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Tracking students activities in serious games (2) Focus on (Learning…
Tracking students activities in serious games
1) Serious game
Real world problem solving
Train, educate, change views
2) Focus on
Learning analytics
Game
Alien rescue
Six grade students
Goal
Find appropriate home for each alien species
From
Statistical analytics
Business inteligence
Tracks
Clicks
FE: nervousness or enthusiasm
Tools use
Duration of interaction
relationship between
Student activities
and
performance in game
PBL (Problem based learning)
Novice vs expert learners
Can approach problem in different ways
Trough variety of tools
Tools sharing cognitive load
Tools supporting cognitove processess
Tools supporting out-of reach activities
Tools for hypothesis testing
Problem solving
Four stages
Based on blooms taxonomy
Identifiing central problem
Identifiing, gathering and organizing information
Integrating information
Evaluating process and outcome
3) Research
Questions
Which tracking data corelates with students performance
How do paths of students with different learning performances differ?
HOw?
61 students
3 weeks
Spring 2014
tracking logs that create data patterns
FE: use of tools
Time spend with tool
Number of words for the solution
Data management
Statistics
Visualisation techniques
SW:Tableau
SW: D3
To visualize learning paths
4) Results
Most significant positive factor
Time spent in alien database
Therefore importance of information gathering early in problem solving process
-II- negative factor
Probe design and mission control tools
Overall
Better results
Shorter learning curves
less frequent tool use
Worse results
Not using tools for cognitive support in earlyer stages
More access to "fun tools"
Number of words in solution
Positive factor for academic performance
Lesson
Importance of propper tool use in proper stage of problem solving