Game-Based Learning Analytics in Physics Playground

Author(s):  
Valerie Shute ◽  
Seyedahmad Rahimi ◽  
Ginny Smith
Gamification ◽  
2015 ◽  
pp. 970-982
Author(s):  
Michael D. Kickmeier-Rust ◽  
Eva C. Hillemann ◽  
Dietrich Albert

Gamification is a recent trend in the field of game-based learning that accounts for development effort, costs, and effectiveness concerns of games. Another trend in educational technology is learning analytics and formative feedback. In the context of a European project the developed a light weight tool for learning and practicing divisions named Sonic Divider. This simple app is based on features of gamification. More importantly, it features formative assessment and feedback functions based on Competence-based Knowledge Space Theory. The authors applied and evaluated the tool in Austrian classrooms and found some evidence for the motivational aspect of the gamification elements, in particular scoring. They also found positive effects of an individualized and meaningful feedback about errors. Finally, there occurred certain gender difference, for example, girls were much less attracted by competition elements (e.g., by comparing high scores) then boys, however, more attentive towards feedback coming from the tool.


2021 ◽  
Vol 8 (2) ◽  
pp. 51-72
Author(s):  
Elizabeth B. Cloude ◽  
Dan Carpenter ◽  
Daryn A. Dever ◽  
Roger Azevedo ◽  
James Lester

Reflection is critical for adolescents’ problem solving and learning in game-based learning environments (GBLEs). Yet challenges exist in the literature because most studies lack a theoretical perspective and clear operational definition to inform how and when reflection should be scaffolded during game-based learning. In this paper, we address these issues by studying the quantity and quality of 120 adolescents’ written reflections and their relation to their learning and problem solving with Crystal Island, a GBLE. Specifically, we (1) define reflection and how it relates to skill and knowledge acquisition; (2) review studies examining reflection and its relation to problem solving and learning with emerging technologies; and (3) provide direction for building reflection prompts into GBLEs that are aligned with the learning goals built into the learning session (e.g., learn about microbiology versus successfully solve a problem) to maximize adolescents’ reflection, learning, and performance. Overall, our findings emphasize how important it is to examine not only the quantity of reflection but also the depth of written reflection as it relates to specific learning goals. We discuss the implications of using game-learning analytics to guide instructional decision making in the classroom.


2020 ◽  
Vol 51 (5) ◽  
pp. 1505-1526 ◽  
Author(s):  
Andrew Emerson ◽  
Elizabeth B. Cloude ◽  
Roger Azevedo ◽  
James Lester

2020 ◽  
Vol 172 ◽  
pp. 468-472
Author(s):  
Priyaadharshini M ◽  
Natha Mayil N ◽  
R Dakshina ◽  
Sandhya S. ◽  
Bettina Shirley R

Author(s):  
Cornelia Jeremias-Pölking ◽  
Cornelius Knab ◽  
Bernward Hoffmann ◽  
Nadin Dütthorn ◽  
Manfred Hülsken-Giesler ◽  
...  

Der Beitrag diskutiert anhand des Forschungsprojektes Game Based Learning in Nursing – Spielerisch Lernen in authentischen, digitalen Pflegesimulationen (GaBaLEARN) die Einbindung von Learning Analytics in digitale Fallsimulationen eines Serious Games. Es werden pflege- und mediendidaktische Impulse zur Entwicklung und Integration von Learning Analytics für die Darstellung von situativen, komplexen Kompetenzen im Bereich personenbezogener Dienstleistungsberufe, wie der Pflege, dargestellt.


Author(s):  
Mario Martinez-Garza ◽  
Douglas B. Clark

The authors apply techniques of statistical computing to data logs to investigate the patterns in students' play of The Fuzzy Chronicles and how these patterns relate to learning outcomes related to Newtonian kinematics. This chapter has two goals. The first goal is to investigate the basic claims of the proposed two-system framework for game-based learning (or 2SM) that may serve as part of a general-use explanatory framework for educational gaming. The second goal is to explore and demonstrate the use of automated log files of student play as evidence of learning through educational data mining techniques. These goals were pursued via two research questions. The first research question examines whether students playing the game showed evidence of dichotomous fast/slow modes of solution. A second research question investigates the connection between conceptual understanding and student performance in conceptually-laden challenges. Implications in terms of game design, learning analytics, and refinement of the 2SM are discussed.


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