Normal view MARC view ISBD view

Serious Games Analytics : Methodologies for Performance Measurement, Assessment, and Improvement

By: Loh, Christian Sebastian.
Contributor(s): Sheng, Yanyan | Ifenthaler, Dirk.
Material type: TextTextSeries: 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.
Contents:
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
Summary: 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
Tags from this library: No tags from this library for this title. Log in to add tags.
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.

Author notes provided by Syndetics

<p>Christian Sebastian Loh's research interests focus on the performance measurement/assessment/ improvement with and the analytics for serious games and virtual environments. He was the 2008/09 President for the Division of Multimedia Production of the AECT (Association for Educational Communications and Technology), and recipient of the 2009 Defense University Research Instrument Program grant awarded by the Army Research Office (ARO). He has designed and developed serious games for research, Information Trails for telemetric performance measurement, Performance Tracing Report Assistant (PeTRA) for performance improvement via gameplay data visualization. He is currently serving on the editorial board of Technology, Knowledge and Learning (TKL), and as associate editor for International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), and International Journal of Game-Based Learning (IJGBL).</p> <p>Dr. Yanyan Sheng's research interests focus on modeling dichotomous responses in educational and psychological measurement using advanced modern statistics, and specifically on developing and applying complex yet efficient Bayesian hierarchical item response models. She developed complex Bayesian multidimensional models with various latent dimensional structures and has written and published MATLAB programs for these models. She is also interested in applying the biased coin up-and-down design to adaptive testing.</p> <p>Dr. Ifenthaler's research interests focus on learning analytics, cognitive structures, complex problem solving, learning analytics, game-based and mobile learning, as well as computer-based assessment. He developed computer-based methodologies for the assessment and analysis of graphical and natural language representations (SMD Technology, HIMATT, AKOVIA, TASA) as well as games for teacher education (DIVOSA, SeSIM). Dr. Ifenthaler's research outcomes spans numerous co-authored books, book chapters, journal articles and international conference papers. He was a 2012 Fulbright Scholar-in-Residence at the Jeannine Rainbolt College of Education, the University of Oklahoma, USA and Interim Department Chair and Professor at the University of Mannheim, Germany. He is the 2013/2014 President for the AECT (Association for Educational Communications and Technology) Division Design and Development, 2013/2014 Chair for the AERA Special Interest Group Technology, Instruction, Cognition and Learning and Program Chair for the international conference on Cognition and Exploratory Learning in the Digital Age. Dr. Ifenthaler received the 2012 Outstanding Journal Article Award by AECT, 2009 Outstanding Reviewer Award for Educational Technology Research and Development and the 2006 Outstanding Dissertation Award by University of Freiburg, Germany. He is the Editor-In-Chief of Technology, Knowledge and Learning.</p>

There are no comments for this item.

Log in to your account to post a comment.