مقاله انگلیسی رایگان در مورد تحلیل یادگیری برای ارزیابی بازی های جدی – الزویر 2019

 

مشخصات مقاله
ترجمه عنوان مقاله تجزیه و تحلیل یادگیری با به کار بستن دروس آموخته شده برای ارزیابی بازی های جدی
عنوان انگلیسی مقاله Lessons learned applying learning analytics to assess serious games
انتشار مقاله سال 2019
تعداد صفحات مقاله انگلیسی 9 صفحه
هزینه دانلود مقاله انگلیسی رایگان میباشد.
پایگاه داده نشریه الزویر
نوع نگارش مقاله
مقاله پژوهشی (Research Article)
مقاله بیس این مقاله بیس نمیباشد
نمایه (index) Scopus – Master Journals List – JCR
نوع مقاله ISI
فرمت مقاله انگلیسی  PDF
ایمپکت فاکتور(IF)
5.876 در سال 2018
شاخص H_index 137 در سال 2019
شاخص SJR 1.711 در سال 2018
شناسه ISSN 0747-5632
شاخص Quartile (چارک) Q1 در سال 2018
مدل مفهومی ندارد
پرسشنامه ندارد
متغیر ندارد
رفرنس دارد
رشته های مرتبط علوم تربیتی
گرایش های مرتبط تکنولوژی آموزشی
نوع ارائه مقاله
ژورنال
مجله / کنفرانس نقش کامپیوتر در رفتار انسان – Computers in Human Behavior
دانشگاه  Department of Software Engineering and Artificial Intelligence, Complutense University of Madrid, C/ Professor José García Santesmases, 9. 28040, Madrid, Spain
کلمات کلیدی تجزیه و تحلیل یادگیری، تجزیه و تحلیل بازی، بازی های جدی، یادگیری مبتنی بر بازی، یادگیری مبتنی بر شواهد
کلمات کلیدی انگلیسی Learning analytics، Game analytics، Serious games، Game-based learning، Evidence-based learning
شناسه دیجیتال – doi
https://doi.org/10.1016/j.chb.2019.05.036
کد محصول  E13656
وضعیت ترجمه مقاله  ترجمه آماده این مقاله موجود نمیباشد. میتوانید از طریق دکمه پایین سفارش دهید.
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فهرست مطالب مقاله:
Abstract
Graphical abstract
Subject classification codes
1. Introduction
2. Methodology
3. Case study: Conectado
4. Case study: DownTown
5. Case study: First Aid Game
6. Discussion
7. Conclusions
Acknowledgments
References

 

بخشی از متن مقاله:
Abstract

Serious Games have already proved their advantages in different educational environments. Combining them with Game Learning Analytics can further improve the life-cycle of serious games, by informing decisions that shorten development time and reduce development iterations while improving their impact, therefore fostering their adoption. Game Learning Analytics is an evidence-based methodology based on in-game user interaction data, and can provide insight about the game-based educational experience promoting aspects such as a better assessment of the learning process. In this article, we review our experiences and results applying Game Learning Analytics for serious games in three different scenarios: (1) validating and deploying a game to raise awareness about cyberbullying, (2) validating the design of a game to improve independent living of users with intellectual disabilities and (3) improving the evaluation of a game on first aid techniques. These experiences show different uses of game learning analytics in the context of serious games to improve their design, evaluation and deployment processes. Building up from these experiences, we discuss the results obtained and provide lessons learnt from these different applications, to provide an approach that can be generalized to improve the design and application of a wide range of serious games in different educational settings.

Introduction

The gaming industry has experienced a vast growth worldwide in recent years (Entertainment Software Association, 2017). The application of games with a non-entertainment primary purpose, so-called Serious Games (SGs) (Abt, 1970), can provide multiple benefits (Boyle et al., 2016) in environments where games were not traditionally present. Such is the case of education, where non-interactive contents still constitute the majority of learning materials, and there is little consensus about how to best include technology in the classrooms (Adams Becker et al., 2017). However, this slow adoption of learning games in a broad sense, contrasts with the use of games in specific educational domains (e.g. business, military (Kato & Klerk, 2017)) and with the major presence of games in the spare time of students (Pew Research Center, 2018). New techniques such as Learning Analytics (LA), are trying to provide insight about the educational processes and improve the common educational scenarios benefiting from data-driven approaches. LA, as defined in (Long, Siemens, Gráinne, & Gašević, 2011), aims to measure, collect, analyze and report data from learning tools, such as LMSs (Learning Management Systems) or MOOCs (Massive Open Online Courses), to extract useful information about how students learn with the purpose of understanding and optimizing their learning processes and contexts (Sclater, 2017).

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