders. This paper describes an approach to multilevel game learning analytics from the perspectives of data model, implementation architecture, and result visualization in teacher-oriented dashboards.
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In this paper we analyze the process of designing and developing a Serious Game intended to train people with intellectual disabilities in moving around a city using the public transportation system. The first step in our investigation is to understand the cognitive, psychological and motor abilities of our users and their specific needs. Secondly, we translated the characteristics of the players into user requirements, with adapted mechanics to improve the understanding and to increase the probability for the user to be able to carry out the tasks to perform in the video game. Finally, due to the specific characteristics of our final users a Learning Analytics module has been included in the game to collect relevant information about how users are actually playing and to infer how the learning process of every user is occurring. We also discuss the next steps in our research and the future work related with it: design a range of experimental tests to verify the adequacy of the video game as a learning tool for this type of users
GLAID: Designing a Game Learning Analytics Model to Analyze the Learning Process in Users with Cognitive Disabilities
Downtown: Serious Game designed and develop to teach young people with Down Syndrome to move around the city using the subway
We are using learnig analytics for evaluating the game and for knowing how the user is doing in the game
This work is part of the H2020 BEACONING project
Downtown is a game
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This talk presents how learning analytics can be applied to improve serious games and serious games research. It describe what is needed for implementing a sucessful game learning analytics approach. It presents 3 examplos of how GLA are being actually used with games in schools, one in the medical domain, one for improving independent life of people with cognitive impairement and one dealing with cyberbullying.
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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
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
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...