Data Analytics Approaches in Educational Games and Gamification Systems -

Data Analytics Approaches in Educational Games and Gamification Systems (eBook)

Maiga Chang, Ahmed Tlili (Herausgeber)

eBook Download: PDF
2019 | 1st ed. 2019
XX, 255 Seiten
Springer Singapore (Verlag)
978-981-329-335-9 (ISBN)
Systemvoraussetzungen
96,29 inkl. MwSt
  • Download sofort lieferbar
  • Zahlungsarten anzeigen
Game-based learning environments and learning analytics are attracting increasing attention from researchers and educators, since they both can enhance learning outcomes. This book focuses on the application of data analytics approaches and research on human behaviour analysis in game-based learning environments, namely educational games and gamification systems, to provide smart learning. Specifically, it discusses the purposes, advantages and limitations of applying such approaches in these environments. Additionally, the various smart game-based learning environments presented help readers integrate learning analytics in their educational games and gamification systems to, for instance, assess and model students (e.g. their computational thinking) or enhance the learning process for better outcomes. Moreover, the book presents general guidelines on various aspects, such as collecting data for analysis, game-based learning environment design, system architecture and applied algorithms, which facilitate incorporating learning analytics into educational games and gamification systems.

After a general introduction to help readers become familiar with the subject area, the individual chapters each discuss a different aim of applying data analytics approaches in educational games and gamification systems. Lastly, the conclusion provides a summary and presents general guidelines and frameworks to consider when designing smart game-based learning environments with learning analytics.


Dr. Ahmed Tlili is a Postdoctoral Researcher at the Smart Learning Institute of Beijing Normal University, China. His research areas include game-based learning, smart learning environments, technology enhanced learning, learner modeling, adaptive learning systems, learning analytics, and educational psychology.

Dr. Maiga Chang is a Full Professor at the School of Computing Information and Systems at Athabasca University, Canada. His research mainly focuses on mobile and ubiquitous learning, museum e-learning, game-based learning, educational robots, learning behaviour analysis, data mining, intelligent agent technology, computational intelligence in e-learning, and mobile healthcare.

Game-based learning environments and learning analytics are attracting increasing attention from researchers and educators, since they both can enhance learning outcomes. This book focuses on the application of data analytics approaches and research on human behaviour analysis in game-based learning environments, namely educational games and gamification systems, to provide smart learning. Specifically, it discusses the purposes, advantages and limitations of applying such approaches in these environments. Additionally, the various smart game-based learning environments presented help readers integrate learning analytics in their educational games and gamification systems to, for instance, assess and model students (e.g. their computational thinking) or enhance the learning process for better outcomes. Moreover, the book presents general guidelines on various aspects, such as collecting data for analysis, game-based learning environment design, system architecture and applied algorithms, which facilitate incorporating learning analytics into educational games and gamification systems.After a general introduction to help readers become familiar with the subject area, the individual chapters each discuss a different aim of applying data analytics approaches in educational games and gamification systems. Lastly, the conclusion provides a summary and presents general guidelines and frameworks to consider when designing smart game-based learning environments with learning analytics.

Foreword by Alexandra I. Cristea 6
The Bottom-Up Approach in Education Gamification: Educational Gamification Analytics 6
References 8
Foreword by Jorge Bacca 9
References 11
Preface 12
Acknowledgements 15
Contents 16
Introduction 18
1 Educational Games and Gamification: From Foundations to Applications of Data Analytics 19
1 Introduction 19
2 Educational Games to Gamification 20
2.1 Overview of Educational Games 20
2.2 Overview of Gamification 22
2.3 Theoretical Foundations 22
2.4 Design and Implementation 24
3 Data Analytics Approaches in Educational Games and Gamification Systems 27
3.1 Learning Analytics for Educational Games and Gamification Systems 28
3.2 Academic Analytics for Educational Games and Gamification Systems 29
3.3 Modeling Individual Differences in Educational Games and Gamification Systems 30
4 Discussion 33
5 Conclusion 33
References 34
Learning Analytics in Educational Games and Gamification Systems 40
2 Rich Representations for Analyzing Learning Trajectories: Systematic Review on Sequential Data Analytics in Game-Based Learning Research 41
1 Introduction 41
2 Method 42
2.1 Procedure 42
2.2 Inclusion and Exclusion Criteria 44
2.3 Coding Procedure 44
3 Findings 45
3.1 How Has SDA Been Used in GBL Research? 45
3.2 Which Key Analytics in SDA Have Been Used in GBL Research? 51
4 Discussion 59
4.1 Uses of SDA in GBL Research 59
4.2 Implementing SDA in GBL 61
4.3 Limitation of Using SDA in GBL 61
4.4 Key Issues in Implementing SDA 62
5 Conclusion 64
References 64
3 Opportunities for Analytics in Challenge-Based Learning 68
1 Introduction 68
2 Challenge-Based Learning 69
3 Challenge 70
4 Analytics in Challenge 73
5 Case Study on Learning Engagement 74
5.1 Case Method 75
5.2 Case Findings 75
5.3 Case Discussion 76
6 Conclusion 77
References 78
4 Game-Based Learning Analytics in Physics Playground 82
1 Introduction 82
2 Review of the Effects of Learning Supports in Games 86
2.1 Types of Supports 86
2.2 Timing of Supports 87
3 Physics Playground—Evolution of Learning Supports 88
3.1 The Original Physics Playground—PPv1 89
3.2 The Current Physics Playground—PPv2 90
4 Testing the New Supports and Test Items—a Usability Study 97
4.1 New Learning Supports—Physics 97
4.2 Measures 97
4.3 Method 99
4.4 Results 99
5 Testing Game-Based Learning Analytics in Physics Playground 102
6 Conclusion 103
References 104
5 Learning Analytics on the Gamified Assessment of Computational Thinking 107
1 Introduction 107
2 Related Works 109
2.1 The Assessment of Computational Thinking 109
2.2 Gamification 110
2.3 Learning Analytics 111
3 Method 111
3.1 Implementing Meaningful Gamification 112
3.2 Gathering the Learning Traces 112
4 Gamified Platform 114
5 Learning Traces Analysis 116
6 Discussion 118
7 Conclusions 119
References 120
Academic Analytics and Learning Assessment in Educational Games and Gamification Systems 122
6 iMoodle: An Intelligent Gamified Moodle to Predict “at-risk” Students Using Learning Analytics Approaches 123
1 Introduction 124
2 Related Work 125
2.1 Gamification 125
2.2 Learning Analytics in Moodle 126
3 Framework of the Intelligent Gamified Moodle (iMoodle) 127
3.1 Gamified iMoodle 128
3.2 SMiM 129
4 Evaluation 132
4.1 Experimental Design 132
4.2 Results 133
5 Conclusion 134
References 134
7 Integrating a Learning Analytics Dashboard in an Online Educational Game 137
1 Introduction 137
2 Related Works 139
3 Overview of Game 140
4 Learning Analytics Dashboard 141
5 Proof of Concept Evaluation 145
6 Conclusion 147
References 148
8 Learning Word Problem Solving Process in Primary School Students: An Attempt to Combine Serious Game and Polya’s Problem Solving Model 149
1 Introduction 149
2 Review of the Literature 152
2.1 Polya’s Problem Solving Model 152
2.2 Serious Games and Word Problem Achievement 154
2.3 Probabilistic Assessment in Game-Based Learning 155
3 System Design 156
3.1 Student Profile 156
3.2 Game Characteristics 157
3.3 Description of the Serious Game 157
3.4 The Problem Solving Process 159
4 Game-Related Metrics 163
4.1 Knowledge Representation 164
4.2 Updating Beliefs About Knowledge 165
4.3 Problem Solving Competency Model 167
5 Conclusion 168
References 170
9 Designing a 3D Board Game on Human Internal Organs for Elementary Students 174
1 Introduction 175
2 Literature Review 176
2.1 Game-Based Learning 176
2.2 Experiential Learning Theory 176
3 Research Design 177
3.1 Learning Topic and Learning Content 177
3.2 System Design 179
4 Experimental Process 184
4.1 Participants 186
4.2 Pretest and Posttest 187
4.3 Experimental Procedure 187
5 Results 188
6 Discussion 189
7 Conclusion 191
References 192
Modeling Learners and Finding Individual Differences by Educational Games and Gamification Systems 194
10 Learner Modeling and Learning Analytics in Computational Thinking Games for Education 195
1 Introduction 195
2 Gamification of Computational Thinking Tools 197
2.1 Classification of Computational Thinking Environments 198
2.2 Learnability of Computational Thinking in Game-Based Learning Environments 201
2.3 Learning Strategies for Computational Thinking Games 203
3 Automated Assessment for Computational Thinking 204
3.1 Code Metrics to Analyze Students’ Programming Artifacts 205
3.2 Learning Analytics for Computational Thinking 206
3.3 Framework for Learning Analytics in Computational Thinking Games 209
4 Evaluation of Programming Behavior 211
4.1 Experimental Setting 212
4.2 Analysis of the Learner Progression 213
5 Conclusion 216
References 217
11 Motivational Factors Through Learning Analytics in Digital Game-Based Learning 221
1 Introduction 221
2 Related Works 222
2.1 Student Motivation 222
2.2 Digital Game-Based Learning 223
2.3 Learning Analytics 223
3 Methodology 223
3.1 Fraction Hero: The Game 224
3.2 Learning Analytics System 225
3.3 System Architecture 229
3.4 Experiment Implementation 229
4 Results 230
4.1 LA Motivation Results 230
4.2 Comparison Between LA Motivation Results and Self-perceived Motivation Per Category 231
4.3 LA Mean Motivation Score Versus Self-perceived Motivation Score 232
5 Conclusion 232
References 233
12 Designing, Developing and Evaluating Gamification: An Overview and Conceptual Approach 235
1 Introduction 235
2 Gamification Properties 236
2.1 Personal Properties: Who? 237
2.2 Functional Properties: What? 241
2.3 Psychological Properties: Why? 241
2.4 Temporal Properties: When? 243
2.5 Playful Properties: How? 244
2.6 Implementable Properties: Where? 248
2.7 Evaluative Properties: How Much? 248
3 Final Considerations 250
References 252
Conclusion 255
13 Data Analytics Approaches in Educational Games and Gamification Systems: Summary, Challenges, and Future Insights 256
1 Objectives of Adopting Data Analytics 256
2 Collectable Metrics and Traces 257
3 Analytics Techniques 260
4 Challenges 261
5 Conclusion 261
References 262

Erscheint lt. Verlag 10.9.2019
Reihe/Serie Smart Computing and Intelligence
Zusatzinfo XX, 255 p. 69 illus., 56 illus. in color.
Sprache englisch
Themenwelt Schulbuch / Wörterbuch Unterrichtsvorbereitung Unterrichts-Handreichungen
Sozialwissenschaften Pädagogik Schulpädagogik / Grundschule
Schlagworte Academic Analytics • Computer-based Learning • data analytics • educational data mining • Educational Games • Educational Gamification Systems • Learner modeling • Learning Analytics • Learning Improvement • Smart Learning Systems • Stealth assessment
ISBN-10 981-329-335-7 / 9813293357
ISBN-13 978-981-329-335-9 / 9789813293359
Haben Sie eine Frage zum Produkt?
PDFPDF (Wasserzeichen)
Größe: 7,0 MB

DRM: Digitales Wasserzeichen
Dieses eBook enthält ein digitales Wasser­zeichen und ist damit für Sie persona­lisiert. Bei einer missbräuch­lichen Weiter­gabe des eBooks an Dritte ist eine Rück­ver­folgung an die Quelle möglich.

Dateiformat: PDF (Portable Document Format)
Mit einem festen Seiten­layout eignet sich die PDF besonders für Fach­bücher mit Spalten, Tabellen und Abbild­ungen. Eine PDF kann auf fast allen Geräten ange­zeigt werden, ist aber für kleine Displays (Smart­phone, eReader) nur einge­schränkt geeignet.

Systemvoraussetzungen:
PC/Mac: Mit einem PC oder Mac können Sie dieses eBook lesen. Sie benötigen dafür einen PDF-Viewer - z.B. den Adobe Reader oder Adobe Digital Editions.
eReader: Dieses eBook kann mit (fast) allen eBook-Readern gelesen werden. Mit dem amazon-Kindle ist es aber nicht kompatibel.
Smartphone/Tablet: Egal ob Apple oder Android, dieses eBook können Sie lesen. Sie benötigen dafür einen PDF-Viewer - z.B. die kostenlose Adobe Digital Editions-App.

Zusätzliches Feature: Online Lesen
Dieses eBook können Sie zusätzlich zum Download auch online im Webbrowser lesen.

Buying eBooks from abroad
For tax law reasons we can sell eBooks just within Germany and Switzerland. Regrettably we cannot fulfill eBook-orders from other countries.

Mehr entdecken
aus dem Bereich
Impulse aus Judentum, Christentum und Islam für eine inklusive …

von Annett Abdel-Rahman; Clauß Peter Sajak …

eBook Download (2023)
Vandenhoeck und Ruprecht (Verlag)
22,00