eLearning
Game Learning Analytcs for Evidence=Based Serious Games
Author: Stephen Downes
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Summary of a talk by Baltasar Fernandex Manjon at CELDA 2019
ie.ft.com/uber-game
Serious games
- – Have been used successfully in many domains – medicine, military
- – But low adoption in mainstream education
- – So we say we’re working in ‘game-like simulation’
– Fake news, trolls, e-influencers
http://play.centerforgamescience.com
http://centerforgamescience.org
http://www.re-mission2.org
- – Has been formally evaluated
Citizen science
- – Uses games for crowdsourcing
- Also:
- – Educational versions of commercial games
Do serious games actually work?
- – Very few sg have been formally evaluated
- – Evaluation could be as expensive as producing the game – difficult to get funding
- – It is difficult to deploy the game in the classroom
Learning analytics
- – Long and Siemens
Game Analytics
- – Application of analytics to game dev and research
- – Telemetry – info obtained at a distance
- – Game metrics – interpretable measures of data related to games
- – Mostly used for commercial purposes; proprietary
Business analytics
- – From what happened, to why it happened, to what will happen, to how I can make it happen
- – Ie., hindsight – insight – foresight
- – Needs all the dat
- – Now being used in MOOCs, because they have so much data
Game Learning Analytics (GLA)
- – Learning analytics applied to serious games
- – Collect, analyze and visualize
Uses of GLA
- – Game testing – eg., how many finish, avg. time to completion
- – Game deployment in class – tools for teachers, eg. ‘stealth’ student evaluation
- – Formal game evaluation
RAGE – game analytics (using xAPI)
Beaconing – game deployment
GLA or Informagic?
- – Informagic – false expectations of gaining full insight on the game educational experience based on shallow data
- – Need to set realistic expectations – most of the games are black boxes
Minimum Requirements for GLA
- – Need access to what’s going on during the game
- – Need access to the game ‘guts’, or the game must communicate
- – Need to understand the meaning of the data – access to developers
- – Also must consider ethics of data collection
- o Are user informed?
- o Is data anonymized
- o Note: GDPR – creates an overhead load
GLA structure
- – Need to be based on learning objective
- – Based on traces + analysis
- – Different levels of design – LAM
Experience API
- – New defacto standard, becoming an IEEE standard
- – e-UCM group in collaboration with ADL for profile for serious games (xAPI-SG)
- – xAPI-SG defines a set of verbs, activity types, and extensions
Game trackers / Analytics frameworks as open code
Systematization of Analytics Dashboards
- – Provided analytics uses xAPI-SG, dashboards do not require additionalconfiguration
- – You can also do real-time analytics and warnings – more complex to do
- – We were surprised to find how hard it is to make a visualization understandable by the average teacher – eg. Teacher interprets difficulty as ‘you are in Facebook’
uAdventure
- – uAdventure tool (on top of Unity)
- – game development platform
- – includes analytics
Overview of research – 87 papers
- – GLA purposes – mostly assessment, n-game behavious; little on interventionstechniques: mostly classical linear analytics, clusters; neural nets not broadly applied
- – Stakeholders – teachers came third; not widely deployed
- – Focus – to teach, most domains math and science, small sample sizes
- – Assessment – mostly pre-post assessments
- – Method – 2 steps – game validation phases, game deployment phase
Research questions
- – Can we predict student knowledge after playing the game
- o With/without pretest
- o Can we use for evaluation?
- – Need to have greater student numbers for analysis to be useful
- – Result – using naïve bayes – yes, we can predict student outcomes
- – Not sure about use for evaluation
Case Study
- – Game on Madrid Metro used with Down Syndrome students
Case
- – Connectado – high school cyberbullying
- – Some minigames you can never win
- – Result – increase in cyberbullying perception
Simva
- – Tool used for scientific validation of serious games
- – Goal: to simplify the validation and deployment