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Applications of Learning Analytics
to assess Serious Games
Cristina Alonso-Fernández, Ana Rus Cano, Antonio Calvo-Morata,
Manuel Freire Morán, Iván Martínez-Ortiz and Baltasar Fernández-Manjón
Learning & Student Analytics Conference (LSAC)
October 22nd 2018, Amsterdam
Introduction
● Learning Analytics (LA)
○ Measurement, collection, analysis and
reporting
○ Data from learners and their contexts
○ To understand and optimize learning and
its environment
● Serious Games (SG)
○ Main purpose other than entertainment
○ Applied in several domains
○ Learn, change attitude, increase awareness
○ Benefits of games applied to learning
Game Learning Analytics
Learning Analytics for Serious Games
● Track data while students play
● Transparent to players
● Interactions with games
● Provide feedback at real-time
● Other applications?
Applications of LA for SGs
● Validate and deploy games in schools
○ Conectado designed to address social problems (bullying and cyberbullying)
● Validate game design when information cannot be directly gathered from users
○ DownTown designed to improve independent life of users with ID who struggle with
communication issues
● Improve evaluation methods of SGs
○ First Aid Game previously validated; use of data mining models to predict knowledge after
playing
Conectado
● Goal: raise bullying and
cyberbullying awareness
● Students 12-17 years old
● Player is placed as victim
● Empathy promoted with mini-games
● Ending determined
by decisions taken
● Tool for teachers to
promote discussion
Conectado
● N=257 students
● High-school level
● Three educational centers in Spain
● June 2017
● 1h sessions
Conectado
● Pre-test and post-test to measure
awareness
○ 18 7-point Likert questions
○ Bullying and cyberbullying perception
● Interaction data captured
○ Interactions with characters
■ Dialogues
■ Actions
○ Friendship level with characters
○ Areas accessed in-game
○ Time spent in each game day
Awareness before playing
Awareness after playing
Players’ interactions
DownTown: A Subway Adventure
● Goal: train in using the subway
transportation system of Madrid
(Spain)
● Players 18-45 years old with ID
● Spy game
● 3D realistic perspective
● Quests to train daily skills
and social aspects
DownTown: A Subway Adventure
● N=51 adults with ID
● Down Madrid Association
in Spain
● May-June 2017
● 3h of playing in different
sessions
DownTown: A Subway Adventure
● Not possible to gather data from
users directly (no pre-post tests)
● Only interaction data captured
○ Character preferences
○ Accessibility preferences
○ Routes information
■ Choices taken
■ Times
○ Attempts
First Aid Game
● Goal: instruct cardiopulmonary
resuscitation (CPR) maneuvers
● Students 12-16 years old
● Three initial situations
● Questions with multiple
situations
● Videos to show the procedures
First Aid Game
● N=227 students
● High-school level
● One school in Madrid
● Jan-Feb 2017
● 1h sessions
● Game validated with pre-post experiment and control group in 2011 with
+300 students in 4 schools of Aragon (Spain)
First Aid Game
● Pre-test and post-test to measure
knowledge
○ 15 multiple-choice questions
○ First aid techniques knowledge
● Interaction data captured
○ Answers in questions
○ Interactions with
■ game character
■ game elements
○ Scores in 3 levels
○ Completion
Players’ interactions
Knowledge before playing
Knowledge after playing
Data Collection: xAPI-SG
https://adlnet.gov/news/
a-serious-games-profile-for-xapi
Results: Conectado
● Increase in cyberbullying awareness
○ From 5.72 (SD=1.26) in pre-test to 6.38 (SD=1.11) in post-test, statistically-significant effect.
○ Greater awareness of female before and after playing.
● Most players considered they learned.
● Younger players and women took longer to complete the game.
● Most players ended up in the best ending.
● Teacher dashboard to control the class at real-time
○ Monitor progress
○ Help students with problems moving forward
● Data showed some design problems (e.g. duration in first version)
Results: DownTown
● Most students (85.8%) reached a destination.
● Half of the mistakes (50.8%) occurred during the first 30’ of playing, once
students completed a few routes to understand the mechanics.
● Educators hypotheses were contrasted with data:
○ No difference between players who customized avatars and players who did not
○ No influence of previous transportation experience
○ Video game players completed tasks quicker and making less mistakes
● Game design validated:
○ Complexity adjusted to intellectual abilities
○ Error found in number of tasks in levels
Results: First Aid Game
● Predictions of post-test knowledge based on interaction data
○ Usually measured by post-test
○ Predictions compared vs actual post-test data
● Predictions carried out as
○ Pass/fail category
○ Exact score in [1-15]
● To further avoid pre-test, predictions
○ With and without pre-test information
● Predicting pass/fail: 89% precision, 98% recall, 10% MR
● Predicting scores: mean error 1.5 (SD=1.33)
● Without pre-test information, slightly worse but not significantly.
Summary of results
Three different experiences and results applying LA for SGs:
● Validate and deploy a SG to increase cyberbullying awareness
○ Game reached its goals for all target users
○ Teachers could obtain real-time information
● Validate a SG that trains using the subway without explicit students feedback
○ Game design validated
○ Educators hypotheses contrasted
● Improve evaluation and deployment of SG predicting knowledge after playing
○ High accurate models predict post-test information
○ Models with accurate results also without pre-test
Conclusions
● Different uses of GLA data for Serious Games
○ Validation of game design and mechanics
○ Verification of adequateness for all intended target users
○ Data-based testing of educators hypotheses
○ Real-time feedback to keep control of class while games are in play
○ Predictions of knowledge after playing based on interaction data
● Feedback at all stages of game design and deployment
● Importance of Learning Design: games designed to extract information
Main References
● Manuel Freire, Ángel Serrano-Laguna, Borja Manero, Iván Martínez-Ortiz, Pablo Moreno-Ger, Baltasar
Fernández-Manjón (2016): Game Learning Analytics: Learning Analytics for Serious Games. In Learning,
Design, and Technology (pp. 1–29). Cham: Springer International Publishing.
http://doi.org/10.1007/978-3-319-17727-4_21-1.
● Antonio Calvo-Morata, Dan Cristian Rotaru, Cristina Alonso-Fernández, Manuel Freire, Iván Martínez-Ortiz, Baltasar
Fernández-Manjón (2018): Validation of a Cyberbullying Serious Games Using Game Analytics. (under review)
● Ana Rus Cano, Álvaro García-Tejedor, Baltasar Fernández-Manjón (2018): Using Game Learning Analytics for
Validating the Design of a Learning Game for Adults with Intellectual Disabilities.The British Journal of
Educational Technology.
● Cristina Alonso-Fernández, Iván Martínez-Ortiz, Rafael Caballero Roldán, Manuel Freire, Baltasar
Fernández-Manjón (2018): Improving serious games evaluation using data mining techniques. (under review).
● DownTown: http://downtown.ceiec.es/
● First Aid Game: http://first-aid-game.e-ucm.es/
Applications of Learning Analytics
to assess Serious Games
Cristina Alonso-Fernández, Ana Rus Cano, Antonio Calvo-Morata,
Manuel Freire Morán, Iván Martínez-Ortiz and Baltasar Fernández-Manjón
Learning & Student Analytics Conference (LSAC)
October 22nd 2018, Amsterdam
calonsofernandez@ucm.es

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LSAC 2018 Presentation

  • 1. Applications of Learning Analytics to assess Serious Games Cristina Alonso-Fernández, Ana Rus Cano, Antonio Calvo-Morata, Manuel Freire Morán, Iván Martínez-Ortiz and Baltasar Fernández-Manjón Learning & Student Analytics Conference (LSAC) October 22nd 2018, Amsterdam
  • 2. Introduction ● Learning Analytics (LA) ○ Measurement, collection, analysis and reporting ○ Data from learners and their contexts ○ To understand and optimize learning and its environment ● Serious Games (SG) ○ Main purpose other than entertainment ○ Applied in several domains ○ Learn, change attitude, increase awareness ○ Benefits of games applied to learning
  • 3. Game Learning Analytics Learning Analytics for Serious Games ● Track data while students play ● Transparent to players ● Interactions with games ● Provide feedback at real-time ● Other applications?
  • 4. Applications of LA for SGs ● Validate and deploy games in schools ○ Conectado designed to address social problems (bullying and cyberbullying) ● Validate game design when information cannot be directly gathered from users ○ DownTown designed to improve independent life of users with ID who struggle with communication issues ● Improve evaluation methods of SGs ○ First Aid Game previously validated; use of data mining models to predict knowledge after playing
  • 5. Conectado ● Goal: raise bullying and cyberbullying awareness ● Students 12-17 years old ● Player is placed as victim ● Empathy promoted with mini-games ● Ending determined by decisions taken ● Tool for teachers to promote discussion
  • 6. Conectado ● N=257 students ● High-school level ● Three educational centers in Spain ● June 2017 ● 1h sessions
  • 7. Conectado ● Pre-test and post-test to measure awareness ○ 18 7-point Likert questions ○ Bullying and cyberbullying perception ● Interaction data captured ○ Interactions with characters ■ Dialogues ■ Actions ○ Friendship level with characters ○ Areas accessed in-game ○ Time spent in each game day Awareness before playing Awareness after playing Players’ interactions
  • 8. DownTown: A Subway Adventure ● Goal: train in using the subway transportation system of Madrid (Spain) ● Players 18-45 years old with ID ● Spy game ● 3D realistic perspective ● Quests to train daily skills and social aspects
  • 9. DownTown: A Subway Adventure ● N=51 adults with ID ● Down Madrid Association in Spain ● May-June 2017 ● 3h of playing in different sessions
  • 10. DownTown: A Subway Adventure ● Not possible to gather data from users directly (no pre-post tests) ● Only interaction data captured ○ Character preferences ○ Accessibility preferences ○ Routes information ■ Choices taken ■ Times ○ Attempts
  • 11. First Aid Game ● Goal: instruct cardiopulmonary resuscitation (CPR) maneuvers ● Students 12-16 years old ● Three initial situations ● Questions with multiple situations ● Videos to show the procedures
  • 12. First Aid Game ● N=227 students ● High-school level ● One school in Madrid ● Jan-Feb 2017 ● 1h sessions ● Game validated with pre-post experiment and control group in 2011 with +300 students in 4 schools of Aragon (Spain)
  • 13. First Aid Game ● Pre-test and post-test to measure knowledge ○ 15 multiple-choice questions ○ First aid techniques knowledge ● Interaction data captured ○ Answers in questions ○ Interactions with ■ game character ■ game elements ○ Scores in 3 levels ○ Completion Players’ interactions Knowledge before playing Knowledge after playing
  • 15. Results: Conectado ● Increase in cyberbullying awareness ○ From 5.72 (SD=1.26) in pre-test to 6.38 (SD=1.11) in post-test, statistically-significant effect. ○ Greater awareness of female before and after playing. ● Most players considered they learned. ● Younger players and women took longer to complete the game. ● Most players ended up in the best ending. ● Teacher dashboard to control the class at real-time ○ Monitor progress ○ Help students with problems moving forward ● Data showed some design problems (e.g. duration in first version)
  • 16. Results: DownTown ● Most students (85.8%) reached a destination. ● Half of the mistakes (50.8%) occurred during the first 30’ of playing, once students completed a few routes to understand the mechanics. ● Educators hypotheses were contrasted with data: ○ No difference between players who customized avatars and players who did not ○ No influence of previous transportation experience ○ Video game players completed tasks quicker and making less mistakes ● Game design validated: ○ Complexity adjusted to intellectual abilities ○ Error found in number of tasks in levels
  • 17. Results: First Aid Game ● Predictions of post-test knowledge based on interaction data ○ Usually measured by post-test ○ Predictions compared vs actual post-test data ● Predictions carried out as ○ Pass/fail category ○ Exact score in [1-15] ● To further avoid pre-test, predictions ○ With and without pre-test information ● Predicting pass/fail: 89% precision, 98% recall, 10% MR ● Predicting scores: mean error 1.5 (SD=1.33) ● Without pre-test information, slightly worse but not significantly.
  • 18. Summary of results Three different experiences and results applying LA for SGs: ● Validate and deploy a SG to increase cyberbullying awareness ○ Game reached its goals for all target users ○ Teachers could obtain real-time information ● Validate a SG that trains using the subway without explicit students feedback ○ Game design validated ○ Educators hypotheses contrasted ● Improve evaluation and deployment of SG predicting knowledge after playing ○ High accurate models predict post-test information ○ Models with accurate results also without pre-test
  • 19. Conclusions ● Different uses of GLA data for Serious Games ○ Validation of game design and mechanics ○ Verification of adequateness for all intended target users ○ Data-based testing of educators hypotheses ○ Real-time feedback to keep control of class while games are in play ○ Predictions of knowledge after playing based on interaction data ● Feedback at all stages of game design and deployment ● Importance of Learning Design: games designed to extract information
  • 20. Main References ● Manuel Freire, Ángel Serrano-Laguna, Borja Manero, Iván Martínez-Ortiz, Pablo Moreno-Ger, Baltasar Fernández-Manjón (2016): Game Learning Analytics: Learning Analytics for Serious Games. In Learning, Design, and Technology (pp. 1–29). Cham: Springer International Publishing. http://doi.org/10.1007/978-3-319-17727-4_21-1. ● Antonio Calvo-Morata, Dan Cristian Rotaru, Cristina Alonso-Fernández, Manuel Freire, Iván Martínez-Ortiz, Baltasar Fernández-Manjón (2018): Validation of a Cyberbullying Serious Games Using Game Analytics. (under review) ● Ana Rus Cano, Álvaro García-Tejedor, Baltasar Fernández-Manjón (2018): Using Game Learning Analytics for Validating the Design of a Learning Game for Adults with Intellectual Disabilities.The British Journal of Educational Technology. ● Cristina Alonso-Fernández, Iván Martínez-Ortiz, Rafael Caballero Roldán, Manuel Freire, Baltasar Fernández-Manjón (2018): Improving serious games evaluation using data mining techniques. (under review). ● DownTown: http://downtown.ceiec.es/ ● First Aid Game: http://first-aid-game.e-ucm.es/
  • 21. Applications of Learning Analytics to assess Serious Games Cristina Alonso-Fernández, Ana Rus Cano, Antonio Calvo-Morata, Manuel Freire Morán, Iván Martínez-Ortiz and Baltasar Fernández-Manjón Learning & Student Analytics Conference (LSAC) October 22nd 2018, Amsterdam calonsofernandez@ucm.es