Tracking Students’ Activities in Serious Games

Jina Kang, Sa Liu, Min Liu

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

A Serious Game (SG) is a virtual process designed for the purpose of real-world problem-solving. In SG analytics studies, learning processes are tracked using diverse techniques to support the personalization of instruction. However, it is a challenge to find potential meanings of each parameter of the tracking logs and define an appropriate indicator for a user’s behavior. Game tracking logs often only provide limited information regardless of a game context. Therefore, research such as combining game data analysis with visualization techniques is needed to provide a holistic view of the gaming process and player behaviors. This study focused on the learning analytics of students’ activities in a 3D immersive SG environment called Alien Rescue (AR, http://alienrescue.edb.utexas.edu), which is designed for middle school science learning. The goal of this study was to understand the relationship between students’ activities—as shown in log data—and their performance in the environment. Students’ activity logs and their performance scores were analyzed using both statistics and visualization techniques. The findings on SG tracking variables, learning paths based on different performance groups, and the most frequent learning path are reported in this paper.
Original languageEnglish (US)
Title of host publicationLearning and Knowledge Analytics in Open Education
Subtitle of host publicationSelected Readings from the AECT-LKAOE 2015 Summer International Research Symposium
EditorsFeng-Qi Lai, James D. Lehman
PublisherSpringer
Pages125-137
ISBN (Electronic)978-3-319-38956-1
ISBN (Print)978-3-319-38955-4, 978-3-319-81782-8
DOIs
StatePublished - Jul 27 2016
Externally publishedYes

Keywords

  • Serious games analytics
  • Learning path
  • Visualization

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