基于学习分析数据预测学生玩严肃游戏后的知识:一个案例研究

Cristina Alonso-Fernández, I. Martínez-Ortiz, R. Caballero, Manuel Freire-Morán, Baltasar Fernandez-Manjon
{"title":"基于学习分析数据预测学生玩严肃游戏后的知识:一个案例研究","authors":"Cristina Alonso-Fernández, I. Martínez-Ortiz, R. Caballero, Manuel Freire-Morán, Baltasar Fernandez-Manjon","doi":"10.1111/jcal.12405","DOIUrl":null,"url":null,"abstract":"Peer Review The peer review history for this article is available at https://publons.com/publon/10. 1111/jcal.12405. Abstract Serious games have proven to be a powerful tool in education to engage, motivate, and help students learn. However, the change in student knowledge after playing games is usually measured with traditional (paper) prequestionnaires– postquestionnaires. We propose a combination of game learning analytics and data mining techniques to predict knowledge change based on in-game student interactions. We have tested this approach in a case study for which we have conducted preexperiments–postexperiments with 227 students playing a previously validated serious game on first aid techniques. We collected student interaction data while students played, using a game learning analytics infrastructure and the standard data format Experience API for Serious Games. After data collection, we developed and tested prediction models to determine whether knowledge, given as posttest results, can be accurately predicted. Additionally, we compared models both with and without pretest information to determine the importance of previous knowledge when predicting postgame knowledge. The high accuracy of the obtained prediction models suggests that serious games can be used not only to teach but also to measure knowledge acquisition after playing. This will simplify serious games application for educational settings and especially in the classroom easing teachers' evaluation tasks.","PeriodicalId":350985,"journal":{"name":"J. Comput. Assist. Learn.","volume":"196 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"52","resultStr":"{\"title\":\"Predicting students' knowledge after playing a serious game based on learning analytics data: A case study\",\"authors\":\"Cristina Alonso-Fernández, I. Martínez-Ortiz, R. Caballero, Manuel Freire-Morán, Baltasar Fernandez-Manjon\",\"doi\":\"10.1111/jcal.12405\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Peer Review The peer review history for this article is available at https://publons.com/publon/10. 1111/jcal.12405. Abstract Serious games have proven to be a powerful tool in education to engage, motivate, and help students learn. However, the change in student knowledge after playing games is usually measured with traditional (paper) prequestionnaires– postquestionnaires. We propose a combination of game learning analytics and data mining techniques to predict knowledge change based on in-game student interactions. We have tested this approach in a case study for which we have conducted preexperiments–postexperiments with 227 students playing a previously validated serious game on first aid techniques. We collected student interaction data while students played, using a game learning analytics infrastructure and the standard data format Experience API for Serious Games. After data collection, we developed and tested prediction models to determine whether knowledge, given as posttest results, can be accurately predicted. Additionally, we compared models both with and without pretest information to determine the importance of previous knowledge when predicting postgame knowledge. The high accuracy of the obtained prediction models suggests that serious games can be used not only to teach but also to measure knowledge acquisition after playing. This will simplify serious games application for educational settings and especially in the classroom easing teachers' evaluation tasks.\",\"PeriodicalId\":350985,\"journal\":{\"name\":\"J. Comput. Assist. Learn.\",\"volume\":\"196 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-06-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"52\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"J. Comput. Assist. Learn.\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1111/jcal.12405\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"J. Comput. Assist. Learn.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1111/jcal.12405","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 52

摘要

本文的同行评议历史可在https://publons.com/publon/10上获得。1111 / jcal.12405。严肃游戏已被证明是教育中吸引、激励和帮助学生学习的强大工具。然而,学生玩游戏后的知识变化通常是通过传统的(纸质)问卷前-问卷后测量的。我们建议结合游戏学习分析和数据挖掘技术来预测基于游戏内学生互动的知识变化。我们在一个案例研究中测试了这种方法,我们对227名学生进行了实验前和实验后的实验,这些学生都在玩一个之前经过验证的关于急救技术的严肃游戏。我们在学生玩游戏时收集他们的互动数据,使用游戏学习分析基础设施和标准数据格式Experience API for Serious Games。在数据收集之后,我们开发并测试了预测模型,以确定作为后测结果给出的知识是否可以准确预测。此外,我们比较了有和没有前测信息的模型,以确定先前知识在预测赛后知识时的重要性。所获得的预测模型的高准确性表明,严肃游戏不仅可以用于教学,还可以用于衡量游戏后的知识获取。这将简化严肃游戏在教育环境中的应用,特别是在课堂上,减轻教师的评估任务。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Predicting students' knowledge after playing a serious game based on learning analytics data: A case study
Peer Review The peer review history for this article is available at https://publons.com/publon/10. 1111/jcal.12405. Abstract Serious games have proven to be a powerful tool in education to engage, motivate, and help students learn. However, the change in student knowledge after playing games is usually measured with traditional (paper) prequestionnaires– postquestionnaires. We propose a combination of game learning analytics and data mining techniques to predict knowledge change based on in-game student interactions. We have tested this approach in a case study for which we have conducted preexperiments–postexperiments with 227 students playing a previously validated serious game on first aid techniques. We collected student interaction data while students played, using a game learning analytics infrastructure and the standard data format Experience API for Serious Games. After data collection, we developed and tested prediction models to determine whether knowledge, given as posttest results, can be accurately predicted. Additionally, we compared models both with and without pretest information to determine the importance of previous knowledge when predicting postgame knowledge. The high accuracy of the obtained prediction models suggests that serious games can be used not only to teach but also to measure knowledge acquisition after playing. This will simplify serious games application for educational settings and especially in the classroom easing teachers' evaluation tasks.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
The transfer effects of computational thinking: A systematic review with meta-analysis and qualitative synthesis Evaluating a learning analytics dashboard to detect dishonest behaviours: A case study in small private online courses with academic recognition Correction for 'Personalized refutation texts best stimulate teachers' conceptual change about multimedia learning' by Dersch et al. (2022) Looking through Sherlock's eyes: Effects of eye movement modelling examples with and without verbal explanations on deductive reasoning The influences of a virtual instructor's voice and appearance on learning from video lectures
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1