Game Learning Analytics: Learning Analytics for Serious Games

Video games have become one of the largest entertainment industries, and their power to capture the attention of players worldwide soon prompted the idea of using games to improve education. However, these educational games, commonly referred to as serious games, face different challenges when brought into the classroom, ranging from pragmatic issues (e.g. a high development cost) to deeper educational issues, including a lack of understanding of how the students interact with the games and how the learning process actually occurs. This chapter explores the potential of data-driven approaches to improve the practical applicability of serious games. Existing work done by the entertainment and learning industries helps to build a conceptual model of the tasks required to analyze player interactions in serious games (gaming learning analytics or GLA). The chapter also describes the main ongoing initiatives to create reference GLA infrastructures and their connection to new emerging specifications from the educational technology field. Finally, it explores how this data-driven GLA will help in the development of a new generation of more effective educational games and new business models that will support their expansion. This results in additional ethical implications, which are discussed at the end of the chapter.

[1]  Dirk Ifenthaler,et al.  Serious Games Analytics: Theoretical Framework , 2015 .

[2]  Tomaz Amon,et al.  Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to e-Learning , 2004, J. Educ. Technol. Soc..

[3]  Matthew D. Pistilli,et al.  Course signals at Purdue: using learning analytics to increase student success , 2012, LAK.

[4]  Armando Baltra Language Learning through Computer Adventure Games , 1990 .

[5]  George Siemens,et al.  Penetrating the fog: analytics in learning and education , 2014 .

[6]  V. Shute,et al.  Melding the Power of Serious Games and Embedded Assessment to Monitor and Foster Learning: Flow and Grow , 2009 .

[7]  Marina Papastergiou,et al.  Gender issues in Internet access and favourite Internet activities among Greek high school pupils inside and outside school , 2005, Comput. Educ..

[8]  William V. Wright,et al.  A Theory of Fun for Game Design , 2004 .

[9]  R. Engels,et al.  The benefits of playing video games. , 2014, The American psychologist.

[10]  Baltasar Fernández-Manjón,et al.  Serious games as edX MOOC activities , 2014, 2014 IEEE Global Engineering Education Conference (EDUCON).

[11]  Peter Brusilovsky,et al.  Methods and techniques of adaptive hypermedia , 1996, User Modeling and User-Adapted Interaction.

[12]  Woodrow Barfield,et al.  Fundamentals of Wearable Computers and Augumented Reality , 2000 .

[13]  V. Shute SteAlth ASSeSSment in computer-BASed GAmeS to Support leArninG , 2011 .

[14]  Baltasar Fernández-Manjón,et al.  An instrument to build a gamer clustering framework according to gaming preferences and habits , 2016, Comput. Hum. Behav..

[15]  Marie Bienkowski,et al.  Enhancing Teaching and Learning Through Educational Data Mining and Learning Analytics: An Issue Brief , 2012 .

[16]  Thomas W. Malone,et al.  Toward a Theory of Intrinsically Motivating Instruction , 1981, Cogn. Sci..

[17]  David R. Michael,et al.  Serious Games: Games That Educate, Train, and Inform , 2005 .

[18]  Chien Chou,et al.  Gender differences in Taiwan high school students' computer game playing , 2007, Comput. Hum. Behav..

[19]  Jaime Sánchez,et al.  Problem solving and collaboration using mobile serious games , 2011, Comput. Educ..

[20]  Dirk Ifenthaler,et al.  Serious games analytics : methodologies for performance measurement, assessment, and improvement , 2015 .

[21]  Riccardo Berta,et al.  Assessment in and of Serious Games: An Overview , 2013, Adv. Hum. Comput. Interact..

[22]  Harry Torrance Assessment as learning? How the use of explicit learning objectives, assessment criteria and feedback in post‐secondary education and training can come to dominate learning. 1 , 2007 .

[23]  Merrilea J. Mayo,et al.  Games for science and engineering education , 2007, CACM.

[24]  Richard N. Van Eck Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. , 2006 .

[25]  Iván Martínez-Ortiz,et al.  Using e-learning standards in educational video games , 2013, Comput. Stand. Interfaces.

[26]  Martin Ebner,et al.  Successful implementation of user-centered game based learning in higher education: An example from civil engineering , 2007, Comput. Educ..

[27]  Rebecca Ferguson,et al.  Learning analytics: drivers, developments and challenges , 2012 .

[28]  Wim Westera,et al.  Students' attitudes toward playing games and using games in education: Comparing Scotland and the Netherlands , 2013, Comput. Educ..

[29]  Doug Clow,et al.  MOOCs and the funnel of participation , 2013, LAK '13.

[30]  Niall Sclater,et al.  Code of practice for learning analytics , 2015 .

[31]  Pithamber R. Polsani,et al.  Use and Abuse of Reusable Learning Objects , 2006, J. Digit. Inf..

[32]  Robyn Jorgensen,et al.  Gender differences in students' mathematics game playing , 2011, Comput. Educ..

[33]  Baltasar Fernández-Manjón,et al.  Towards a low cost adaptation of educational games for people with disabilities , 2014, Comput. Sci. Inf. Syst..

[34]  Marian Aleson-Carbonell,et al.  Serious games and learning effectiveness: The case of It's a Deal! , 2012, Comput. Educ..

[35]  James M. Boyle,et al.  A systematic literature review of empirical evidence on computer games and serious games , 2012, Comput. Educ..

[36]  Baltasar Fernández-Manjón,et al.  Adventure games and languaje learning , 2011 .

[37]  Ryan S. Baker,et al.  Educational Data Mining and Learning Analytics , 2014 .

[38]  Tracy Mitrano A Wider World: Youth, Privacy, and Social Networking Technologies. , 2006 .

[39]  Lori Takeuchi,et al.  Level up Learning: A National Survey on Teaching with Digital Games. , 2014 .

[40]  Jannicke Baalsrud Hauge,et al.  Implications of Learning Analytics for Serious Game Design , 2014, 2014 IEEE 14th International Conference on Advanced Learning Technologies.

[41]  Iván Martínez-Ortiz,et al.  Integration and Deployment of Educational Games in e-Learning Environments: The Learning Object Model Meets Educational Gaming , 2009, J. Educ. Technol. Soc..

[42]  Hendrik Drachsler,et al.  Translating Learning into Numbers: A Generic Framework for Learning Analytics , 2012, J. Educ. Technol. Soc..

[43]  Jean-Pierre Jessel,et al.  Origins of Serious Games , 2011, Serious Games and Edutainment Applications.

[44]  Ben Shneiderman,et al.  The eyes have it: a task by data type taxonomy for information visualizations , 1996, Proceedings 1996 IEEE Symposium on Visual Languages.

[45]  Wim Westera,et al.  What Serious Game Studios Want from ICT Research: Identifying Developers' Needs , 2015, GALA.

[46]  Paul Prinsloo,et al.  An evaluation of policy frameworks for addressing ethical considerations in learning analytics , 2013, LAK '13.