Discovery of Research Gaps in Game Learning Analytics Applications on Learning Processes

  • Gabriel Silva Universidade Federal Rural de Peranambuco
  • Rodrigo Lins Rodrigues Universidade Federal Rural de Pernambuco https://orcid.org/0000-0002-3598-5204
  • Amadeu Sá Campos Filho Centro de Informática/UFPE, NUTES
  • Américo Amorim Escribo Educação para o Aprendizado

Resumo


The benefits of game applications in the field of education have been increasingly evident due to the use of Game Learning Analytics, which is the collection, analysis and extraction of information from data obtained through Serious Games. In this article, this article aims to carry out a systematic mapping in order to identify research gaps in studies that use Game Learning Analytics to analyze an educational process, analyzing the observed educational phenomenon, the algorithms or techniques used and the characteristics and number of participants. We understand that even though the Game Learning Analytics area is still very new, it has enormous potential in helping what we value most, teaching.

Referências

Akram,B. et al. (2018).“Improving Stealth Assessment in Game-Based Learning with LSTM-Based Analytics”. International Educational Data Mining Society, Paper presented at the International Conference on Educational Data Mining (EDM) (11th, Raleigh, NC, Jul16-20, 2018).


Alonso-Fernández, C. et al. (2019).“Learned applying learning analytics to assess serious games.” Computers in Human Behavior. doi:10.1016/j.chb.2019.05.036.


Alonso-Fernández,C.etal.(2019). “Predicting students’ knowledge after playing a serious game based on learning analytics data: A case study. Journal of Computer Assisted Learning.” doi:10.1111/jcal.12405


Callaghan, MJ. et al.(2014). "Using game analytics to measure student engagement/retention for engineering education" 2014 11th International Conference on Remote Engineering and Virtual Instrumentation (REV), Porto, 2014, pp. 297-302, doi: 10.1109/REV.2014.6784174.


Crookall, D. (2010). “Serious games, debriefing, and simulation/gaming as a discipline.” Simulation & Gaming, 41 (6), 898–920. doi:10.1177/1046878110390784.


Feng, X.& Yamada, M. (2019). “Effects of game-based learning on informal historical learning: A learning analytics approach”. Proceedings of International Conference on Computer in Education 2019, pp505-514 At: Kenting, Taiwan, ROC.


Flores R.L. et al. (2019). “Motivational Factors Through Learning Analytics in Digital Game-Based Learning.” In: Tlili A., Chang M.(eds) Data Analytics Approaches in Educational Games and Gamification Systems. Smart Computing and Intelligence. Springer, Singapore.


Foundation of American Scientists. (2006). “Summit on educational games: Harnessing the power of video games for learning.” Washington, DC.


Freire, M. et al. (2016). “Game Learning Analytics: Learning Analytics for Serious Games.” Learning, Design, and Technology, 1–29. doi:10.1007/978-3-319-17727-4_21-1


Loh, C.S. et al. (2015) “Serious Games Analytics: Theoretical Framework.” In: Loh C., Sheng Y., Ifenthaler D. (eds) Serious Games Analytics. Advances in Game-Based Learning. Springer, Cham.


Long, P., & Siemens, G.(2011)."Penetrating the fog: Analytics in learning and education. "Educause Review, 31–40.


Martin, T. et al.(2013). “Nanogenetic learning analytics: Illuminating student learning pathways in an online fraction game”. Proceedings of the Third International Conference on Learning Analytics and Knowledge” - LAK ’13. doi:10.1145/2460296.2460328


Michael, D., & Chen, S. (2006). "Serious games: Games that educate, train, and inform." Boston, MA: Thomson.


Niemelä, M. e tal. (2020). “Game learning analytics for understanding reading skills in transparent writing system”. British Journal of Educational Technology. 10.1111/bjet.12916.


Peddycord-Liu, Z. et al.(2017). “Using serious game analytics to inform digital curricular sequencing: What math objective should students play next?”. Proceedings of the Annual Symposium on Computer-Human Interaction in Play-CHIPLAY’17. doi:10.1145/3116595.3116620.


Petersen, Kai et al. (2008). “Systematic Mapping Studies in Software Engineering.” In: EASE. p. 68-77.


Priyaadharshini, M. et al. (2020). “Learning Analytics: Game-based Learning for Programming Course in Higher Education”. Procedia Computer Science. 172.468-472.10.1016/j.procs.2020.05.143.


Romero, C., & Ventura, S.(2010). “Educational data mining: A review of the state of the art.” IEEE Transactions on Systems, Man, and Cybernetics, PartC (Applications and Reviews), 40(6), 601–618. ​https://doi.org/10.1109/TSMCC.2010.2053532


Sanchez, E. & Mandran, N. (2017). “Exploring Competition and Collaboration Behaviors in Game-Based Learning with Playing Analytics.” In: Lavoué É., Drachsler H., Verbert K., Broisin J., Pérez-Sanagustín M. (eds) Data Driven Approaches in Digital Education. EC-TEL 2017. Lecture Notes in Computer Science, vol 10474. Springer, Cham.


Seif El-Nasr, M. et al. (2013). “Game analytics – maximizing the value of player data.” London, UK: Springer.


Smith, S.P. et al. (2015). “A Meta-Analysis of Data Collection in Serious Games Research.” In: Loh C., Sheng Y., Ifenthaler D.(eds) Serious Games Analytics. Advances in Game-Based Learning. Springer, Cham.


Vahdat, M. et al. (2016) “Learning Analytics for a Puzzle Game to Discover the Puzzle-Solving Tactics of Players.” In: Verbert K., Sharples M., Klobučar T.(eds) Adaptive and Adaptable Learning. EC-TEL 2016. Lecture Notes in Computer Science, vol 9891. Springer, Cham.


Vahldick, A. et al.(2017). “Dynamic Difficulty Adjustment through a Learning Analytics Model in a Casual Serious Game for Computer Programming Learning”. EAI Endorsed Transactions on Serious Games.


Wen, C. et al. (2018). “The learning analytics of model-based learning facilitated by a problem-solving simulation game.” Instr Sci 46, 847–867. https://doi.org/10.1007/s11251-018-9461-5​.


Westera, W. et al. (2014). “Learning Analytics in Serious Gaming: Uncovering the Hidden Treasury of Game Log Files.” In: De Gloria A.(eds) Games and Learning Alliance. GALA2013. Lecture Notes in Computer Science, vol 8605. Springer, Cham.
Publicado
24/11/2020
Como Citar

Selecione um Formato
SILVA, Gabriel; RODRIGUES, Rodrigo Lins; CAMPOS FILHO, Amadeu Sá; AMORIM, Américo. Discovery of Research Gaps in Game Learning Analytics Applications on Learning Processes. In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 31. , 2020, Online. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2020 . p. 1203-1212. DOI: https://doi.org/10.5753/cbie.sbie.2020.1203.