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using real time learning analytics to know what is happening in the class when students are learning using a game
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Applying learning analytics to simplify serious games deployment in the classroomEDUCOM 2014 Conference, Instambul
Baltasar Fernandez-Manjon, [email protected] , @BaltaFMe-UCM research group, www.e-ucm.es
http://www.slideshare.net/BaltasarFernandezManjon/
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Serious Games use?
‣ Serious Games have probed to be educationally effective in several domains
• Medicine, military, business, corporate training‣ But still is a low adoption of Serious Games‣ Difficult to include Serious Games in the
learning curriculum• Assessment of acquired learning?
‣ Difficult to deploy the games in the classroom
• What are the students actually doing?• What are they learning?• What are the difficulties are they confronting?
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SG deploymen:Black box model
‣ Games as “isolated” pieces of content
‣ No information about what is happening during the in-game play
‣ Or very simple
• Completed or not completed
• Time used
del Blanco et al (2013). Using e-Learning standards in educational video games. Computer Standards & Interfaces 36 (1) pp. 178–187
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Learning analytics
‣ Improving education based on data analysis• Evidence based education
‣ Many options• When the data is analyzed?
- off-line vs real-time• What data is analyzed?
- log records, interactions, biometric data …• What amount of data and on how many users?
- Intensive vs extensive
‣ Can learning analytics help to deploy serious games as effective learning content in the classroom?
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GLEANER
‣ GLEANER: Game Learning Analytics for education research
• Open code framework to capture game traces
Reference model in the EU NoE GALAAvailable as open code at http://e-ucm.github.io/gleaner/
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Educational game approach
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Lost in XML Space
http://gleaner.e-ucm.es/lostinspace/play/
About the XML game...
‣ A single user platform game to learn about XML • Learn the syntax and basic concepts (document schema)• Gain agility writing and reading XML documents
‣ Designed as a complementary activity in a Web Technology Course
‣ Experiment: Gamified experience in the classroomGoals• First to complete the game• Maximum points in the gamebut• Initially students were not informed that LA was in placeAfter some playing time LA data was showed to the students
Understanding the game…
Goal
Main characte
r
Power-ups (new syntax elements)
Write XML snippets here to move the
main character to the goal
Main dashboard (GLEANER Report)
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Teacher view
Progress report
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User Session
Phases complete
d
Current score
Learning achievements
Achievements are updated and
highlighted in real time
Detailed traces
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Filters XML snipets
The fragments are updated in real time as submitted by the student. The instructor can filter to see only
mistakes, or all the fragments submitted by a specific students.
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Detailed results for a student
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Conclusions
‣ LA simplify SG deployment in the classroom‣ Instructor knows what is happening in the
class‣ Behaviour change when students know that LA
was in place• More oriented to success and less exploration or
“playing”• Open issues in LA
• How to distinguish automatically game exploration from conceptual errors
• Long term learning acrossgames
• Students love the experience!