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Tracing a Little for Big Improvements: Application of Learning Analytics and Videogames for Student Assessment

机译:追踪一点以取得重大改进:学习分析和视频游戏在学生评估中的应用

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Assessment is essential to establish the failure or success of any educational activity. To measure the acquisition of the knowledge covered by the activity and also to determine the effectiveness of the activity itself. The increasing adoption of new technologies is promoting the use of new types of activities in schools, like educational video games that in some cases are developed by the teachers themselves. In this kind of activity, interactivity increases compared to traditional activities (e.g. reading a document), which can be a powerful source of data to feed learning analytics systems that infer knowledge about the effectiveness of the educational process. In this paper, we discuss how a part of the students’ assessment can be achieved semi-automatically by logging the interaction with educational video games. We conclude that even the application of rather simple tracking techniques means an advantage compared to other systems that are fed with less quality data.
机译:评估对于确定任何教育活动的成败至关重要。衡量活动所涵盖知识的获取,并确定活动本身的有效性。越来越多地采用新技术正在学校中促进使用新型活动,例如在某些情况下由教师自己开发的教育视频游戏。在这种活动中,与传统活动(例如,阅读文档)相比,互动性增加了,传统活动可以成为强大的数据源,以提供学习分析系统,以推断出有关教育过程有效性的知识。在本文中,我们讨论了如何通过记录与教育视频游戏的互动来半自动实现学生评估的一部分。我们得出的结论是,与使用较少质量数据的其他系统相比,即使应用相当简单的跟踪技术也意味着优势。

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