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

dc.contributor.authorAlonso Fernández, Cristina
dc.contributor.authorCalvo Morata, Antonio
dc.contributor.authorFreire Morán, Manuel
dc.contributor.authorMartínez Ortiz, Iván
dc.contributor.authorFernández Manjón, Baltasar
dc.date.accessioned2024-02-06T14:15:21Z
dc.date.available2024-02-06T14:15:21Z
dc.date.issued2020
dc.description.abstractGame 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.
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.sponsorshipMinisterio de Educación (España)
dc.description.statuspub
dc.identifier.citationAlonso-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
dc.identifier.doi10.1080/10494820.2020.1799031
dc.identifier.essn1744-5191
dc.identifier.issn1049-4820
dc.identifier.officialurlhttps://doi.org/10.1080/10494820.2020.1799031
dc.identifier.urihttps://hdl.handle.net/20.500.14352/99555
dc.issue.number2
dc.journal.titleInteractive Learning Environments
dc.language.isoeng
dc.publisherTaylor & Francis
dc.rights.accessRightsrestricted access
dc.subject.keywordSerious games
dc.subject.keywordLearning analytics
dc.subject.keywordStealth assessment
dc.subject.keywordTechnology-enhanced learning
dc.subject.keywordGame-based learning
dc.subject.keywordE-learning
dc.subject.ucmEducación
dc.subject.ucmSoftware
dc.subject.unesco1203.10 Enseñanza Con Ayuda de Ordenador
dc.titleEvidence-based evaluation of a serious game to increase bullying awareness
dc.typejournal article
dc.type.hasVersionVoR
dc.volume.number31
dspace.entity.typePublication
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