Learning Analytics and Serious Games: Trends and Considerations

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© author(s) of these slides including research results from the KOM research network and TU Darmstadt; otherwise it is specified at the respective slide 4-Nov-14 Prof. Dr.-Ing. Ralf Steinmetz KOM - Multimedia Communications Lab ACM Multimedia 2014 Learning Analytics and Serious Games: Trends and Considerations ACM Multimedia Serious Games Workshop Nov. 2014 Laila Shoukry, M.Sc.

Transcript of Learning Analytics and Serious Games: Trends and Considerations

© author(s) of these slides including research results from the KOM research network and TU Darmstadt; otherwise it is specified at the respective slide

4-Nov-14

Prof. Dr.-Ing. Ralf Steinmetz

KOM - Multimedia Communications Lab

ACM Multimedia 2014

Learning Analytics

and Serious Games:

Trends and Considerations

ACM Multimedia Serious Games Workshop Nov. 2014

Laila Shoukry, M.Sc.

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Outline

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What is Learning Analytics

http://edtechreview.in/event/87-webinar/835-can-learning-analytics-enable-personalized-learning

“Learning analytics is the measurement, collection,

analysis and reporting of data about learners and

their contexts, for purposes of understanding and

optimising learning and the environments in which

it occurs.” George Siemens 2011

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Motivation

http://www.openequalfree.org/gamification-versus-game-based-learning-in-the-classroom/10082

Why Learning Analytics for Serious Games

• Evaluation of Serious Games

• Justifying expense in learning contexts

• Objective and cost-effective approach

• Evaluation with Serious Games

• Provide a big amount of gameplay data

• Interactive and engaging nature Stealth

Assessment

• Enable insight about learner attributes and

learning progress

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Outline

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Modelling for Learning Analytics in SG

https://www.linkedin.com/pulse/article/20140320222540-1265384-show-what-you-know-the-future-of-

competency-based-learning

• Competence-Based Knowledge Space Theory

(CbKST)

• Requires learning domains to be modelled as a prerequisite

competency structure

• Inferring knowledge states

• Narrative Game-Based Learning Objects (NGLOB)

• Additionally considers player type and narrative aspects

• Triple vector: Narrative Context, Gaming Context, Learning

Context

• Evidence-Centered Design (ECD)

• Competency Model, Evidence Model and Action Model

• Open Learner Model (OLM)

• Presenting to the learner an understandable visualization of

his current knowledge state

• Proven to improve learning outcomes

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Outline

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Choosing Data for Learning Analytics in SG

Depends on learning goals, setting, tasks, game

genre, mechanic and platform

• Intensive vs. Extensive Data

• Extensive Data: for Higher Quantity

• Intensive Data: for Higher Quality

• Single-Player vs. Multiplayer

• Multiplayer:

• additional social component

• Data fed into social network analysis to identify aspects

of collaborative learning

• Generic vs. Game-Specific Traces

• Generic:

• Identify strengths and weaknesses of learning games

• Compare different learning games

• Game-Specific:

• Designing games „with analytics in mind“

• More tailored to invidiual games

StoryPlay Learning Analytics Tool

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Outline

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Capturing Data for Learning Analytics in SG

Depends on data modalities and interactions

• Activity logs

• Widely employed

• Records interaction data in form of log files

• Multimodal Learning Analytics

• Includes biometric data and other multimodal

data for assessing motivation, fun and

collaboration aspects in learning settings

• Introduces its own challenges for aligning data

• Mobile and Ubiquitous Learning Analytics

• Data of mobile learners, suitable for mobile

games

• Interaction with mobile devices

• Considering contextual information

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Outline

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Aggregating Data for Learning Analytics in SG

Depends on data sources and sample size

• Extensive Data Aggregation accross

Users

• Log data joined into central database after

preprocessing using session identifiers

• Log files generated on all machines should

use same data format

• Need for standardized xml formats

• „Aggregation Model“: using semantic rules

to map game actions or states to meaningful

expressions under which similar events are

grouped

• Intensive Data Aggregation accross

Modalities

• Multimodal Data Synchronization needed for

observing behavior accross MM data

channels

• Some tools exist: Replayer, ChronoVis

ChronoViz.com

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Outline

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Analyzing Data for Learning Analytics in SG

Depends on learning context and application

• By instructor

• This step is not done by the system but instructor intervenes

according to visualized statistics

• Automatic Analysis

• For intelligent tutoring systems and adaptive Serious Games

• Measures to be derived:

• Gaming: general in-game performance, in-game learning, in-game

strategies, player type

• Learning: general traits and abilities of the learner, general knowledge,

situation-specific state, learning behaviors, learning outcomes

• Rules governing the interpretation of in-game sources of evidence

to infer competencies

• Algorithms applied during learning sessions to update competency

models

• Data Mining and Machine Learning approaches can be used for

identifying solution strategies, error patterns and player goals

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Outline

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Deploying Results for Learning Analytics in SG

Depends on learning context and

application

• Visualization

• visualizations of narrative structure,

player model and skill tree

• graphs, Hasse Diagrams, Heat Maps

• for games, a special need for real-time

operation, extensibility and

interoperability

• Adaptation

• macro-adaptivity: system responds by

choosing the appropriate next learning

object or narrative event

• micro-adaptivity: adjusting aspects

within a learning task like task diffculty or

feedback type

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Popular Analytics Tools

Piwik Google Analytics

OpenSim Analytics for Virtual Worlds

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Questions & Contact

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References

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Websites

http://www.zoodles.com http://www.google.com/analytics http://piwik.org/ http://secondlife.com/ http://opensimulator.org/