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Improving evidence-based assessment of players using serious games

dc.contributor.authorAlonso Fernández, Cristina
dc.contributor.authorFreire Morán, Manuel
dc.contributor.authorMartínez Ortiz, Iván
dc.contributor.authorFernández Manjón, Baltasar
dc.date.accessioned2024-02-12T11:51:04Z
dc.date.available2024-02-12T11:51:04Z
dc.date.issued2021
dc.description.abstractSerious games are highly interactive systems which can therefore capture large amounts of player interaction data. This data can be analyzed to provide a deep insight into the effect of the game on its players. However, traditional techniques to assess players of serious games make little use of interaction data, relying instead on costly external questionnaires. We propose an evidence-based process to improve the assessment of players by using their interaction data. The process first combines player interaction data and traditional questionnaires to derive and refine game learning analytics variables, which can then be used to predict the effects of the game on its players. Once the game is validated, and suitable prediction models have been built, the prediction models can be used in large-scale deployments to assess players solely based on their interactions, without the need for external questionnaires. We briefly describe two case studies where this combination of traditional questionnaires and data mining techniques has been successfully applied. The evidence-based assessment process proposed radically simplifies the deployment and application of serious games in real class settings.
dc.description.departmentDepto. de Ingeniería de Software e Inteligencia Artificial (ISIA)
dc.description.facultyFac. de Informática
dc.description.refereedTRUE
dc.description.sponsorshipEuropean Commission
dc.description.sponsorshipComunidad de Madrid
dc.description.statuspub
dc.identifier.citationAlonso-Fernández, Cristina, et al. «Improving Evidence-Based Assessment of Players Using Serious Games». Telematics and Informatics, vol. 60, julio de 2021, p. 101583. https://doi.org/10.1016/j.tele.2021.101583.
dc.identifier.doi10.1016/j.tele.2021.101583
dc.identifier.issn0736-5853
dc.identifier.officialurlhttps://doi.org/10.1016/j.tele.2021.101583
dc.identifier.urihttps://hdl.handle.net/20.500.14352/101233
dc.journal.titleTelematics and Informatics
dc.language.isoeng
dc.page.initial101583
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internationalen
dc.rights.accessRightsopen access
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subject.keywordData science applications in education, Evaluation methodologies, Games, Teaching/learning strategies
dc.subject.ucmInteligencia artificial (Informática)
dc.subject.ucmEducación
dc.subject.unesco1203.10 Enseñanza Con Ayuda de Ordenador
dc.titleImproving evidence-based assessment of players using serious games
dc.typejournal article
dc.type.hasVersionAM
dc.volume.number60
dspace.entity.typePublication
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relation.isAuthorOfPublication31da3433-5b95-45a0-badf-a639e7f3e4b8
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relation.isAuthorOfPublication.latestForDiscovery3e9733bf-a280-423e-9e16-0689893aa498

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