Learning analytics as an assessment tool in serious games: A review of literature

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Abstract

The purpose of this chapter is to conduct a systematic review of research on studies using analytics (particularly in-game data such as logs) in serious games (SG) to understand what research has been conducted and what research evidences there are in using analytics in SG to support teaching and learning. The findings of this review showed learner performance and game design strategies were the two most common researched topics. Other topics included motivation and engagement, student behavior, problem solving, learner progress trajectories, and student collaboration. In addressing students’ learning performance, more studies reported that SG had a positive impact on learning; and many highlighted the importance of game design. Some of the studies reviewed also indicated the challenges for researchers to use in-game dynamic data as a research measure. Several trends are identified and implications for future research are discussed.

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Liu, M., Kang, J., Liu, S., Zou, W., & Hodson, J. (2017). Learning analytics as an assessment tool in serious games: A review of literature. In Serious Games and Edutainment Applications: Volume II (pp. 537–563). Springer International Publishing. https://doi.org/10.1007/978-3-319-51645-5_24

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