2014
DOI: 10.1007/s11257-014-9150-2
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A trace-based approach to identifying users’ engagement and qualifying their engaged-behaviours in interactive systems: application to a social game

Abstract: International audienceAnalysing and monitoring users' engaged-behaviours continuously and under ecologically valid conditions can reveal valuable information for designers and practitioners, allowing them to analyse, design and monitor the interactive mediated activity, and then to adapt and personalise it. An interactive mediated activity is a human activity supported by digital interactive technologies. While classical metric methods fall within quantitative approaches, this paper proposes a qualitative appr… Show more

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Cited by 44 publications
(34 citation statements)
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“…As in Bouvier et al (2014), primitives were set to be mouse and keyboard entries whereas a collection of them on specific timestamps and specific places in their user interface were generating the primary traces. However, a primary trace is still low level and not meaningful enough.…”
Section: Trace Theorymentioning
confidence: 99%
“…As in Bouvier et al (2014), primitives were set to be mouse and keyboard entries whereas a collection of them on specific timestamps and specific places in their user interface were generating the primary traces. However, a primary trace is still low level and not meaningful enough.…”
Section: Trace Theorymentioning
confidence: 99%
“…It presents analyses and empirical research that focus on how adaptive and personalized systems can motivate people, for instance to improve health (op den Akker et al 2014;Dijkstra 2014;Orji et al 2014) and learning (Bouvier et at. 2014).…”
mentioning
confidence: 99%
“…Para isso, é necessário deixá-lo interessado e motivado a jogar. Estudos já mostram que jogos podem ser usados como ferramentas efetivas para ensinar [Ke e Grabowski 2007], mas é necessário que o jogo consiga manter o aluno interessado e motivado para que possa cumprir seu objetivo [Bouvier et al 2014]. Chun et al (2015) desenvolveram um método para fazer o ajuste de dificuldade em jogos educacionais móveis.…”
Section: Trabalhos Relacionadosunclassified
“…Mesmo com a intenção de entreter alunos enquanto aprendem, vários serious games não cumprem sua missão, na medida em que sacrificam a jogabilidade e focam apenas no conteúdo a ser ensinado, tornando o jogo tedioso [Pogačnik 2009] e sacrificando o interesse do aluno em aprender sobre o assunto abordado. Considerando isso, várias pesquisas já foram realizadas sobre o nível de interesse dos alunos ao jogar serious games e sua influência no aprendizado [Bouvier et al 2014;Baker et al 2010;Jovanovic et al 2011]. Segundo Bouvier e colegas, a falta de interesse ao jogar esses jogos é inversamente proporcional ao aprendizado do aluno e é um problema que deve ser solucionado.…”
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