Learning Analytics in serious games

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Tracing a little for big Improvements: Application of Learning Analytics and Videogames for Student Assessment Baltasar Fernández-Manjón [email protected] e-UCM research group www.e-ucm.es VS-GAMES 2012, Genoa, Italy

description

Talk at VS-GAMES 2012 about learning analytics in educational games. Ángel Serrano-Laguna, Javier Torrente, Pablo Moreno-Ger and Baltasar Fernández-Manjón. Tracing a little for big Improvements: Application of Learning Analytics and Videogames for Student Assessment #galanoe

Transcript of Learning Analytics in serious games

Page 1: Learning Analytics in serious games

Tracing a little for big Improvements: Application of Learning Analytics and Videogames for Student Assessment

Baltasar Fernández-Manjó[email protected]

e-UCM research groupwww.e-ucm.es

VS-GAMES 2012, Genoa, Italy

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Educational videogames

• Teachers are starting to use educational videogames in order to explore new ways to educate their students – Still low adoption

• Videogames left as “low-weight” complementary content– Mainly used for motivational purposes– No actual impact on the final mark

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Serious games assessment

• No many serious games include in-game evaluation

• Serious games with integrated assessment usually rely in Q&A structures

• … but games produce a lot of data that can be analyzed with educational/assessment purposes

• The “box” game should be open …(white box)

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What do we analyze?

• Every game is very different– But we can group them by:• Game mechanics• Game genre• …..

– There some regularities that can be exploited

• Can we define a simple set of universal traces to analyze?

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Start, end, quit game traces

• Start game: whenever a student launches the game– Information: How many students played the game, who they

were and when they played.• End game: whenever a student successfully the game.

– Information: who accomplished the goals established for the game

– Does the optimal goal attain?• Quit game: whenever a student quits the game, before

finishing– Information: who abandoned the game before finishing it,

and with the appropriate context, where he quitted.

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Phase changes

• Usually, games are divided in phases.– In an educational videogame, these phases can

mark several educational sub-goals.• Tracing phases changes can be used to:

• Identifying most time-consuming phases• Understand how each part of the game is being

accessed (if the phase exploration sequence is not linear)

• … helping to improve the educational game

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Significant variables

• Games rely on variables to represent their state– Some of those variables can be relevant for the

assessment– Logging when and with which values these

variables are updated

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User interaction

• Raw user interaction (mouse clicks, screen touches, keys pressed…) can be used to retrieve some useful information– Heat maps:• To detect game design flaws

• If all user interaction is logged, the whole game play could be reproduced

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Some requirements

• Most of games are black boxes.– No access to what is going on during game play.

• We need access to game “guts”

• Or… the game must communicate with the outside world, using some logging framework– Not applicable to COTS games (yet)

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Gleaner: Game Learning Analytics for education research

• Framework oriented to capture game traces

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An example: Lost in Space <XML>

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An example: Lost in Space <XML>– Game for teaching XML– Played by students in the classroom• 1 to 2 hours playing• 2 hours defining new levels

– Uses Gleaner to log students interactions

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Metrics in “Lost in Space <XML>”

• Start and end game• Phases changes• Significant variables:– XML commands introduced by the students– Phases scores

• User interaction– Clicks on help button

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Some early results

• Real time metrics– Teacher could see student progress in real time from

its computer– At the end of the class, he knew how many students

had completed the game• Post-analysis– Most common pitfalls in XML commands where

detected– Interactions with the help button indicated those

phases where students had more trouble

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Yet Another eAdventure example

• “The big Party”– Game to teach students with disabilities about

habits on their daily life

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Metrics in “The big party”

• Implemented with a add-on to an eAdventure game

• Information collected– User interactions• All mouse interactions (including movement)

– Phases changes– Times spent in every phase– Order in phase discovery

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Some results

• Heatmaps showing elements with most interaction

• Tracing ALL interactions allow us to reproudce the entire game play

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Conclusions

• With simple traces, we can know a lot of about what is going on in our educational games

• We can provided real-time feedback to teachers and students, and significantly improve the educational process

• This process can also help to improve the game quality

• However, rigorous assessment should be based on a deeper data analysis. This is only a first step.

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• http://e-adventure.e-ucm.es– New 1.5 version (include Chinese, Rusian and Brasilian version)– Multiplatform (Windows, Linux, Mac)– Videos (also in youtube in the eAdventureUCM channel)– Tutorials – Games (that you can reuse and modify)

• Open source code– Sourceforge.net– You can contribute (e.g. coding, eA translation)

• Baltasar [email protected]