Serious Games Analytics : Methodologies for Performance Measurement, Assessment, and Improvement
Contributor(s): Sheng, Yanyan | Ifenthaler, Dirk.Material type: TextSeries: eBooks on Demand.Advances in Game-Based Learning: Publisher: Cham : Springer International Publishing, 2015Description: 1 online resource (497 p.).ISBN: 9783319058344.Subject(s): EducationGenre/Form: Electronic books.Additional physical formats: Print version:: Serious Games Analytics : Methodologies for Performance Measurement, Assessment, and ImprovementDDC classification: 371.39 LOC classification: LB5-3640Online resources: Click here to view this ebook.
|Item type||Current location||Call number||URL||Status||Date due||Barcode|
|Electronic Book||UT Tyler Online Online||LB5-3640 (Browse shelf)||http://uttyler.eblib.com/patron/FullRecord.aspx?p=2096094||Available||EBL2096094|
Preface; Contents; Contributors; About the Editors; About the Authors; Reviewers; Part I: Foundations of Serious Games Analytics; Chapter 1: Serious Games Analytics: Theoretical Framework; 1 From Edu-Games to Serious Games; 1.1 Early-Days Digital Games for Learning; 1.2 The Serious Games Industry; 2 Serious Games: Not for Entertainment; 2.1 Message Broadcasters Are Not Serious Games; 3 Gamification, Game-Based Learning, and Serious Games; 3.1 Gamification Is Not Games; 3.2 Problems with Game-Based Learning: Media Comparison; 3.2.1 Media Comparison; 3.2.2 Pretest-Posttest Validity
3.2.3 Talk Aloud and Self-Reports4 Serious Games as Tools; 4.1 Games for Skills and Human Performance Improvement; 4.2 Gameplay Data; 4.3 Datafication; 4.4 In Situ vs. Ex Situ Data Collection; 4.5 Actionable Insight: Using Analytics to Improve Skills and Human Performance; 5 Types of Analytics; 5.1 Learning Analytics; 5.1.1 Metrics for Learning Analytics; 5.2 Game Analytics; 5.3 Does Game Analytics + Learning Analytics = Serious Games Analytics?; 5.4 Why Serious Games Analytics?; 5.5 Analytics Differ by Origins and Purposes; Conclusion; References
Chapter 2: A Meta-Analysis of Data Collection in Serious Games Research1 Introduction; 2 Study Method; 2.1 Data Characterization; 2.2 Identify Data Sources (Systematic Review); 2.3 Data Collection and Analysis; 3 Systematic Review Papers; 4 Results; 5 Discussion; 5.1 Issues Highlighted Within Our Study Outcomes; 5.2 What Data Is Being Collected?; 5.3 When Data Is Being Collected?; 5.4 Where Data Is Being Collected?; 5.5 Who Is Involved in Data Collection?; 5.6 Why Data Is Being Collected?; 6 Conclusions; References; Part II: Measurement of Data in Serious Games Analytics
Chapter 3: Guidelines for the Design and Implementation of Game Telemetry for Serious Games Analytics1 Introduction; 2 Game Telemetry and Its Uses; 2.1 Event Data; 2.2 Uses of Game Telemetry; 3 Issues in the Use of Game Telemetry for Measurement Purposes; 4 Game Telemetry Design Guidelines; 4.1 Guideline 1: Target Behaviors That Reflect the Use of Cognitive Demands; 4.2 Guideline 2: Record Data at the Finest Usable Grain Size; 4.3 Guideline 3: Represent Data to Require Minimal Preprocessing
4.4 Guideline 4: Record Descriptions of Behavior and Not Inferences with as Much Contextual Information as Feasible4.4.1 Descriptive; 4.4.2 Unambiguous; 4.4.3 Contextualized; 5 Case Study: Deriving Measures from Game Telemetry; 5.1 Case Study Game: Save Patch; 6 Evidence of Save Patch as a Learning Game; 6.1 Telemetry Design in Save Patch; 6.2 Measuring Overall Game Performance; 6.3 Measuring In-Game Performance; 6.4 Measuring In-Game Strategies; 7 Discussion; References; Chapter 4: The Dynamical Analysis of Log Data Within Educational Games; 1 Introduction
2 The Utility of Log Data Within Game-Based Environments
This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for performance measurement, assessment, and improvement. Chapter authors use empirical research methodologies, including existing, experimental, and emerging conceptual frameworks, from various fields, such as: computer science software engineering educational data mining statistics information visualization. Serious games is an emerging field where the games are created using sound learning theories and instructional design principles to maximize learnin
Description based upon print version of record.