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Lessons learned applying learning analytics to assess serious games

dc.contributor.authorAlonso Fernández, Cristina
dc.contributor.authorRus Cano, Ana
dc.contributor.authorCalvo Morata, Antonio
dc.contributor.authorFreire Morán, Manuel
dc.contributor.authorMartínez Ortiz, Iván
dc.contributor.authorFernández Manjón, Baltasar
dc.date.accessioned2024-02-07T14:26:51Z
dc.date.available2024-02-07T14:26:51Z
dc.date.issued2019
dc.description.abstractSerious Games have already proved their advantages in different educational environments. Combining them with Game Learning Analytics can further improve the life-cycle of serious games, by informing decisions that shorten development time and reduce development iterations while improving their impact, therefore fostering their adoption. Game Learning Analytics is an evidence-based methodology based on in-game user interaction data, and can provide insight about the game-based educational experience promoting aspects such as a better assessment of the learning process. In this article, we review our experiences and results applying Game Learning Analytics for serious games in three different scenarios: (1) validating and deploying a game to raise awareness about cyberbullying, (2) validating the design of a game to improve independent living of users with intellectual disabilities and (3) improving the evaluation of a game on first aid techniques. These experiences show different uses of game learning analytics in the context of serious games to improve their design, evaluation and deployment processes. Building up from these experiences, we discuss the results obtained and provide lessons learnt from these different applications, to provide an approach that can be generalized to improve the design and application of a wide range of serious games in different educational settings.
dc.description.departmentDepto. de Ingeniería de Software e Inteligencia Artificial (ISIA)
dc.description.facultyFac. de Informática
dc.description.refereedTRUE
dc.description.sponsorshipComunidad de Madrid
dc.description.sponsorshipEuropean Commission
dc.description.statuspub
dc.identifier.citationAlonso-Fernández, Cristina, et al. «Lessons Learned Applying Learning Analytics to Assess Serious Games». Computers in Human Behavior, vol. 99, octubre de 2019, pp. 301-09. https://doi.org/10.1016/j.chb.2019.05.036.
dc.identifier.doi10.1016/j.chb.2019.05.036
dc.identifier.issn0747-5632
dc.identifier.officialurlhttps://doi.org/10.1016/j.chb.2019.05.036
dc.identifier.urihttps://hdl.handle.net/20.500.14352/100017
dc.journal.titleComputers in Human Behavior
dc.language.isoeng
dc.page.final309
dc.page.initial301
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internationalen
dc.rights.accessRightsopen access
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subject.keywordLearning analytics
dc.subject.keywordGame analytics
dc.subject.keywordSerious games
dc.subject.keywordGame-based learning
dc.subject.keywordEvidence-based learning
dc.subject.ucmSoftware
dc.subject.ucmEducación
dc.subject.unesco1203.10 Enseñanza Con Ayuda de Ordenador
dc.titleLessons learned applying learning analytics to assess serious games
dc.typejournal article
dc.type.hasVersionAM
dc.volume.number99
dspace.entity.typePublication
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