Evidence-based evaluation of a serious game to increase bullying awareness

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2020

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Taylor & Francis
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Alonso-Fernández, C., Calvo-Morata, A., Freire, M., Martínez-Ortiz, I., & Fernández-Manjón, B. (2020). Evidence-based evaluation of a serious game to increase bullying awareness. Interactive Learning Environments, 31(2), 644–654. https://doi.org/10.1080/10494820.2020.1799031

Abstract

Game Learning Analytics can be used to conduct evidence-based evaluations of the effect that serious games produce on their players by combining in-game user interactions and traditional evaluation methods. We illustrate this approach with a case-study where we conduct an evidence-based evaluation of a serious game’s effectiveness to increase awareness of bullying. In this paper, we describe: (1) the full process of tracking in-game interactions, analyzing the traces collected using the standard xAPI-SG format, and deriving game learning analytics variables (to be used as evidences); and (2) the use of those variables to predict the increase in bullying awareness. We consider that this process can be generalized and replicated to systematize, and therefore simplify, evidence-based evaluations for other serious games based on the interaction data of their players.

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