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Learning Analytics and Educational Games: Lessons Learned from Practical Experience

机译:学习分析和教育游戏:从实践经验中吸取的经验教训

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Learning Analytics (LA) is an emerging discipline focused on obtaining information by analyzing students' interactions with on-line educational contents. Data is usually collected from online activities such as forums or virtualized courses hosted on Learning Management Systems (e.g. Moodle). Educational games are emerging as a popular type of e-learning content and their high interactivity makes them potential sources for relevant educational user data. However, it is still uncertain how to deploy and combine these two incipient technologies, as multiple challenges remain unresolved. This paper reports on our practical experience using LA to improve assessment of experimental research on educational game-based instruction. In the last year, we conducted four experiments evaluating game-based instruction under different conditions (using three adventure games and a puzzle game respectively) in 13 educational institutions including schools, universities and vocational training organizations. A LA system was used to track interaction around six hundred students. In these experiences, we encountered several problems in each of the steps of the process, from issues related to the design of the experiment and the game to different technical and practical problems, derived from the very diverse conditions of the facilities and policies of each institution (computer laboratories, computers hardware, software installed, irregular Internet access), which hinders the data collecting process (e.g. the system had to deal with high latency Internet connections and backup plans had to be devised for collecting data when no Internet access was available). We present the lessons learned and propose guidelines from a technical and practical perspective for the design of experimental research using both LA systems and educational games.
机译:学习分析(LA)是一项新兴学科,专注于通过分析学生与在线教育内容的互动来获取信息。通常从在线活动中收集数据,例如在学习管理系统(例如Moodle)上托管的论坛或虚拟化课程。教育游戏作为一种流行的电子学习内容,他们的高互动性使其成为相关教育用户数据的潜在来源。但是,仍然不确定如何部署和组合这两个初期技术,因为多重挑战仍未解决。本文报道了我们利用LA的实践经验,提高了对教育基于教育教育的实验研究的评估。在去年,我们在不同条件下(分别使用三个冒险游戏和益智游戏分别在包括学校,大学和职业培训机构的教育机构中进行了四次评估基于游戏的指示。 LA系统用于跟踪六百名学生的互动。在这些经历中,我们在处理过程中的每一个步骤中遇到了几个问题,从与实验和游戏的设计相关的问题以及来自每个机构的设施和政策的非常多样化的条件,从而达到不同的技术和实际问题。 (计算机实验室,计算机硬件,安装软件,不规则的互联网接入),阻碍了数据收集过程(例如系统必须处理高延迟互联网连接和备份计划,必须在没有可互联网访问时收集数据) 。我们介绍了使用LA系统和教育游戏的技术和实践视角来了解的经验教训并提出了指导方针。

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