Improving Learners’ Assessment and Evaluation in Crisis Management Serious Games: an Emotion-based Educational Data Mining Approach

2021 ◽  
pp. 100428
Author(s):  
Ibtissem Daoudi ◽  
Raoudha Chebil ◽  
Erwan Tranvouez ◽  
Wided Lejouad Chaari ◽  
Bernard Espinasse
2018 ◽  
Vol 24 (3) ◽  
pp. 1872-1875 ◽  
Author(s):  
Mustafa Man ◽  
Wan Aezwani Wan Abu Bakar ◽  
Ily Amalina Ahmad Sabri

Author(s):  
Josevandro Barros Nascimento ◽  
Rodrigo Lins Rodrigues ◽  
Vladimir Lira Veras Xavier de Andrade

Este trabalho tem o intuito de trazer uma abordagem sobre os conceitos do pensamento computacional (PC), atrelado ao uso de Serious Games (SGs) e associado em conjunto com a análise da aprendizagem de Jogos (Game Learning Analytics), na perspectiva da abordagem dos conceitos da aprendizagem dos conteúdos de matemática, em específico a probabilidade. A partir desse tipo de análise, é possível ter um conjunto de dados capaz de elucidar situações relacionadas ao processo de ensino e aprendizagem, também conhecidos como Educational Data Mining (EDM) – em português, Mineração de Dados Educacionais. O objetivo deste trabalho busca validar um modelo conceitual aplicado ao Game Learning Analytics (GLA), combinado com ferramentas de visualização para extrair informações relevantes da interação do estudante com os Serious Games (SGs) empregados ao ensino de probabilidade nas séries finais do Ensino Fundamental. Nossa metodologia é de natureza quantitativa. Neste sentido, este estudo tem o propósito de desenvolver e validar um modelo conceitual sobre o ensino de probabilidade por meio da abordagem de Game Learning Analytics GLA e que seja desenvolvido para apoio e análise de dados da aprendizagem dos estudantes dos anos finais do ensino fundamental.Link para o vídeo da apresentação: https://youtu.be/r-gZnoGbxno


2018 ◽  
Vol 27 (3S) ◽  
pp. 513-525 ◽  
Author(s):  
Bruno Elias Penteado ◽  
Paula Maria Pereira Paiva ◽  
Marina Morettin-Zupelari ◽  
Seiji Isotani ◽  
Deborah Viviane Ferrari

Purpose This article introduces concepts and a general taxonomy used by the educational data mining (EDM) community, as well as examples of their applications, with the aims of providing audiology educators with a referential basis for developing this area. Method A narrative review was carried out to present an overview of EDM and its main methods. Some of these methods were exemplified with analysis of real data from an Internet-based specialization course on pediatric auditory rehabilitation. Results The review introduced EDM main concepts and applications and described methods from its area. Real data examples illustrated EDM use to predict interpersonal help-seeking, model interpersonal interaction, analyze students' trajectories within a course's module, and understand how students approached group assignments. Some of the insights provided by EDM to support teaching and learning processes were also described. Conclusions EDM methods offer new tools to discover knowledge from digital traces (i.e., logs) and support key stakeholders (students, instructors, or course administrators) to raise awareness about course dynamics. This approach has the potential to foster a better understanding and management of educational processes in audiology distance education.


Author(s):  
Ibtissem Daoudi ◽  
Raoudha Chebil ◽  
Erwan Tranvouez ◽  
Wided Lejouad Chaari ◽  
Bernard Espinasse

Over the last few decades, interest has grown in the use of serious games (SG) and their assessment in almost every sector. A privileged application domain of SG is crisis management (CM) in which these tools improve crisis behavior and/or management in a safe environment while reducing training costs. However, it is difficult to characterize and evaluate such specific SG. This article proposes a comprehensive grid defining features for description, analysis and evaluation of Crisis Management Serious Games (CMSG). First of all, the authors introduce SG, CM as well as evaluation and assessment concepts, and discuss their particular challenges by highlighting the need of using assessment and evaluation techniques to support learning and/or training. Then, the authors present, classify and compare the most relevant techniques dedicated to address this need by encompassing the state of the art of learners' assessment and evaluation approaches used in CMSG. Finally, this article presents in detail the proposed grid and discusses the major findings and contributions.


Author(s):  
Abdelali Slimani ◽  
Fatiha Elouaai ◽  
Lotfi Elaachak ◽  
Othman Bakkali Yedri ◽  
Mohammed Bouhorma ◽  
...  

learning analytics is an emerging discipline focused on the measurement, collection, analysis and reporting of learner interaction data through the E-learning contents. Serious game provides a potential source for relevant educational user data; it can propose an interactive environment for training and offer an effective learning process. This paper presents methods and approaches of educational data mining such as EM and K-Means to discuss the learning analytics through serious games, and then we provide an analysis of the player experience data collected from the educational game “ELISA” used to teach students of biology the immunological technique for determination of ANTI-HIV antibodies. Finally, we propose critically evaluation of our results including the limitations of our study and making suggestions for future research that links learning analytics and serious gaming.


2019 ◽  
Vol 11 (3) ◽  
pp. 722 ◽  
Author(s):  
Jens Benninghaus ◽  
Andreas Mühling ◽  
Kerstin Kremer ◽  
Sandra Sprenger

Systems thinking is one of the skills necessary for sustainable behavior, especially regarding sustainable consumption. Students are faced with complexity and uncertainty while taking part in it and other daily life aspects. There is a need to foster their competence in this field. From a classroom point of view, the mystery method is an example for implementing education for sustainable consumption and working with complex and uncertain content. With the mystery method students construct an influence diagram, which consists of concepts and requires several skills, especially in decision-making. Using these diagrams as a form of assessment is desirable but also very difficult, because of the mentioned complexity and uncertainty that is part of the task itself. The study presented here tackles this problem by creating an expert based reference diagram that has been constructed with the help of educational data mining. The result shows that it is possible to derive such a reference even if parts remain ambiguous due to the inherent complexity. The reference may now be used to assess students’ systems thinking abilities, which will be undertaken in future research. Beside this, the reference can be used as a reflective tool in lessons, so students can compare their own content knowledge and discuss differences to the experts’ reference.


2016 ◽  
Vol 23 (4) ◽  
pp. 1011-1024 ◽  
Author(s):  
Padmaja Appalla ◽  
Venu Madhav Kuthadi ◽  
Tshilidzi Marwala

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