learning analytics for improving educational games jcsg2017
TRANSCRIPT
Using Learning Analytics to improve Serious Games
Baltasar [email protected] , @BaltaFM
e-UCM Research Group , www.e-ucm.es
Jornadas eMadrid, 2017, 04/07/2017
Realising an Applied Gaming Eco-System
JCSG 2017, Universidad Politécnica de Valencia
Open issues with serious games- Do serious games actually work?
- Very few SG have a full formal evaluation (e.g. pre-post)- Usually tested with a very limited number of users
- Formal evaluation could be as expensive as creatingthe game (or even more expensive)
- Evaluation is not considered as a strong requirement
- Difficult to deploy games in the classroom- Teachers have very little info about what is happening
when a game is being used
Learning analytics
• Improving education based on data analysis• Data driven• From only theory-driven to evidence-based
• Off-line• Analyzing data after use• Discovering patterns of use• Allows to improve the educacional experience for future
• Real time• Analyzing data while the system is in use to improve/adapt the current learning
experience• Allows to also use it in actual presential classes
Game Analytics
• Application of analytics to game development and research
• Telemetry• Data obtained over distance
• Mobile games, MMOG
• Game metrics• Interpretable measures of data related
to games
• Player behaviour
Game Learning Analytics (GLA) or Informagic?
• GLA is learning analytics applied to serious games• collect, analyze and visualize data from learners’ interactions with SG
• Informagic• False expectations of gaining full insight on the game educational
experience based only on very shallow game interaction data
• Set more realistic expectations about learning analytics with serious games• Requirements • Outcomes• Uses• Cost/Complexity
Perez-Colado, I. J., Alonso-Fernández, C., Freire-Moran, M., Martinez-Ortiz, I., & Fernández-Manjón, B. (2018). Game Learning Analytics is not informagic! In IEEE Global Engineering Education Conference (EDUCON).
Uses of Gaming Learning Analytics in educational games• 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• Knowing what is happening when the game is deployed in the class• “Stealth” student evaluation
• Formal Game evaluation• From pre-post test to evaluation based on game learning analytics??
Minimun Game Requirements for GLA
• Most of games are black boxes.• No access to what is going on during game play
• We need access to game “guts”• User interactions• Changes of the game state or game variables
• Or the game must communicate with the outside world• Using some logging framework
• What is the meaning of the that data?
• Adequate experimental design and setting• Are users informed?• Anonymization of data could be required
Game Learning Analytics
Evidence-centered assessment design (ECD)The Conceptual Assessment Framework (CAF)
Student Model: What Are We Measuring?Evidence Model: How Do We Measure It?Task Model: Where Do We Measure It?Assembly Model: How Much Do We Need
to Measure It?
(Mislevy, Riconscente, 2005)
Learning Analytics Model (LAM)
LAM: stakeholders, activities, outcomes
xAPI Serious Games application profile
Standard interactions model developed and implemented in Experience API (xAPI) by UCM with ADL (Ángel Serrano et al, 2017).
The model allows tracking of all in-game interactions as xAPI traces(e.g. level started or completed)
Now being extended in BEACONINGto geolocalized games
IEEE stardarization group on xAPI https://www.adlnet.gov/serious-games-cop
Game Learning Analytics
Can GLA be systematized?
Realising an Applied Gaming Eco-System
JavaxApi Tracker
UnityxApi Tracker
C#xApi Tracker
Game trackers and cloud analytics frameworks as open code (github)
https://github.com/e-ucm
Client A2 Applications
Games
Analytics
Frontend
A2
Frontend
Pla
ye
rsD
evs,
Stu
de
nts
,
Te
ach
ers
.A
dm
ins
Users
Roles
Resources
Permissions
Applications
Au
the
ntica
tio
n
Au
tho
riza
tio
n
JWT
JSON
WEB
TOKEN
Topology
Analytics Backend
Games
Sessions
Collector
Results
Application 1
Application N
Ka
fka
Qu
eu
e
Games
Sessions
ResultsVisualization
Architecture and technologies
Open code to be deployed in your serverYou own all your game analytics data
Systematization of Analytics Dashboards
As long as traces follow xAPI format, these analysis do not require further configuration!Also possible to configure game-dependent analysis and visualizations for specific games and game characteristics.
Real-time analytics: Alerts and Warnings
• Identify situations that may require teacher intervention
• Fully customizable alert and warning system for real-time teacher feedback
24/11/2017
RAGE Project presentation17
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 analyticsinto 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
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 learningWith or without pre-test.
BEACONING GLA Case study: Downtown• Serious Game designed and develop to
teach young people with Down Syndrometo move around the city using the subway
• Evaluated with 51 people with cognitivedissabilities (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 gamedesign and its observables
• Know more about how and what islearn by people with Down Syndrome
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Media Coverage
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Game Design and Analysis Workflow
Present
Individualized
Learning Analysis
Collective
Learning Analysis
Predictive
Learning Analysis
….
Group 1
Group 2
Group 3
Game Sessions
Lea
rnin
g P
rogr
ess
d1.a d1.n
d2.a
d3.a
d2.n
d3.n
*d = Data collected during a game session
GLAID (Game Learning Analytics for Intellectual Disabilities) Model
Analytics Framework
User 1
User 2
User n
User 1
User n
User 3 User 2
User 5User 4
User 1
Data Handling
Designer Perspective Educator Perspective
User cognitive
restrictions
Formal
Requirements
Game & Learning
Design
Group of
Observables
Group of
Observables
Descriptive
Analytics
Clustering
Analytics
Predictive/Prescriptive
Analytics
xAPI
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Hyp 1: Users prefer to identify themselveswith the avatar • REFUTED
• None of the users selected the avatar withDown features despite the trainers showedthem the avatar and pointed that thatcharacter was Down.
• The majority of the users used thepreconfigured character despite they wereasked to customize the avatars at the beginningof the game session.
• We are not observing significative evidences in the users’ play patterns between those whocustomize the character and those who don’t, but it may be significative that the majority of the users that changed the avatar were Down.
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Hyp: High-Functioning users do a betterperformance 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%)
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Hyp 2: High-Functioning users do a betterperformance using the game
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Number of MF users that played each level Number of HF users that played each level
Hyp 2: High-Functioning users do a betterperformance using the game
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Average time completing levels for MF Average time completing levels for HF
12:31:21 AM
12:37:02 AM
12:33:16 AM
EASY MEDIUM EXPERT
12:32:44 AM
12:28:33 AM
12:36:51 AM
12:25:58 AM
EASY MEDIUM HARD EXPERT
Hyp: ID users are engaged and motivatedwhile learning with a videogame
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12:01:30 AM
12:01:03 AM12:00:59 AM12:00:59 AM
12:00:50 AM
12:01:00 AM
12:00:36 AM12:00:38 AM
0:00
0:17
0:35
0:52
1:09
1:26
1:44
1 2 3 4 5 6 7 8
• Inactivity times reducedin a 70,7% avg. fromsession #1 to session #8
• Positive and motivationallearning environment(98,2% users show improvement and engagement performingthe videogame tasks)
Average inactivity time evolution
avg
tim
e
game session
Hyp: The game design of Downtown iseffective as a learning tool
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• 100% of the trainers agreethat the use of Downtownwould enhance the userlearning adquisition(Perceived Usefulness)
• 85,8% of the users wereable to follow the rightpath (both LF and HF)
• 50,8% of the wrong pathoccured 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
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 42
New student in schoolOccurs during 5 daysMinigames as “nightmares”Implications of the social networks
The experiment: initial validation
With students from 3 schools( Madrid, Zaragoza, Teruel)
257 students223 Valid pre-post and gameplays (121 males, 102 females)
Significant increase in the ciberbullyingperception
Wilcoxon paired test, p<0.001
5.726.38
Next steps in the project
•Currently validating its use as a tool for teachers• Al least with 100 teachers• At least with 100 educational sciences students
• Validating the dashboards with the teachers• Does the dashboard provide the right and meaningful information• Does the average teacher understand the dashboard• Are the errors and warnings useful for teachers?
• Next: Go into full scale final validation with at least 1000 students• Teachers use the game with their students at class• We got all the analytics data
First validation experience with teachers: perception
13 teachers (11 complete data sets)
Experiment with teachers: applicability of the game
Conclusions
• Game Learning Analytics has a great potential from the business, application and research perspective
• 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
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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
Hyp 3: Users with previous experience in transportationtraining have a better performance using the game
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12:30:15 AM12:32:03 AM
12:00:00 AM
12:07:12 AM
12:14:24 AM
12:21:36 AM
12:28:48 AM
12:36:00 AM
12:43:12 AM
12:50:24 AM
No trained Previously trained
Average time completing tasks
Users with no training vs users previously trainedREFUTED
• Almost no differencesbetween trained and no trained users regardingtime completing tasks
• Learning curve using thevideogame is independantof the previous experienceusing the publictransportation system
avg
tim
e
Hyp 4: Technology-trained users do a betterperformance using the game
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12:32:16 AM
12:28:18 AM
12:00:00 AM
12:07:12 AM
12:14:24 AM
12:21:36 AM
12:28:48 AM
12:36:00 AM
No Videogame Players Videogame Players
Average time completing tasks
No videogame players vs videogame players
CONFIRMED
• Users that play videogamesoften completed the gamesessions faster than usersthat are not used to playvideogames at home
avg
tim
e
http://www.celt.iastate.edu/teaching-resources/effective-practice/revised-blooms-taxonomy/