2019
DOI: 10.1109/rita.2019.2952296
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Game Learning Analytics, Facilitating the Use of Serious Games in the Class

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Cited by 9 publications
(8 citation statements)
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“…GLA has shown positive impacts on learning, skill enhancement and engagements in knowledge acquisition/content understanding, and affective and motivational outcomes (Boyle et al, 2012(Boyle et al, , 2016Connolly et al, 2012). GLA facilitates serious game usage in the classroom setting (Calvo-Morata et al, 2019).…”
Section: Game Learning Analytics Frameworkmentioning
confidence: 99%
“…GLA has shown positive impacts on learning, skill enhancement and engagements in knowledge acquisition/content understanding, and affective and motivational outcomes (Boyle et al, 2012(Boyle et al, , 2016Connolly et al, 2012). GLA facilitates serious game usage in the classroom setting (Calvo-Morata et al, 2019).…”
Section: Game Learning Analytics Frameworkmentioning
confidence: 99%
“…Los cuestionarios fueron validados de modo previo. En caso de que se careciera de un instrumento de validación para el cuestionario, este se elaboró ad-hoc (Alonso-Fernández et al, 2020;Alonso-Fernández et al, 2020c;Calvo-Morata et al, 2019;Melo et al, 2019;Rotaru et al, 2018).…”
Section: Tendencias De Validaciónunclassified
“…En determinadas situaciones, la recolección de los datos de interacción demostró ser indispensable cuando el aprendizaje obtenido de la interacción del jugador con el juego serio no pudo medirse con pre-y postest (Alonso-Fernández et al, 2019). Si bien es cierto que el uso de pre-y postest es una herramienta efectiva para la recolección de datos, la aplicación de xAPI-SG representa una alternativa para recolectar datos, ya que recurre a estadísticas agregadas de alto nivel sobre el rendimiento del jugador y el equipo (Alonso-Fernández et al, 2019, 2020a, 2020bCalvo-Morata et al, 2019;Cano, Fernández-Manjón & García-Tejedor, 2018;Charleer et al, 2018).…”
Section: Tendencias De Validaciónunclassified
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“…Visual analyzes that aggregate the learning analysis data during the game session, based on control dashboards allow an overview of the participating student groups (Calvo-Morata et al, 2019). The use of an interactive dashboard, which allows to obtain filtering by student, chosen paths, progress, actions in the game, answers, scores, times for completion, among others, is of great relevance, so that educators can also view detailed information on learning during a session of a serious game (Calvo-Morata et al, 2019). It can be observed (Figure 4) the evolution in the studies of learning analytics interactive dashboards in serious games in 2016 and a significant growth until 2019.…”
Section: Data Visualizationmentioning
confidence: 99%