Investigating Epistemic Stances in Game Play Through Learning Analytics

2022 ◽  
pp. 662-704
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.

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.


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

In this paper, techniques of statistical computing were applied to data logs to investigate the patterns in students' play of The Fuzzy Chronicles, and how these patterns relate to learning outcomes with regards to Newtonian kinematics. This paper has two goals. The first goal is to investigate the basic claims of the proposed Two-System Framework for Game-Based Learning (or 2SM) (Martinez-Garza & Clark, 2016) 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 automatically collected log files of student play as evidence through educational data mining techniques. These techniques could also find general use, and this paper offers a demonstration of plausible methods and processes that are suited for game play data. These goals were pursued via two research questions. The first research question examines whether students playing The Fuzzy Chronicles showed evidence of dichotomous fast/slow modes of solution. The 2SM theorizes that slow modes of solution will correlate to higher learning gains. Congruent with the 2SM, students who use mainly fast iterative solution strategies achieved lower learning gains than students who preferred slow, elaborate solutions, or a more balanced mix of the two. A second research question investigates the connection between conceptual understanding and student performance in conceptually-laden challenges. The finding was that students generally improve their performance in these challenges as gameplay progresses, but that this improvement is strongly moderated by their prior knowledge of physics. Implications of these findings in terms of educational game design, analysis of gameplay logs, and further refinement of the 2SM are discussed.


2015 ◽  
Vol 6 (1) ◽  
Author(s):  
Sandra Kim Law ◽  
Michele Jacobsen

This design case describes the work involved in developing a digital game-based learning environment, work that was part of a PhD research project. The designer was involved in all aspects of the project: conducting research into content that was included in the game, exploring the gaming platform (Second Life), adapting scientific literature for use in the game, consulting with science instructors, building the gaming environment, and writing scripts for objects in the environment. The gaming environment was a fictional town site called Budworm. The game was designed to promote scientific literacy in first and second year science undergraduate students through collaborative work on an open-ended problem related to the management of water resources in a region of western Canada subject to extremes in water availability. One of the design goals was to model the kind of environment that scientists encounter while they formulate research questions, a complex environment that involves collaboration with colleagues, creativity and a willingness to explore. Instructional experts in three scientific fields (biology, chemistry, and geosciences) were consulted during the course of this design, as was an expert in instructional design. The final product was the game and a set of game design principles that were informed by the literature on educational gaming and consultations with the instructional experts.


Author(s):  
Salam Ullah Khan ◽  
Kifayat Ullah ◽  
Mahvash Arsalan Lodhi ◽  
Sadaqat Ali Khan Bangash

Tremendous proliferation in data generation in the past few years has paved the way for new research and the development of new and improved techniques and algorithms in different fields of science and education. Initially terms like educational data mining emerged as a branch of data mining borrowing techniques from its ancestor. The challenges brought about by this large and heterogeneous data are diverse and needs a greater serious technical treatment. New and emerging fields like learning analytics have been introduced to manage the complexities of this data deluge. Learning analytics deals with data in the context of learner and the learning environment to improve the overall learning experience.  The ultimate aim of the field is to make use of the data about learners and their environments to gain insights into the learning process using some of the well-known techniques and algorithms from the fields of data mining and machine learning.  The process involves collecting, analysis of data and reporting the results to understand and optimize the learning experience.  The fields of data mining and academic analytics closely related to learning analytics. Systematic Literature Review (SLR) is a robust, organized and rigorous literature review and reporting process aimed at identifying, collecting and synthesizing the relevant literature on a research question according to specified criteria. The process is more unbiased and balanced by systematic sequence of steps. This paper presents a systematic literature review by first developing the systematic literature review protocol and then discussing the main findings of the literature review by especially focusing on the applications and uses of machine learning and data mining techniques in the domain of learning analytics.   Index Terms—Systematic Literature Review (SLR), Learning Analytics (LA), Big Data, Educational Data Mining (EDM), Machine Learning (ML).


2013 ◽  
Vol 29 (1) ◽  
pp. 117-147 ◽  
Author(s):  
Cynthia J. Khanlarian ◽  
Rahul Singh

ABSTRACT Web-based homework (WBH) is an increasingly important phenomenon. There is little research about its character, the nature of its impact on student performance, and how that impact evolves over an academic term. The primary research questions addressed in this study are: What relevant factors in a WBH learning environment impact students' performance? And how does the impact of these factors change over the course of an academic term? This paper examines and identifies significant factors in a WBH learning environment and how they impact student performance. We studied over 300 students using WBH extensively for their coursework, throughout a semester in an undergraduate class at a large public university. In this paper, we present factors in the WBH learning environment that were found to have a significant impact on student performance during the course of a semester. In addition to individual and technological factors, this study presents findings that demonstrate that frustration with IT use is a component of the learning environment, and as a construct, has a larger impact than usefulness on student performance at the end of a course. Our results indicate that educators may benefit from training students and engaging them in utility of co-operative learning assignments to mitigate the level of frustration with the software in the WBH learning environment and improve student performance.


2020 ◽  
Vol 13 (1) ◽  
pp. 315
Author(s):  
Malte Schäfer ◽  
Manuel Löwer

With the intent of summing up the past research on ecodesign and making it more accessible, we gather findings from 106 existing review articles in this field. Five research questions on terminology, evolution, barriers and success factors, methods and tools, and synergies, guide the clustering of the resulting 608 statements extracted from the reference. The quantitative analysis reveals that the number of review articles has been increasing over time. Furthermore, most statements originate from Europe, are published in journals, and address barriers and success factors. For the qualitative analysis, the findings are grouped according to the research question they address. We find that several names for similar concepts exist, with ecodesign being the most popular one. It has evolved from “end-of-pipe” pollution prevention to a more systemic concept, and addresses the complete life cycle. Barriers and success factors extend beyond the product development team to management, customers, policymakers, and educators. The number of ecodesign methods and tools available to address them is large, and more reviewing, testing, validation, and categorization of the existing ones is necessary. Synergies between ecodesign and other research disciplines exist in theory, but require implementation and testing in practice.


Risks ◽  
2021 ◽  
Vol 9 (7) ◽  
pp. 123
Author(s):  
Ioana Lavinia Safta ◽  
Andrada-Ioana Sabău (Popa) ◽  
Neli Muntean

Creative accounting has its background since early studies in 1975, until the present time. It continues to be a subject of great interest for the companies and interested parties. Thus, the current paper will aim to answer the following proposed research questions: 1. Which are the most used methods for detecting the manipulation of financial statements in the literature? 2. Which are the terms that are most frequently encountered in the literature associated with “creative accounting? 3. Which are the journals that have the highest frequency of articles written on the topic “creative accounting”? 4. Over time, how did research evolve in the field of creative accounting? 5. Which countries are most preoccupied in publishing regarding this topic? To answer the research question 1, the models published in the literature for measuring manipulation techniques through creative accounting were reviewed and analyzed. For the remaining research questions, a bibliometric analysis for the publications in this area was performed. For collecting the sample, articles on this topic were selected from the international Web of Science database. Following this, a bibliometric analysis of the articles was performed, using the VOSviewer program. A total of 4045 publications on creative accounting were identified. Through the bibliometric analysis we have answered research question 2, by identifying the key words that have the closest proximity to creative accounting. To answer the remaining research questions, we identified the journals with the highest frequency of publication and the countries with the highest interest on the topic. It is especially important to evaluate the quality of this many research papers and to obtain valuable information.


Author(s):  
Jose A. Gallud ◽  
Monica Carreño ◽  
Ricardo Tesoriero ◽  
Andrés Sandoval ◽  
María D. Lozano ◽  
...  

AbstractTechnology-based education of children with special needs has become the focus of many research works in recent years. The wide range of different disabilities that are encompassed by the term “special needs”, together with the educational requirements of the children affected, represent an enormous multidisciplinary challenge for the research community. In this article, we present a systematic literature review of technology-enhanced and game-based learning systems and methods applied on children with special needs. The article analyzes the state-of-the-art of the research in this field by selecting a group of primary studies and answering a set of research questions. Although there are some previous systematic reviews, it is still not clear what the best tools, games or academic subjects (with technology-enhanced, game-based learning) are, out of those that have obtained good results with children with special needs. The 18 articles selected (carefully filtered out of 614 contributions) have been used to reveal the most frequent disabilities, the different technologies used in the prototypes, the number of learning subjects, and the kind of learning games used. The article also summarizes research opportunities identified in the primary studies.


2021 ◽  
pp. 205789112110405
Author(s):  
Ikhsan Darmawan

Although the number of countries that have adopted e-voting has decreased lately, the number of academic publications on e-voting adoption has increased in the last two years. To date, there is no coherent narrative in the existing literature that explains the progress of the research on e-voting adoption. This article aims to answer the following research question: “How has research on the topic of e-voting adoption progressed over the last 15 years?” The article provides a semi-systematic review of 78 studies that were conducted from 2005 to 2020. In this article, I argue that although the studies on e-voting adoption are dominated by a single case study, by research in the United States, and by the positivist paradigm, scholars have employed the term “e-voting adoption” diversely and the research on e-voting adoption has evolved to address more specific research questions. Recommendations for the future agenda of research on e-voting adoption are also discussed.


2021 ◽  
Author(s):  
Yamamah Kashkool ◽  
wael Al-bayati

"The period of approving the Constitution of the Republic of Iraq for the year 2005 was surrounded by a state of political turmoil that usually accompanies any transitional phase that carries many political variables through the transition from a phase of dictatorial rule to a new phase bearing the features of democracy. In its approval, the lack of clarity in the political vision and the weakness of the constitutional legal culture of its authors, as well as the way in which it was approved by a popular referendum, which is voted on by yes or no, and does not allow an opportunity to discuss its articles and articles and diagnose its shortcomings. One of the shortcomings in our constitution is that it does not refer to regulating the resignation of the Prime Minister. This position has a political nature, and an administrative nature, and its occupant has the right to decide not to continue with this position and be satisfied with working in this field for any reason, and this must be in accordance with the context Organized legal, which is known as resignation., and this is what we dealt with in this research. For the purpose of researching this topic, we asked a research question that is... How can we address the legislative shortcomings that surrounded the Constitution of the Republic of Iraq for the year 2005 and related to regulating the resignation of the Prime Minister? From this research question, we derived several secondary research questions... 1- What is the limitation of legislative shortcomings? 2- What are the reasons for the legislative deficiencies in the Iraqi constitution? 3- Does the Prime Minister have the right to resign during his tenure? 4- To whom is the resignation submitted? 5- Who is the party that decides whether or not to accept the resignation? 6- What are the procedures that follow the acceptance of the resignation? By discussing these questions, we will try to reach the possibility of developing a legislative text that deals with a complete organization of the resignation of the Prime Minister, especially since the idea of ​​amending the constitution and to this day is still valid and possible, because many political, social and economic conditions in the country have changed from the time of entry into force of this constitution, which makes the idea of ​​the amendment obligatory and necessary"


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