Enhancing the Credibility of the Decision-Making Journey Through Serious Games Learning Analytics

Author(s):  
Louis Doru Havriliuc ◽  
Gianita Bleoju ◽  
Alexandru Capatina

This chapter proposes a specific learning system and a combined method to devise the learning analytics component as an envisioned solution to inform the development of other digital learning resources which are built for meeting specific, predefined learning objectives. The authors acknowledge the critical challenges of distinguishing between decision making and decision taking on the outcomes of learning. The ambition is to assess learning performance by means of unstructured interviews with participants using a digital marketing simulation game and how this has helped them attain job success working on real digital marketing projects. The authors expect that the consequences of decisions taken on real or realistic business conditions provided by a simulated learning environment should enrich the learning experience with insights (influences, constructs, and variables), unstructured knowledge representation, and rule-based decisions that learners will utilize and be alert and react to in real markets.

Author(s):  
Nian-Shing Chen ◽  
Benazir Quadir ◽  
Daniel C. Teng

<blockquote>Early school years are an important period to lay out the foundation for learning a second language. In addition to mastering the basic language skills and keeping the learning process fun, promoting a lifelong learning habit should also be emphasised. Motivating elementary school students to learn English and avoiding misconceptions associated with the learning process are very important issues. This study attempted to explore the integration of book, computer and robot to create a novel and joyful English learning environment. Books are the most common learning media. If we can design a special mechanism linking books with digital learning content and a robot, students will be able to obtain supplementary learning content including motions performed by the robot to enhance learning outcomes. To implement this idea, a new learning system was designed and developed. Learning activities included vocabulary, single sentence read-along, full article read-along, conversation, sing-along and dancing. Cloze tests were implemented and the feasibility of the learning system was evaluated. Data collected from field observation and interviews were analysed. The results suggest that this system did enrich students' learning experience and enhance their motivation and engagement.</blockquote><p> </p>


Author(s):  
Kanyalag Phodong ◽  
Thepchai Supnithi ◽  
Rachada Kongkachandra

<p>This paper aims to analyze the learning behavior of Thai learners by using a computer-based learning system for English writing. Three main objectives were set: the development of a computer-based learning system, automatic behavior data collection, and learning behavior analytics. Firstly, the system is developed under a multidisciplinary idea that is designed to integrate two concepts between the self-regulated learning model and components of natural language processing. The integration design encourages self-learning in the digital learning environment and supports appropriate English writing by the provided component selection. Second, the system automatically collects the writing behavior of a group of Thai learners. The data collected are necessary input for the process of learning analytics. Third, the writing behaviors data were analyzed to find the learning behavioral patterns of the learners. For learning analytics, behavior sequential analysis was used to analyze the learning logs from the system. The 31 undergraduate students are participated to record writing behaviors via the system. The learning patterns in relation to grammatical skills were compared between three groups: basic, intermediate, and advanced levels. The learning behavior patterns of the three groups are different that use for reflecting learners and improving the learning materials or curriculum.</p>


2014 ◽  
Vol 2014 ◽  
pp. 1-12 ◽  
Author(s):  
Chi-Hung Chuang ◽  
Ying-Nong Chen ◽  
Luo-Wei Tsai ◽  
Chun-Chieh Lee ◽  
Hsin-Chun Tsai

Recently, digital learning has attracted a lot of researchers to improve the problems of learning carelessness, low learning ability, lack of concentration, and difficulties in comprehending the logic of math. In this study, a digital learning system based on Kinect somatosensory system is proposed to make children and teenagers happily learn in the course of the games and improve the learning performance. We propose two interactive geometry and puzzle games. The proposed somatosensory games can make learners feel curious and raise their motivation to find solutions for boring problems via abundant physical expressions and interactive operations. The players are asked to select particular operation by gestures and physical expressions within a certain time. By doing so, the learners can feel the fun of game playing and train their logic ability before they are aware. Experimental results demonstrate that the proposed somatosensory system can effectively improve the students’ learning performance.


2020 ◽  
Vol 11 (2) ◽  
pp. 28-37 ◽  
Author(s):  
M. Afshar Alam ◽  
Anam Saiyeda

This article describes how in the current digital era, smart is the latest buzzword. From smartphones, smart homes, smart cars to smart cities every technological as well as traditional device is becoming smarter. In the field of education digital learning has always been present daring back to the educational television shows. Now it has evolved into e-learning, m-learning and now s-learning. Campuses are becoming smart with the use of latest technologies like IoT and cloud computing. Smart learning is the use of all these latest paradigms in order to optimize the teaching and learning experience. It enhances the traditional classroom environment to make learning more fruitful. Cloud computing is now invading all realms, as it reduces dependency on hardware and reduces cost and the headache of maintenance. Cloud technology can be integrated with learning to make learning smarter. We propose a solution to combine these both in order to get an optimized learning system which will help students in self-evaluation and will use cloud to provide its services.


Author(s):  
T. A. Chernetskaya ◽  
N. A. Lebedeva

The article presents the experience of mass organization of distance learning in organizations of secondary general and vocational education in March—May 2020 in connection with the difficult epidemiological situation in Russia. The possibilities of the 1C:Education system for organizing the educational process in a distance format, the peculiarities of organizing distance interaction in schools and colleges are considered, the results of using the system are summarized, examples of the successful use of the system in specific educational organizations are given. Based on the questionnaire survey of users, a number of capabilities of the 1C:Education system have been identified, which are essential for the full-fledged transfer of the educational process from full-time to distance learning. The nature and frequency of the use of electronic educational resources in various general education subjects in schools and colleges are analyzed, the importance of the presence in the distance learning system not only of a digital library of ready-made educational materials, but also of tools for creating author’s content is assessed. On the basis of an impersonal analysis of user actions in the system, a number of problems were identified that teachers and students faced in the process of an emergency transition to distance learning.


2017 ◽  
Vol 3 (3) ◽  
pp. 88-93 ◽  
Author(s):  
Maureen Anne Jersby ◽  
Paul Van-Schaik ◽  
Stephen Green ◽  
Lili Nacheva-Skopalik

BackgroundHigh-Fidelity Simulation (HFS) has great potential to improve decision-making in clinical practice. Previous studies have found HFS promotes self-confidence, but its effectiveness in clinical practice has not been established. The aim of this research is to establish if HFS facilitates learning that informs decision-making skills in clinical practice using MultipleCriteria DecisionMaking Theory (MCDMT).MethodsThe sample was 2nd year undergraduate pre-registration adult nursing students.MCDMT was used to measure the students’ experience of HFS and how it developed their clinical decision-making skills. MCDMT requires characteristic measurements which for the learning experience were based on five factors that underpin successful learning, and for clinical decision-making, an analytical framework was used. The study used a repeated-measures design to take two measurements: the first one after the first simulation experience and the second one after clinical placement. Baseline measurements were obtained from academics. Data were analysed using the MCDMT tool.ResultsAfter their initial exposure to simulation learning, students reported that HFS provides a high-quality learning experience (87%) and supports all aspects of clinical decision-making (85%). Following clinical practice, the level of support for clinical decision-making remained at 85%, suggesting that students believe HFS promotes transferability of knowledge to the practice setting.ConclusionOverall, students report a high level of support for learning and developing clinical decision-making skills from HFS. However, there are no comparative data available from classroom teaching of similar content so it cannot be established if these results are due to HFS alone.


Author(s):  
Yizhou Fan ◽  
Wannisa Matcha ◽  
Nora’ayu Ahmad Uzir ◽  
Qiong Wang ◽  
Dragan Gašević

AbstractThe importance of learning design in education is widely acknowledged in the literature. Should learners make effective use of opportunities provided in a learning design, especially in online environments, previous studies have shown that they need to have strong skills for self-regulated learning (SRL). The literature, which reports the use of learning analytics (LA), shows that SRL skills are best exhibited in choices of learning tactics that are reflective of metacognitive control and monitoring. However, in spite of high significance for evaluation of learning experience, the link between learning design and learning tactics has been under-explored. In order to fill this gap, this paper proposes a novel learning analytic method that combines three data analytic techniques, including a cluster analysis, a process mining technique, and an epistemic network analysis. The proposed method was applied to a dataset collected in a massive open online course (MOOC) on teaching in flipped classrooms which was offered on a Chinese MOOC platform to pre- and in-service teachers. The results showed that the application of the approach detected four learning tactics (Search oriented, Content and assessment oriented, Content oriented and Assessment oriented) which were used by MOOC learners. The analysis of tactics’ usage across learning sessions revealed that learners from different performance groups had different priorities. The study also showed that learning tactics shaped by instructional cues were embedded in different units of study in MOOC. The learners from a high-performance group showed a high level of regulation through strong alignment of the choices of learning tactics with tasks provided in the learning design. The paper also provides a discussion about implications of research and practice.


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