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Using Game Learning Analytics to Improve the
Design, Evaluation and Deployment of Serious
Games
Baltasar Fernandez-Manjon
balta@fdi.ucm.es @baltaFM
Grupo e-UCM www.e-ucm.es
25/04/2018, Institute of Digital Games, Malta
Serious Games
Applied successfully in many domains (medicine,
military) with different purposes (knowledge,
awareness)
Serious Games follow a black box model:
● reporting of final results
● no information of real-time learning progress
● complicates external integration
Usual evaluation method: pre-post questionnaires
(Calderón & Ruiz, 2015).
Very few formally evaluated serious games
Learning Analytics: “the measurement, collection, analysis and reporting of data
about learners and their contexts, for purposes of understanding and optimizing
learning and the environment in which it occurs” (Long & Siemens, 2011)
Game Learning Analytics
Game Learning Analytics
breaking the black box
model to obtain information
while students play.
Manuel Freire, Ángel Serrano-Laguna, Borja Manero, Iván Martínez-Ortiz, Pablo Moreno-Ger, Baltasar Fernández-Manjón
(2016): Game Learning Analytics: Learning Analytics for Serious Games. In Learning, Design, and Technology (pp. 1–29).
Cham: Springer International Publishing. http://doi.org/10.1007/978-3-319-17727-4_21-1.
Game Analytics
H2020
Projets
Ivan Perez-Colado, Cristina Alonso-Fernandez, Manuel Freire, Iván Martínez-Ortiz, Baltasar Fernández-Manjón (2018): Game
Learning Analytics is not informagic!. IEEE Global Engineering Education Conference (EDUCON), April 18-20, 2018, Santa
Cruz de Tenerife, Canary Islands, Spain.
Generalize and simplify GLA
for serious games
Realising an Applied Gaming Eco-System
Uses of Gaming Learning Analytics
● Game testing – game analytics
■ It is the game realiable?
■ How many students finish the game?, Average time to complete the game?
● Game deployment in the class – tools for teachers
■ Real-time information for supporting the teacher
■ “Stealth” student evaluation
● Supporting more scientific game-based research
■ Formal Game evaluation
■ From pre-post test to evaluation based on game learning analytics
Learning Analytics Model (LAM)
Game Learning Analytics needs a model to drive the analysis
For LAMs to provide insight into learning, it is necessary to clearly
establish:
- requirements to fulfill a LAM definition
- realistic expectations of what the outcomes can be
False expectations of GLA with deep meaning based on shallow
interaction data, assuming the GLA system can infer the game
educational design
This is not Game Learning Analytics but informagic!.
Steps to define a LAM
1. Learning goals to be achieved in
the game.
2. Game goals (e.g. tasks, levels)
Correspondence between learning
& game goals.
3. Traces to be sent by the game
(follow some standard)
4. Analysis model defined how
traces should be analyzed &
interpreted.
5. Visualizations game-dependent
to extend the default LAM.
Data Collection
Experience API for Serious
Games Profile (xAPI-SG):
standard interactions model
implemented in xAPI with ADL.
The model allows tracking of all
in-game interactions as xAPI
traces (statements). It also
simplifies data sharing.
xAPI-SG open-source tracker
https://github.com/e-ucm/unity-tracker
Ángel Serrano-Laguna, Iván Martínez-Ortiz, Jason Haag, Damon Regan, Andy Johnson, Baltasar
Fernández-Manjón (2017): Applying standards to systematize learning analytics in serious games.
Computer Standards & Interfaces 50 (2017) 116–123,
Data Analysis
Traces generated are sent to a LA server that analyzes the traces and generates
both visualizations and metrics.
There are two types of analysis + alerts:
● Default: is provided by the system and therefore generic for all location-based
games.
● Custom Game-Specific: specific visualizations that requires programming to
extract game-specific insigth
● Rule -based alerts. Simply enough to be created by instructors ⇒ Simple, but yet
powerful, customization
Data Analysis and Visualization
xAPI traces allows for:
- a default set of analyses
and visualizations
- for different
stakeholders (e.g.
teachers, developers).
Visualization for specific
games can be developed
based on game-specific
LAMs.
Correct/incorrect answers per
question (alternative in xAPI-SG).
Progress per player in each task /
level (completable in xAPI-SG).
Real-time analytics: Alerts and Warnings
● Identify situations that may require teacher intervention
● Fully customizable alert and warning system for real-time teacher
feedback
25/04/
Inactive learner: triggers when no traces received in #number of minutes (e.g. 2 minutes)
High % incorrect answers: after a minimum amount of questions answered, if more than
# % of the answers are wrong
Students that need attention
View for an specific student
(name anonymized)
xAPI GLA in games authoring
Previous game engine eAdventure (in Java)
● Helps to create educational
point & click adventure games
● Platform updated to uAdventure (in Unity)
● Full integration of game learning analytics
● into uAdventure authoring tool
● uAdventure games with default analytics
● Include geolocalized games
uAdventure: geolocalized serious games
Geolocalized default analytics visualization
New Geolocalized game scenes and actions
Using Game Learning Analytics to Improve the Design, Evaluation and Deployment of Serious Games
Examples: First Aid - CPR validated game
● Collaboration with Centro de Tecnologias Educativas de Aragon, Spain
● Identify a cardiac arrest and teach how to do a cardiopulmonary
resuscitation to middle and high school students
● Validated game, in 2011, 4 schools with 340 students
Marchiori EJ, Ferrer G, Fernández-Manjón B, Povar Marco J, Suberviola González JF, Giménez
Valverde A. Video-game instruction in basic life support maneuvers. Emergencias. 2012;24:433-7.
BEACONING Experiments: data collection
227 students from 12 to 17 years old
Game rebuilt with uAdventure
Each student completed:
1. Pre-test (multiple-choice questions)
2. Complete gameplay (xAPI traces)
3. Post-test (multiple-choice questions)
104 variables identified for each player.
Replicability of results: knowledge acquisition
Original experiment with
the game
Original experiment,
control group
Current experiment
Lower learning than in
original experiment but still
significative!
GLA for Improving SG evaluation
Ideally: we would want to find a better evaluation
method for SGs, avoiding pre-post experiments.
High costs in time and effort.
Our first approach: use data mining techniques to
predict pre-test and post-test scores using the
data tracked from in-game interactions.
- To measure knowledge acquisition.
- But it could also work to measure attitude
change or awareness raised.
GLA data for Improving SG evaluation
Use data mining techniques to predict pre-test and post-
test scores using the data tracked from in-game
interactions.
1. To avoid pre-test:
- Determine the influence of previous knowledge in
game results.
1. To avoid post-test:
- Determine the capability of game interactions to
predict post test results when combined with the pre
test.
- Compare the previous capability to that of game
interactions on their own to predict post test results.
Improving SG evaluation
To avoid pre-test:
- Create prediction models of pre-test
using only game data
Score prediction:
- As binary category pass / fail
Prediction models used:
- Naïve Bayes
Method Precision Recall
Naive Bayes 0.69 0.84
Results obtained:
Improving SG evaluation
To avoid post-test:
- Create prediction models of post-test score using pre-test + game data
- Create prediction models of post-test score using only game data
Score prediction:
- As numeric value (from 1 to 15 in our game)
- As binary category pass / fail
Prediction models used:
- Trees
- Regression
- Naïve Bayes to compare results
Improving SG evaluation
To avoid post-test - summary of results obtained.
-Prediction of post-test score (1 to 15)
-Prediction of post-test pass / fail
Worse predictions without pre-test data but still acceptable results.
Method Pre-
test
ASE
Regression
trees
Yes 4.92
No 5.68
Linear
regression
Yes 5.81
No 5.71
Method Pre-test Precision Recall
Decision trees Yes 0.81 0.94
No 0.88 0.92
Logistic
regression
Yes 0.89 0.98
No 0.87 0.98
Naive Bayes Yes 0.92 0.89
No 0.89 0.90
New uses of games based on GLA
- Avoiding pre-test: Games for evaluation
- Avoiding post-test: Games for teaching and measure of learning
With or without pre-test.
BEACONING GLA Case study: Downtown
• Serious Game designed and develop to
teach young people with Down
Syndrome to move around the city using
the subway
• Evaluated with 51 people with cognitive
dissabilities (mainly Down Syndrome)
• 42 users with all data
• 3h Gameplay/User
• 300K analytics xAPI data (traces) to
analyze
Case Study: Downtown
● From user requirements to a game
design and its observables
● Know more about how and what is
learn by people with Down Syndrome
26
Media Coverage
27
Game Design and Analysis Workflow
Individualized
Learning Analysis
Collective
Learning Analysis
….
Group 1
Group 2
Group 3
d1.a d1.n
d2.a
d3.a
d2.n
d3.n
*d = Data collected during a game session
User 1
User 2
User n
User 1
User n
User 3 User 2
User 5
User 4
User cognitive
restrictions
Formal
Requirements
Game & Learning
Design
Group of
Observables
xAPI
28
Ana Rus Cano, Alvaro Garcia-Tejedor, Baltasar Fernández-Manjón (2018): Using Game Learning
Analytics for Validating the Design of a Learning Game for Adults with Intellectual Disabilities. The
British Journal of Educational Technology (in press)
Hyp 1: Users prefer to identify themselves with the avatar
● REFUTED
● None of the users selected the avatar with Down
features despite the trainers showed them the
avatar and pointed that that character was Down.
● The majority of the users used the
preconfigured character despite they were
asked to customize the avatars at the
beginning of the game session.
● We are not observing significative evidences in
the users’ play patterns between those who
customize the character and those who don’t,
but it may be significative that the majority of
the users that changed the avatar were Down.
29
Hyp: High-Functioning users do a better performance using
the game
● To determine the cognitive skills and autonomy of the users we asked the trainers to
complete a test about each student
● 6 intelectual dimensions were measured (5-point Likert scale)
○ General cognitive/intellectual ability
○ Language and communication
○ Memory acquisition
○ Attention and distractibility
○ Processing speed
○ Executive functioning
● Users were divided in two groups: Medium-Functioning (≤ 3 avg.) and High-Functioning
(>3 avg.).
● MF = 19 (45.2%) HF = 23 (54.8%)
30
Hyp 2: High-Functioning users do a better performance
using the game
31
Number of MF users that played each level Number of HF users that played each level
Hyp 2: High-Functioning users do a better performance
using the game
Average time completing levels for MF Average time completing levels for HF
0:31:21
0:37:02
0:33:16
EASY MEDIUM EXPERT
0:32:44
0:28:33
0:36:51
0:25:58
EASY MEDIUM HARD EXPERT
Hyp: ID users are engaged and motivated while learning
with a videogame
33
0:01:30
0:01:03
0:00:590:00:59
0:00:50
0:01:00
0:00:360:00:38
0:00
0:17
0:35
0:52
1:09
1:26
1:44
1 2 3 4 5 6 7 8
• Inactivity times
reduced in a 70,7%
avg. from session #1 to
session #8
• Positive and
motivational learning
environment (98,2%
users show improvement
and engagement
performing the
videogame tasks)
Average inactivity time evolution
avg
time
game session
Hyp: The game design of Downtown is effective as a
learning tool
34
• 100% of the trainers agree
that the use of Downtown
would enhance the user
learning adquisition
(Perceived Usefulness)
• 85,8% of the users were
able to follow the right path
(both LF and HF)
• 50,8% of the wrong path
occured during the first 30
min. of playing
0
20
40
60
80
100
120
140
160
180
1 2 3 4 5 6
Correct vs Incorrect Path per Game session
(#correct stations vs #incorrect stations)
cou
nt
game session
Cyberbullying: Conectado game
Calvo-Morata, A. et al. Validation of a Cyberbullying Serious Game Using Game Learning Analytics
(submitted for publication IEEE)
Educational desing
● Adventure game- sentiments and emotions are important
● Real situations familiar for students
● Events based on user decision making (but no agression options)
● Scenarios based on research about bullying and cyberbullying
● Different roles of bullying represented
● Designed to be used at classroom
Game mechanics
Seminario eMadrid sobre Serious gaes 2017-02-24 37
New student in school
Occurs during 5 days
Minigames as “nightmares”
Implications of the social networks
The experiment: initial validation
With students from 3 schools( Madrid, Zaragoza, Teruel)
257 students
223 Valid pre-post and gameplays (121 males, 102 females)
Significant increase in the ciberbullying
perception
Wilcoxon paired test, p<0.001
5.72
6.38
● 500+ players (1000+ expected by summer)
○ +380 students 12 to 17 years old
○ +120 Educational science students
○ +60 actual school and high school teachers
● Players from
○ Madrid
○ Murcia
○ Teruel
○ Zaragoza
Conectado: current experiment
current experiment
Teachers in training: Aplicability
85,5% consider the game is applicable and are ready to use it
13,7% consider that is applicable in their classroom and are willing to apply it
99% very useful for creating a controlled discussion
98% good representation of the problem, easy to be identified with the victim
Teachers results
Teachers: change cyberbullying perception
6.64
Significant increase
of 0.57 points
6.07
Teachers: Aplicability
70 % consider the game is applicable and are ready to use it
26 % consider that is applicable in their classroom and are willing to apply it
98% very useful for creating a controlled discussion
100 % good representation of the problem,
easy to be identified with the victim
Conclusions
● Game Learning Analytics has a great potential from the business, application
and research perspective
○ Design, Evaluation and Deployment of Serious Games
● Still complex to implement GLA in SG
○ Increases the (already high) cost of the games
○ Requires expertise not always present in SME
● New standards specifications and open software development could greatly
simplify GLA implementation and adoption
45
46
Thank You!
Gracias!
¿Questions?
• Mail: balta@fdi.ucm.es
• Twitter: @BaltaFM
• GScholar: https://scholar.google.es/citations?user=eNJxjcwAAAAJ&hl=en&oi=ao
• ResearchGate: www.researchgate.net/profile/Baltasar_Fernandez-Manjon
• Slideshare: http://www.slideshare.net/BaltasarFernandezManjon
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Using Game Learning Analytics to Improve the Design, Evaluation and Deployment of Serious Games

  • 1. Using Game Learning Analytics to Improve the Design, Evaluation and Deployment of Serious Games Baltasar Fernandez-Manjon [email protected] @baltaFM Grupo e-UCM www.e-ucm.es 25/04/2018, Institute of Digital Games, Malta
  • 2. Serious Games Applied successfully in many domains (medicine, military) with different purposes (knowledge, awareness) Serious Games follow a black box model: ● reporting of final results ● no information of real-time learning progress ● complicates external integration Usual evaluation method: pre-post questionnaires (Calderón & Ruiz, 2015). Very few formally evaluated serious games
  • 3. Learning Analytics: “the measurement, collection, analysis and reporting of data about learners and their contexts, for purposes of understanding and optimizing learning and the environment in which it occurs” (Long & Siemens, 2011) Game Learning Analytics Game Learning Analytics breaking the black box model to obtain information while students play. Manuel Freire, Ángel Serrano-Laguna, Borja Manero, Iván Martínez-Ortiz, Pablo Moreno-Ger, Baltasar Fernández-Manjón (2016): Game Learning Analytics: Learning Analytics for Serious Games. In Learning, Design, and Technology (pp. 1–29). Cham: Springer International Publishing. http://doi.org/10.1007/978-3-319-17727-4_21-1.
  • 5. H2020 Projets Ivan Perez-Colado, Cristina Alonso-Fernandez, Manuel Freire, Iván Martínez-Ortiz, Baltasar Fernández-Manjón (2018): Game Learning Analytics is not informagic!. IEEE Global Engineering Education Conference (EDUCON), April 18-20, 2018, Santa Cruz de Tenerife, Canary Islands, Spain. Generalize and simplify GLA for serious games Realising an Applied Gaming Eco-System
  • 6. Uses of Gaming Learning Analytics ● Game testing – game analytics ■ It is the game realiable? ■ How many students finish the game?, Average time to complete the game? ● Game deployment in the class – tools for teachers ■ Real-time information for supporting the teacher ■ “Stealth” student evaluation ● Supporting more scientific game-based research ■ Formal Game evaluation ■ From pre-post test to evaluation based on game learning analytics
  • 7. Learning Analytics Model (LAM) Game Learning Analytics needs a model to drive the analysis For LAMs to provide insight into learning, it is necessary to clearly establish: - requirements to fulfill a LAM definition - realistic expectations of what the outcomes can be False expectations of GLA with deep meaning based on shallow interaction data, assuming the GLA system can infer the game educational design This is not Game Learning Analytics but informagic!.
  • 8. Steps to define a LAM 1. Learning goals to be achieved in the game. 2. Game goals (e.g. tasks, levels) Correspondence between learning & game goals. 3. Traces to be sent by the game (follow some standard) 4. Analysis model defined how traces should be analyzed & interpreted. 5. Visualizations game-dependent to extend the default LAM.
  • 9. Data Collection Experience API for Serious Games Profile (xAPI-SG): standard interactions model implemented in xAPI with ADL. The model allows tracking of all in-game interactions as xAPI traces (statements). It also simplifies data sharing. xAPI-SG open-source tracker https://github.com/e-ucm/unity-tracker Ángel Serrano-Laguna, Iván Martínez-Ortiz, Jason Haag, Damon Regan, Andy Johnson, Baltasar Fernández-Manjón (2017): Applying standards to systematize learning analytics in serious games. Computer Standards & Interfaces 50 (2017) 116–123,
  • 10. Data Analysis Traces generated are sent to a LA server that analyzes the traces and generates both visualizations and metrics. There are two types of analysis + alerts: ● Default: is provided by the system and therefore generic for all location-based games. ● Custom Game-Specific: specific visualizations that requires programming to extract game-specific insigth ● Rule -based alerts. Simply enough to be created by instructors ⇒ Simple, but yet powerful, customization
  • 11. Data Analysis and Visualization xAPI traces allows for: - a default set of analyses and visualizations - for different stakeholders (e.g. teachers, developers). Visualization for specific games can be developed based on game-specific LAMs. Correct/incorrect answers per question (alternative in xAPI-SG). Progress per player in each task / level (completable in xAPI-SG).
  • 12. Real-time analytics: Alerts and Warnings ● Identify situations that may require teacher intervention ● Fully customizable alert and warning system for real-time teacher feedback 25/04/ Inactive learner: triggers when no traces received in #number of minutes (e.g. 2 minutes) High % incorrect answers: after a minimum amount of questions answered, if more than # % of the answers are wrong Students that need attention View for an specific student (name anonymized)
  • 13. xAPI GLA in games authoring Previous game engine eAdventure (in Java) ● Helps to create educational point & click adventure games ● Platform updated to uAdventure (in Unity) ● Full integration of game learning analytics ● into uAdventure authoring tool ● uAdventure games with default analytics ● Include geolocalized games
  • 14. uAdventure: geolocalized serious games Geolocalized default analytics visualization New Geolocalized game scenes and actions
  • 16. Examples: First Aid - CPR validated game ● Collaboration with Centro de Tecnologias Educativas de Aragon, Spain ● Identify a cardiac arrest and teach how to do a cardiopulmonary resuscitation to middle and high school students ● Validated game, in 2011, 4 schools with 340 students Marchiori EJ, Ferrer G, Fernández-Manjón B, Povar Marco J, Suberviola González JF, Giménez Valverde A. Video-game instruction in basic life support maneuvers. Emergencias. 2012;24:433-7.
  • 17. BEACONING Experiments: data collection 227 students from 12 to 17 years old Game rebuilt with uAdventure Each student completed: 1. Pre-test (multiple-choice questions) 2. Complete gameplay (xAPI traces) 3. Post-test (multiple-choice questions) 104 variables identified for each player.
  • 18. Replicability of results: knowledge acquisition Original experiment with the game Original experiment, control group Current experiment Lower learning than in original experiment but still significative!
  • 19. GLA for Improving SG evaluation Ideally: we would want to find a better evaluation method for SGs, avoiding pre-post experiments. High costs in time and effort. Our first approach: use data mining techniques to predict pre-test and post-test scores using the data tracked from in-game interactions. - To measure knowledge acquisition. - But it could also work to measure attitude change or awareness raised.
  • 20. GLA data for Improving SG evaluation Use data mining techniques to predict pre-test and post- test scores using the data tracked from in-game interactions. 1. To avoid pre-test: - Determine the influence of previous knowledge in game results. 1. To avoid post-test: - Determine the capability of game interactions to predict post test results when combined with the pre test. - Compare the previous capability to that of game interactions on their own to predict post test results.
  • 21. Improving SG evaluation To avoid pre-test: - Create prediction models of pre-test using only game data Score prediction: - As binary category pass / fail Prediction models used: - Naïve Bayes Method Precision Recall Naive Bayes 0.69 0.84 Results obtained:
  • 22. Improving SG evaluation To avoid post-test: - Create prediction models of post-test score using pre-test + game data - Create prediction models of post-test score using only game data Score prediction: - As numeric value (from 1 to 15 in our game) - As binary category pass / fail Prediction models used: - Trees - Regression - Naïve Bayes to compare results
  • 23. Improving SG evaluation To avoid post-test - summary of results obtained. -Prediction of post-test score (1 to 15) -Prediction of post-test pass / fail Worse predictions without pre-test data but still acceptable results. Method Pre- test ASE Regression trees Yes 4.92 No 5.68 Linear regression Yes 5.81 No 5.71 Method Pre-test Precision Recall Decision trees Yes 0.81 0.94 No 0.88 0.92 Logistic regression Yes 0.89 0.98 No 0.87 0.98 Naive Bayes Yes 0.92 0.89 No 0.89 0.90
  • 24. New uses of games based on GLA - Avoiding pre-test: Games for evaluation - Avoiding post-test: Games for teaching and measure of learning With or without pre-test.
  • 25. BEACONING GLA Case study: Downtown • Serious Game designed and develop to teach young people with Down Syndrome to move around the city using the subway • Evaluated with 51 people with cognitive dissabilities (mainly Down Syndrome) • 42 users with all data • 3h Gameplay/User • 300K analytics xAPI data (traces) to analyze
  • 26. Case Study: Downtown ● From user requirements to a game design and its observables ● Know more about how and what is learn by people with Down Syndrome 26
  • 28. Game Design and Analysis Workflow Individualized Learning Analysis Collective Learning Analysis …. Group 1 Group 2 Group 3 d1.a d1.n d2.a d3.a d2.n d3.n *d = Data collected during a game session User 1 User 2 User n User 1 User n User 3 User 2 User 5 User 4 User cognitive restrictions Formal Requirements Game & Learning Design Group of Observables xAPI 28 Ana Rus Cano, Alvaro Garcia-Tejedor, Baltasar Fernández-Manjón (2018): Using Game Learning Analytics for Validating the Design of a Learning Game for Adults with Intellectual Disabilities. The British Journal of Educational Technology (in press)
  • 29. Hyp 1: Users prefer to identify themselves with the avatar ● REFUTED ● None of the users selected the avatar with Down features despite the trainers showed them the avatar and pointed that that character was Down. ● The majority of the users used the preconfigured character despite they were asked to customize the avatars at the beginning of the game session. ● We are not observing significative evidences in the users’ play patterns between those who customize the character and those who don’t, but it may be significative that the majority of the users that changed the avatar were Down. 29
  • 30. Hyp: High-Functioning users do a better performance using the game ● To determine the cognitive skills and autonomy of the users we asked the trainers to complete a test about each student ● 6 intelectual dimensions were measured (5-point Likert scale) ○ General cognitive/intellectual ability ○ Language and communication ○ Memory acquisition ○ Attention and distractibility ○ Processing speed ○ Executive functioning ● Users were divided in two groups: Medium-Functioning (≤ 3 avg.) and High-Functioning (>3 avg.). ● MF = 19 (45.2%) HF = 23 (54.8%) 30
  • 31. Hyp 2: High-Functioning users do a better performance using the game 31 Number of MF users that played each level Number of HF users that played each level
  • 32. Hyp 2: High-Functioning users do a better performance using the game Average time completing levels for MF Average time completing levels for HF 0:31:21 0:37:02 0:33:16 EASY MEDIUM EXPERT 0:32:44 0:28:33 0:36:51 0:25:58 EASY MEDIUM HARD EXPERT
  • 33. Hyp: ID users are engaged and motivated while learning with a videogame 33 0:01:30 0:01:03 0:00:590:00:59 0:00:50 0:01:00 0:00:360:00:38 0:00 0:17 0:35 0:52 1:09 1:26 1:44 1 2 3 4 5 6 7 8 • Inactivity times reduced in a 70,7% avg. from session #1 to session #8 • Positive and motivational learning environment (98,2% users show improvement and engagement performing the videogame tasks) Average inactivity time evolution avg time game session
  • 34. Hyp: The game design of Downtown is effective as a learning tool 34 • 100% of the trainers agree that the use of Downtown would enhance the user learning adquisition (Perceived Usefulness) • 85,8% of the users were able to follow the right path (both LF and HF) • 50,8% of the wrong path occured during the first 30 min. of playing 0 20 40 60 80 100 120 140 160 180 1 2 3 4 5 6 Correct vs Incorrect Path per Game session (#correct stations vs #incorrect stations) cou nt game session
  • 35. Cyberbullying: Conectado game Calvo-Morata, A. et al. Validation of a Cyberbullying Serious Game Using Game Learning Analytics (submitted for publication IEEE)
  • 36. Educational desing ● Adventure game- sentiments and emotions are important ● Real situations familiar for students ● Events based on user decision making (but no agression options) ● Scenarios based on research about bullying and cyberbullying ● Different roles of bullying represented ● Designed to be used at classroom
  • 37. Game mechanics Seminario eMadrid sobre Serious gaes 2017-02-24 37 New student in school Occurs during 5 days Minigames as “nightmares” Implications of the social networks
  • 38. The experiment: initial validation With students from 3 schools( Madrid, Zaragoza, Teruel) 257 students 223 Valid pre-post and gameplays (121 males, 102 females)
  • 39. Significant increase in the ciberbullying perception Wilcoxon paired test, p<0.001 5.72 6.38
  • 40. ● 500+ players (1000+ expected by summer) ○ +380 students 12 to 17 years old ○ +120 Educational science students ○ +60 actual school and high school teachers ● Players from ○ Madrid ○ Murcia ○ Teruel ○ Zaragoza Conectado: current experiment current experiment
  • 41. Teachers in training: Aplicability 85,5% consider the game is applicable and are ready to use it 13,7% consider that is applicable in their classroom and are willing to apply it 99% very useful for creating a controlled discussion 98% good representation of the problem, easy to be identified with the victim
  • 43. Teachers: change cyberbullying perception 6.64 Significant increase of 0.57 points 6.07
  • 44. Teachers: Aplicability 70 % consider the game is applicable and are ready to use it 26 % consider that is applicable in their classroom and are willing to apply it 98% very useful for creating a controlled discussion 100 % good representation of the problem, easy to be identified with the victim
  • 45. Conclusions ● Game Learning Analytics has a great potential from the business, application and research perspective ○ Design, Evaluation and Deployment of Serious Games ● Still complex to implement GLA in SG ○ Increases the (already high) cost of the games ○ Requires expertise not always present in SME ● New standards specifications and open software development could greatly simplify GLA implementation and adoption 45
  • 46. 46 Thank You! Gracias! ¿Questions? • Mail: [email protected] • Twitter: @BaltaFM • GScholar: https://scholar.google.es/citations?user=eNJxjcwAAAAJ&hl=en&oi=ao • ResearchGate: www.researchgate.net/profile/Baltasar_Fernandez-Manjon • Slideshare: http://www.slideshare.net/BaltasarFernandezManjon