Abstract-learning analytics is an emerging discipline focused on the measurement, collection, analysis and reporting of learner interaction data through the E-learning contents. Serious game provides a potential source for relevant educational user data; it can propose an interactive environment for training and offer an effective learning process. This paper presents methods and approaches of educational data mining such as EM and K-Means to discuss the learning analytics through serious games, and then we provide an analysis of the player experience data collected from the educational game "ELISA" used to teach students of biology the immunological technique for determination of ANTI-HIV antibodies. Finally, we propose critically evaluation of our results including the limitations of our study and making suggestions for future research that links learning analytics and serious gaming.
Nowadays, learning via smartphones has become one of the most popular teaching tools used by young people, thanks to the ease of use of such devices in the field of education. There are now a large number of both instructional applications and mobile serious games "MSGs" which are available in mobile applications stores. The diversity of such applications especially MSGs can guarantee a personalized learning experience for each learner. However, it is difficult to decide if a given MSG is efficient or not because this decision depends on several factors. One of those major factors is their ability to transmit knowledge effectively to the learners, in order to teach them new skills. This ability can be measured and then analyzed by using several techniques and algorithms like learning analytics, educational data mining, inference knowledge e.g. "Bayesian Knowledge Tracing", etc. Hence the need for the establishment of a user-friendly platform based on these algorithms, the proposed platform will be able to evaluate easily the learning outcomes of this kind of video games.
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