The engaging and goal-oriented nature of serious games has been proven to increase student motivation. Games also allow learning assessment in a non-intrusive fashion. To increase adoption of serious games, their full lifecycle, including design, development, validation, deployment and iterative refinement must be made as simple and transparent as possible. Currently serious games impact analysis and validation is done on a case-by-case basis. In this paper, we describe a generic architecture that integrates a game authoring tool, uAdventure, with a standards-based Game Learning Analytics framework, providing a holistic approach to bring together development, validation, and analytics, that allows a systematic analysis and validation of serious games impact. This architecture allows game developers, teachers and students access to different analyses with minimal setup; and improves game development and evaluation by supporting an evidence-based approach to assess both games and learning. This system is currently being extended and used in two EU H2020 serious games projects.
CITATION STYLE
Alonso-Fernandez, C., Rotaru, D. C., Freire, M., Martinez-Ortiz, I., & Fernandez-Manjon, B. (2017). Full lifecycle architecture for serious games: Integrating game learning analytics and a game authoring tool. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 10622 LNCS, pp. 73–84). Springer Verlag. https://doi.org/10.1007/978-3-319-70111-0_7
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