Gamification and Social Networks in Education 2021
DOI: 10.15340/978-625-00-0106-6_10
|View full text |Cite
|
Sign up to set email alerts
|

Exploring Log Data for Behaviour and Solution Pattern Analyses in a Serious Game

Abstract: Digital games are interactive, which makes them highly engaging for players. The adoption and use of digital games in higher education are on the rise with many researchers and educators developing and deploying these in classrooms. As a relatively new pedagogical tool, some aspects of the use of games for learning such as measurement and assessment of learning are still under research. Although assessment of performance and learning in digital games are commonly done with pre and post-game tests, interest in … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
1
0

Year Published

2023
2023
2023
2023

Publication Types

Select...
2

Relationship

1
1

Authors

Journals

citations
Cited by 2 publications
(2 citation statements)
references
References 22 publications
(30 reference statements)
0
1
0
Order By: Relevance
“…The scoring of HP is important as it mimics real-life consequences of poor laboratory practices without causing any harm to students. This ILO was only assessed in the 2nd level of the game as it has been shown that the behaviours of students at the beginning of gameplay are exploratory and prone to mistakes compared to their behaviour subsequently (Udeozor et al, 2021).…”
Section: Assessment Design/itemsmentioning
confidence: 99%
“…The scoring of HP is important as it mimics real-life consequences of poor laboratory practices without causing any harm to students. This ILO was only assessed in the 2nd level of the game as it has been shown that the behaviours of students at the beginning of gameplay are exploratory and prone to mistakes compared to their behaviour subsequently (Udeozor et al, 2021).…”
Section: Assessment Design/itemsmentioning
confidence: 99%
“…The GBAF was developed specifically for educators who are interested in the use of immersive technologies for classroom teaching, but who lack the experience needed to design assessment tasks for measuring learning in such complex environments. The application of the GBAF to the design and implementation of assessments for a VR game and a computer game has been demonstrated (Udeozor, Chan, et al., 2023; Udeozor, Dominguez Alfaro, & Glassey, 2023). As external assessment methods are still prevalent in applications exploring immersive technologies, the use of the assessment framework is extended to the design of MCQs and essay assessments for a computer game in this paper.…”
Section: Introductionmentioning
confidence: 99%