2016
DOI: 10.1007/978-3-319-45841-0_2
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Exploring Play-Learners’ Analytics in a Serious Game for Literacy Improvement

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Cited by 8 publications
(5 citation statements)
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“…Baker, Clarke-Midura, and Ocumpaugh 2016), as the achievement system built into games may not be the most informative indicator of learning (Heeter et al 2013). Some papers point out that their best predictors for measuring learning are based on the analysis of the player's exploration strategies (Käser, Hallinen, & Schwartz, 2017;Owen, Anton, and Baker 2016;Horn et al 2016;Smith, Hickmott, Southgate, Bille, & Stephens, 2016;Kang, Liu, and Qu 2017), or on the characteristics of player failures (Halverson and Owen 2014). One study explored the relation between learning and students' facial behavior (Z. Xu and Woodruff 2017).…”
Section: Results On Assessment and Student Profilingmentioning
confidence: 99%
“…Baker, Clarke-Midura, and Ocumpaugh 2016), as the achievement system built into games may not be the most informative indicator of learning (Heeter et al 2013). Some papers point out that their best predictors for measuring learning are based on the analysis of the player's exploration strategies (Käser, Hallinen, & Schwartz, 2017;Owen, Anton, and Baker 2016;Horn et al 2016;Smith, Hickmott, Southgate, Bille, & Stephens, 2016;Kang, Liu, and Qu 2017), or on the characteristics of player failures (Halverson and Owen 2014). One study explored the relation between learning and students' facial behavior (Z. Xu and Woodruff 2017).…”
Section: Results On Assessment and Student Profilingmentioning
confidence: 99%
“…One important source of data that is currently all too often out of reach of player-focused researchers are logged play data. As demonstrated by Smith, Hickmott, Southgate, Bille, and Stephens (2016), logging play behaviors can provide an additional layer of objective information, showing how long players spend on parts of the game, or the order in which they progress through it. Though these data might typically be seen as control variables in quantitative studies, they can also serve as outcome measures when investigating player persistence.…”
Section: Methodological Considerations For Comprehensive Impact Validationmentioning
confidence: 99%
“…Another study (Smith, Hickmott, Southgate, Bille, & Stephens, 2016) used log data to visualize the decisions of players during gameplay. Log data were analysed to identify areas where university students spend the most time in the game environment, gameplay sequences used as well as their use of training videos.…”
Section: Performance-based Assessment With Game Log Datamentioning
confidence: 99%