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Serious Games AnalyticsExamining Through Visualization What Tools Learners Access as They Play a Serious Game for Middle School Science

Serious Games Analytics: Examining Through Visualization What Tools Learners Access as They Play... [This study intends to use data visualization to examine learners’ behaviors in a 3D immersive serious game for middle school science to understand how the players interact with various features to solve the central problem. The analysis combined game log data with measures of in-game performance and learners’ goal orientations. The findings indicated students in the high performance and mastery-oriented groups tended to use the tools more appropriately relative to the stage they were at in the problem-solving process, and more productively than students in low performance groups. The use of data visualization with log data in combination with more traditional measures shows visualization as a promising technique in analytics with multiple data sets that can facilitate the interpretation of the relationships among data points at no cost to the complexity of the data. Design implications and future applications of serious games analytics and data visualization to the serious game are discussed.] http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

Serious Games AnalyticsExamining Through Visualization What Tools Learners Access as They Play a Serious Game for Middle School Science

Part of the Advances in Game-Based Learning Book Series
Editors: Loh, Christian Sebastian; Sheng, Yanyan; Ifenthaler, Dirk
Serious Games Analytics — Mar 13, 2015

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References (62)

Publisher
Springer International Publishing
Copyright
© Springer International Publishing Switzerland 2015
ISBN
978-3-319-05833-7
Pages
181 –208
DOI
10.1007/978-3-319-05834-4_8
Publisher site
See Chapter on Publisher Site

Abstract

[This study intends to use data visualization to examine learners’ behaviors in a 3D immersive serious game for middle school science to understand how the players interact with various features to solve the central problem. The analysis combined game log data with measures of in-game performance and learners’ goal orientations. The findings indicated students in the high performance and mastery-oriented groups tended to use the tools more appropriately relative to the stage they were at in the problem-solving process, and more productively than students in low performance groups. The use of data visualization with log data in combination with more traditional measures shows visualization as a promising technique in analytics with multiple data sets that can facilitate the interpretation of the relationships among data points at no cost to the complexity of the data. Design implications and future applications of serious games analytics and data visualization to the serious game are discussed.]

Published: Mar 13, 2015

Keywords: Serious games; Problem-based learning; Middle school science; Learner behaviors; Goal orientation

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