O uso de Game Learning Analytics em Jogos Digitais Educacionais: Um Mapeamento Sistemático da Literatura
Resumo
Este trabalho apresenta a realização de Mapeamento Sistemático da Literatura para identificar as aplicações de Game Learning Analytics em jogos digitais educacionais. Foram analisados 76 artigos. Constatou-se que a maioria dos artigos utiliza do tracker desenvolvido pelo grupo de pesquisa e-UCM, e que dados como o identificador do usuário e suas ações são os mais extraídos. Além disso, verificou-se que existem poucas métricas criadas, pois a maioria dos artigos utilizou de informações brutas em suas análises. Por fim, os algoritmos encontrados podem ser divididos de acordo com sua aplicação, nos seguintes grupos: regressão, machine learning, clusterização, modelagem e outros.
Palavras-chave:
Mapeamento Sistemático da Literatura, Game Learning Analytics, Jogos Digitais Educacionais
Referências
Alexandru Capatina, Gianita Bleoju, E. R. and Hoareau, E. (2018). Tracking precursors of learning analytics over serious game team performance ranking. Behaviour & Information Technology, 37(10-11):1008–1020.
Alonso-Fernandez, C., Calvo, A., Freire, M., Martinez-Ortiz, I., and Fernandez-Manjon, B. (2017a). Systematizing game learning analytics for serious games. In 2017 IEEE Global Engineering Education Conference (EDUCON), pages 1111–1118.
Alonso-Fernandez, C., Calvo, A., Freire, M., Martinez-Ortiz, I., and Fernandez-Manjon, B. (2017b). Systematizing game learning analytics for serious games. In 2017 IEEE Global Engineering Education Conference (EDUCON), pages 1111–1118.
Alonso-Fernández, C., Calvo-Morata, A., Freire, M., Martínez-Ortiz, I., and Fernández-Manjón, B. (2019a). Applications of data science to game learning analytics data: A systematic literature review. Computers Education, 141:103612.
Alonso-Fernández, C., Calvo-Morata, A., Freire, M., Martínez-Ortiz, I., and Fernández-Manjón, B. (2022). Game learning analytics: Blending visual and data mining techniques to improve serious games and to better understand player learning. Journal of Learning Analytics, 9(3):32–49.
Alonso-Fernández, C., Cano, A. R., Calvo-Morata, A., Freire, M., Martínez-Ortiz, I., and Fernández-Manjón, B. (2019b). Lessons learned applying learning analytics to assess serious games. Computers in Human Behavior, 99:301–309.
Anastasiadis, T., Lampropoulos, G., and Siakas, K. (2018). Digital game-based learning and serious games in education. International Journal of Advances in Scientific Research and Engineering (IJASRE), ISSN:2454-8006, DOI: 10.31695/IJASRE, 4(12):139–144.
Buchinger, D., Cavalcanti, G. A. d. S., and Hounsell, M. d. S. (2014). Mecanismos de busca acadêmica: uma análise quantitativa. Revista Brasileira de Computação Aplicada, 6(1):108–120.
Burská, K. D., Rusňák, V., and Ošlejšek, R. (2021). Enhancing situational awareness for tutors of cybersecurity capture the flag games. In 2021 25th International Conference Information Visualisation (IV), pages 235–242.
Cano, A. R., Fernández-Manjón, B., and García-Tejedor, Á. J. (2017). Glaid: Designing a game learning analytics model to analyze the learning process in users with intellectual disabilities. In Vaz de Carvalho, C., Escudeiro, P., and Coelho, A., editors, Serious Games, Interaction and Simulation, pages 45–52, Cham. Springer International Publishing.
Cascini, D. and Campos, S. (2015). Avaliação de jogos educacionais multiusuários: Uma revisão sistemática da literatura. Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação - SBIE), 26(1):519.
Cristina Alonso-Fernández, Antonio Calvo-Morata, M. F. I. M.-O. and Fernández-Manjón, B. (2023). Evidence-based evaluation of a serious game to increase bullying awareness. Interactive Learning Environments, 31(2):644–654.
De Grove, F., Bourgonjon, J., and Van Looy, J. (2012). Digital games in the classroom? a contextual approach to teachers’ adoption intention of digital games in formal education. Computers in Human Behavior, 28(6):2023–2033.
Freire, M., Serrano-Laguna, Á., Iglesias, B. M., Martínez-Ortiz, I., Moreno-Ger, P., and Fernández-Manjón, B. (2016). Game Learning Analytics: Learning Analytics for Serious Games, pages 1–29. Springer International Publishing, Cham.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan, NY, USA.
Huy Nguyen, Xinying Hou, J. S. and McLaren, B. (2020). Moving beyond test scores: Analyzing the effectiveness of a digital learning game through learning analytics. In 13th International Conference on Educational Data Mining (EDM 2020), pages 487–495.
Kitchenham, B. A. and Charters, S. (2007). Guidelines for performing systematic literature reviews in software engineering. Technical Report EBSE 2007-001, Keele University and Durham University Joint Report.
Michael, D. R. and Chen, S. L. (2006). Serious Games: Games that Educate, Train and Inform. Thomson Course Technology.
Ruipérez-Valiente, J. A., Kim, Y. J., Baker, R. S., Martínez, P. A., and Lin, G. C. (2023). The affordances of multivariate elo-based learner modeling in game-based assessment. IEEE Transactions on Learning Technologies, 16(2):152–165.
Savi, R. and Ulbricht, V. R. (2008). Jogos digitais educacionais: Benefícios e desafios. RENOTE, 6(1).
Schell, J. (2008). The Art of Game Design: A Book of Lenses. Elsevier.
Sonsoles López-Pernas, Mohammed Saqr, A. G. and Barra, E. (2023). A learning analytics perspective on educational escape rooms. Interactive Learning Environments, 31(10):6509–6525.
Su, Y., Backlund, P., and Engstr¨om, H. (2021). Comprehensive review and classification of game analytics. Service Oriented Computing and Applications, 15(2):141–156.
Tlili, A. and Chang, M. (2019). Data Analytics Approaches in Educational Games and Gamification Systems. Springer Publishing Company, Incorporated, 1st edition.
Wagner Mainardes, E., Alves, H., and Raposo, M. (2012). A model for stakeholder classification and stakeholder relationships. Management Decision, 50(10):1861–1879.
Yohannis, A., Windriyani, P., and Septanto, H. (2020). Understanding learning behaviours in sorting algorithm game. In 2020 7th NAFOSTED Conference on Information and Computer Science (NICS), pages 72–77.
Yu, J., Ma, W., Moon, J., and Denham, A. (2022). Developing a stealth assessment system using a continuous conjunctive model. Journal of Learning Analytics, 9(3):11–31.
Zyda, M. (2005). From visual simulation to virtual reality to games. IEEE Computer Society, 38(9):25–32.
Alonso-Fernandez, C., Calvo, A., Freire, M., Martinez-Ortiz, I., and Fernandez-Manjon, B. (2017a). Systematizing game learning analytics for serious games. In 2017 IEEE Global Engineering Education Conference (EDUCON), pages 1111–1118.
Alonso-Fernandez, C., Calvo, A., Freire, M., Martinez-Ortiz, I., and Fernandez-Manjon, B. (2017b). Systematizing game learning analytics for serious games. In 2017 IEEE Global Engineering Education Conference (EDUCON), pages 1111–1118.
Alonso-Fernández, C., Calvo-Morata, A., Freire, M., Martínez-Ortiz, I., and Fernández-Manjón, B. (2019a). Applications of data science to game learning analytics data: A systematic literature review. Computers Education, 141:103612.
Alonso-Fernández, C., Calvo-Morata, A., Freire, M., Martínez-Ortiz, I., and Fernández-Manjón, B. (2022). Game learning analytics: Blending visual and data mining techniques to improve serious games and to better understand player learning. Journal of Learning Analytics, 9(3):32–49.
Alonso-Fernández, C., Cano, A. R., Calvo-Morata, A., Freire, M., Martínez-Ortiz, I., and Fernández-Manjón, B. (2019b). Lessons learned applying learning analytics to assess serious games. Computers in Human Behavior, 99:301–309.
Anastasiadis, T., Lampropoulos, G., and Siakas, K. (2018). Digital game-based learning and serious games in education. International Journal of Advances in Scientific Research and Engineering (IJASRE), ISSN:2454-8006, DOI: 10.31695/IJASRE, 4(12):139–144.
Buchinger, D., Cavalcanti, G. A. d. S., and Hounsell, M. d. S. (2014). Mecanismos de busca acadêmica: uma análise quantitativa. Revista Brasileira de Computação Aplicada, 6(1):108–120.
Burská, K. D., Rusňák, V., and Ošlejšek, R. (2021). Enhancing situational awareness for tutors of cybersecurity capture the flag games. In 2021 25th International Conference Information Visualisation (IV), pages 235–242.
Cano, A. R., Fernández-Manjón, B., and García-Tejedor, Á. J. (2017). Glaid: Designing a game learning analytics model to analyze the learning process in users with intellectual disabilities. In Vaz de Carvalho, C., Escudeiro, P., and Coelho, A., editors, Serious Games, Interaction and Simulation, pages 45–52, Cham. Springer International Publishing.
Cascini, D. and Campos, S. (2015). Avaliação de jogos educacionais multiusuários: Uma revisão sistemática da literatura. Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação - SBIE), 26(1):519.
Cristina Alonso-Fernández, Antonio Calvo-Morata, M. F. I. M.-O. and Fernández-Manjón, B. (2023). Evidence-based evaluation of a serious game to increase bullying awareness. Interactive Learning Environments, 31(2):644–654.
De Grove, F., Bourgonjon, J., and Van Looy, J. (2012). Digital games in the classroom? a contextual approach to teachers’ adoption intention of digital games in formal education. Computers in Human Behavior, 28(6):2023–2033.
Freire, M., Serrano-Laguna, Á., Iglesias, B. M., Martínez-Ortiz, I., Moreno-Ger, P., and Fernández-Manjón, B. (2016). Game Learning Analytics: Learning Analytics for Serious Games, pages 1–29. Springer International Publishing, Cham.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan, NY, USA.
Huy Nguyen, Xinying Hou, J. S. and McLaren, B. (2020). Moving beyond test scores: Analyzing the effectiveness of a digital learning game through learning analytics. In 13th International Conference on Educational Data Mining (EDM 2020), pages 487–495.
Kitchenham, B. A. and Charters, S. (2007). Guidelines for performing systematic literature reviews in software engineering. Technical Report EBSE 2007-001, Keele University and Durham University Joint Report.
Michael, D. R. and Chen, S. L. (2006). Serious Games: Games that Educate, Train and Inform. Thomson Course Technology.
Ruipérez-Valiente, J. A., Kim, Y. J., Baker, R. S., Martínez, P. A., and Lin, G. C. (2023). The affordances of multivariate elo-based learner modeling in game-based assessment. IEEE Transactions on Learning Technologies, 16(2):152–165.
Savi, R. and Ulbricht, V. R. (2008). Jogos digitais educacionais: Benefícios e desafios. RENOTE, 6(1).
Schell, J. (2008). The Art of Game Design: A Book of Lenses. Elsevier.
Sonsoles López-Pernas, Mohammed Saqr, A. G. and Barra, E. (2023). A learning analytics perspective on educational escape rooms. Interactive Learning Environments, 31(10):6509–6525.
Su, Y., Backlund, P., and Engstr¨om, H. (2021). Comprehensive review and classification of game analytics. Service Oriented Computing and Applications, 15(2):141–156.
Tlili, A. and Chang, M. (2019). Data Analytics Approaches in Educational Games and Gamification Systems. Springer Publishing Company, Incorporated, 1st edition.
Wagner Mainardes, E., Alves, H., and Raposo, M. (2012). A model for stakeholder classification and stakeholder relationships. Management Decision, 50(10):1861–1879.
Yohannis, A., Windriyani, P., and Septanto, H. (2020). Understanding learning behaviours in sorting algorithm game. In 2020 7th NAFOSTED Conference on Information and Computer Science (NICS), pages 72–77.
Yu, J., Ma, W., Moon, J., and Denham, A. (2022). Developing a stealth assessment system using a continuous conjunctive model. Journal of Learning Analytics, 9(3):11–31.
Zyda, M. (2005). From visual simulation to virtual reality to games. IEEE Computer Society, 38(9):25–32.
Publicado
04/11/2024
Como Citar
GEREMIAS, Matheus Soppa; DUTRA, Taynara Cerigueli; MASCHIO, Eleandro; GASPARINI, Isabela.
O uso de Game Learning Analytics em Jogos Digitais Educacionais: Um Mapeamento Sistemático da Literatura. In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 35. , 2024, Rio de Janeiro/RJ.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 737-749.
DOI: https://doi.org/10.5753/sbie.2024.242311.