April 25, 2024

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
          http://github.com/e-ucm
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

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