Ahmed Tlili, Maiga Chang - Data Analytics Approaches in Educational Games and Gamification Systems-Springer Singapore (2019)
Ahmed Tlili, Maiga Chang - Data Analytics Approaches in Educational Games and Gamification Systems-Springer Singapore (2019)
Ahmed Tlili, Maiga Chang - Data Analytics Approaches in Educational Games and Gamification Systems-Springer Singapore (2019)
Ahmed Tlili
Maiga Chang Editors
Data Analytics
Approaches in
Educational Games
and Gamification
Systems
Smart Computing and Intelligence
Series Editors
Kinshuk, Athabasca, AB, Canada
Ronghuai Huang, Beijing Normal University, Beijing, China
Chris Dede, Technology, Innovation, and Education, Harvard University,
Cambridge, MA, USA
This book series aims to establish itself as a medium for the publication of new
research and development of innovative paradigms, models, architectures, concep-
tual underpinnings and practical implementations encompassed within smart
computing and intelligence.
The scope of the series includes but is not limited to smart city, smart education,
health informatics, smart ecology, data and computational analytics, smart society,
smart learning, complex systems-chaos, computational thinking, brain computer
interaction, natural/computer interaction, humanoid behaviour, and impact of
educational psychology on computing.
The cornerstone of this series’ editorial policy is its unwavering commitment to
report the latest results from all areas of smart computing and intelligence research,
development, and practice. Our mission is to serve the global smart computing and
intelligence community by providing a most valuable publication service.
Editors
123
Editors
Ahmed Tlili Maiga Chang
Smart Learning Institute School of Computing
Beijing Normal University and Information Systems
Beijing, China Athabasca University
Edmonton, AB, Canada
This Springer imprint is published by the registered company Springer Nature Singapore Pte Ltd.
The registered company address is: 152 Beach Road, #21-01/04 Gateway East, Singapore 189721,
Singapore
Foreword by Alexandra I. Cristea
Online education is ‘traditionally’ static. However, even since Socrates, it has been
always known that learning is much more efficient via interaction. Good classroom
teachers always introduce some level of interaction in their teaching. While
face-to-face individual tutoring is, for most cases, undoubtedly the ideal form of
education, this is not scalable for the current world context. Often, learning has to
occur either fully or partially at a distance, due to either lack of time, space, funds or
remote geographical or political location. Thus, supporting a better experience for
online learning is essential for the modern world.
In the context of interactive learning, game-based learning, serious games and
gamified environments have been proposed, as an alternative to the static online
education, making it possible to introduce a great variety of interaction between
system and learner. These areas are not new—they are here, to a different degree, ever
since computers appeared. However, the interest in gamification, specifically, has
only started around 2011 [2]. It involves extracting game-like elements and intro-
ducing them in learning environments (as opposed to introducing some learning
content into games, as is done in educational games). The idea behind it is that games
are often related to very high motivation, as well as being ‘in the flow’ [1]—whereas
static learning environments struggled, possibly not without reason, with the moti-
vational aspects. However, the exact combination and amount of game elements
which are useful and appropriate in a learning context are still an open question.
More recently, with the latest developments in hardware, and the move from
CPUs to GPUs, massive data storage, and later processing, became possible in all
domains, including learning and online education. As a result, actual usage data
from learners, teachers, administrators, staff, etc., can be analyzed to better
understand how to design the appropriate interactions between students and sys-
tems. Such analysis can be very varied, but is described under the umbrella of
learning analytics.
v
vi Foreword by Alexandra I. Cristea
Alexandra I. Cristea
alexandra.i.cristea@durham.ac.uk
Department of Computer Science
Durham University
Durham, UK
Foreword by Alexandra I. Cristea vii
References
1. Csikszentmihalyi, M. (1975). Flow: The psychology of optimal experience. Harper & Row.
2. Deterding, S., Sicart, M., Nacke, L., O’Hara, K., Dixon, D. (2011). From game design ele-
ments to gamefulness: Defining “Gamification”. In Proceedings of the 2011 Annual
Conference Extended Abstracts on Human factors in Computing Systems—CHI EA ’11.
p. 2425.
Foreword by Jorge Bacca
Over the last years, the learning analytic (LA) field has been an active area of
research. According to Siemens et al. [2, p. 4], LA is “the measurement, collection,
analysis and reporting of data about learners and their contexts.” This area has
benefited from the possibilities that technology brings for collecting a large amount
of data from a wide variety of aspects in the teaching and learning processes
including aspects at the institutional level (academic analytics—AA) and the
advances in machine learning for analyzing large datasets.
Research on LA has focused on a wide variety of contexts such as recommender
systems, learning design, MOOCs, mobile learning, student modeling, social net-
work analysis, virtual environments and game-based learning among others.
Despite the fact that the game industry has been using and developing Game
Analytics (GA) for some years, in the field of game-based learning LA is still an
emerging area of research that is now taking advantage of the experience and
achievements in GA. The objective of GA and LA are different: While GA focuses
on improving the player’s engagement, LA focuses on the student’s learning out-
comes [1]. In that regard, research on LA in game-based learning or serious games
analytics is an emerging area that deserves attention from the research community
to address questions like: How to apply LA in the development of educational
games and gamified activities? Which are the opportunities and challenges of LA
and AA in game-based learning? How to manage learner modeling and individual
differences in game-based learning with the support of LA?
In line with this context of research, the purpose of this book is to shed some
light on the field of LA in game-based learning by providing some answers to the
questions mentioned above and contributing to advance this field. This book is
therefore divided into five parts with its corresponding chapters described as
follows:
Part I—Introduction:
• Chapter 1 by Jina Kang, Jewoong Moon and Morgan Wood summarizes the
evolution of research on games and gamification and discusses the potential role
of data analytics for identifying individual differences in game-based learning.
ix
x Foreword by Jorge Bacca
References
1. Serrano-Laguna, Á., Martínez-Ortiz, I., Haag, J., Regan, D., Johnson, A., Fernández-Manjón, B.
(2017). Applying standards to systematize learning analytics in serious games. Computer
Standards & Interfaces, 50(September 2016), 116–123. https://doi.org/10.1016/j.csi.2016.09.
014
2. Siemens, G., Gasevic, D., Haythornthwaite, C., Dawson, S., Buckingham, S., Ferguson, R.
et al. (2011). Open Learning Analytics: An integrated & modularized platform. Proposal to
design, implement and evaluate an open platform to integrate heterogeneous learning ana-
lytics techniques. SOLAR - Society for Learning Analytics Research. Retrieved from https://
solaresearch.org/wp-content/uploads/2011/12/OpenLearningAnalytics.pdf
Preface
xiii
xiv Preface
for readers to use sequential data analytics properly. Ifenthaler and Gibson then in
Chap. 3 bring the concept of challenge-based learning up. They study 8951
students’ transaction data and find the learning engagement is positively related to
learning performance. Their finding in fact implies the importance of making a
learning system like educational game or gamification system capable of catering
for the individual learner’s needs. Shute, Rahimi and Smith, on the other hand, in
Chap. 4 discuss the learning supports and their influences in educational game and
present a usability study’s of designing and developing stealth assessment in an
educational game named Physics Playground. At the end of the chapter, they
provide insights of the future of using learning analytics in the games for stealth
assessment. In the end of this part in Chap. 5, Montaño, Mondragón, Tobar-Muñoz
and Orozco create a gamified platform called HERA. In HERA, students participate
in gamified activities that are part of assessment and teachers can know their
students via learning traces analysis.
The third part of the book is about the academic analytics and learning assess-
ment in educational games and gamifications. This part also has four chapters.
Denden and colleagues in Chap. 6 present an iMoodle that is an intelligent gamified
Moodle. iMoodle has a built-in learning analytics plug-in that can provide teachers
dashboard for teachers to control the learning process and an early warning system
for predicting at-risk students. Their finding shows that iMoodle has a high accu-
racy rate which is almost 90%. Seaton, Chang and Graf also propose the use of
dashboard in an educational game called OMEGA (Online Metacognitive
Educational Game with Analytics) in Chap. 7. The dashboard can help players see
how their performance and skills change over time and what are their weakness and
strengths. With the dashboard, players can see their gameplay performance and
habits and find the clues and strategies to improve their in-game performance. As
the goal of educational games is to allow players to learn unconsciously while
playing and playing educational games more and frequently players should learn
more or have their skill better, the dashboard can avoid the players quitting from the
gameplay due to stuck in the game and cannot get further progress. In Chap. 8,
Chadli, Tranvouez and Bendella are also putting their focus on metacognitive skill,
in particularly, problem-solving skill. They not only investigate the improvements
of second-grade students’ word problem-solving skills with educational game’s
help, but also propose a competency model to measure student’s knowledge levels.
At the end of this part, Zheng, Cheng, Chew and Chen in Chap. 9 try to improve
game-playing process with additional software and sensors. The game collects
students’ interaction data and provides instantaneous feedbacks for the students.
The fourth part of this book aims to learner modeling and individual difference
finding. This part includes three chapters. Manske, Werneburg and Hoppe first in
Chap. 10 propose a framework for designing and evaluating game-based compu-
tational thinking environment named ctGameStudio. The proposed framework uses
learning analytics to provide the learners’ dynamic guidance, scaffolds and feed-
back properly according to their actual state. Then, Luis Flores, Silverio, Feria and
Cariaga in Chap. 11 present a learning analytics model that can measure students’
motivation within an educational game, Fraction Hero, based on their in-game data.
Preface xv
The model assesses three motivational factors include goal orientation, effort reg-
ulation and self-efficacy. They also find that students have higher in-game moti-
vation than self-perceived motivation toward solving problems. At the end of this
part, Chap. 12 organizes and clarifies gamification concepts according to seven
properties: personal, functional, psychological, temporal, playful, implementable
and evaluative, through a user-centered approach done by Klock, Gasparini and
Pimenta.
Finally, the last conclusion chapter is written by Tlili, Chang, Huang and Chang.
The chapter summarizes all the presented chapters and also discusses correspondent
challenges and future insights while adopting data analytics in educational games
and gamification systems.
We would like to first thank all of the authors for their valuable contributions to this
book by sharing their developed case studies and research outcomes of applying
data analytics approaches in educational games and gamification systems. These
studies and their reported findings definitely help readers learn the way of adopting
data analytics and also give readers stepping stones for further research and
development thoughts and insights.
We would also like to thank all of the reviewers who accept to review the
submitted chapters and give their constructive comments and suggestions for the
authors to further enhance the quality of their book chapters, hence enhancing the
overall quality of this book. We really appreciate them for giving their reviews in a
timely manner that helps our book to meet the production timeline.
Special thanks also go to the series editors, namely Prof. Kinshuk, Prof.
Ronghuai Huang and Prof. Chris Dede, for their comments and guidance to prepare
this book, as well as all our colleagues in the Smart Learning Institute of Beijing
Normal University, China, and Athabasca University, Canada, for their support to
finish this book project.
xvii
Contents
Part I Introduction
1 Educational Games and Gamification: From Foundations
to Applications of Data Analytics . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Jina Kang, Jewoong Moon and Morgan Diederich
xix
xx Contents
Part V Conclusion
13 Data Analytics Approaches in Educational Games
and Gamification Systems: Summary, Challenges,
and Future Insights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249
Ahmed Tlili and Maiga Chang
Part I
Introduction
Chapter 1
Educational Games and Gamification:
From Foundations to Applications
of Data Analytics
Abstract A large number of educational games and gamification systems have been
developed over three decades. Research has shown game-based learning (GBL) to be
effective in enhancing motivation and improving learner performance. However, we
have faced challenges of understanding an individual’s learning experience within
GBL, since learners bring a unique combination of background, context, and skills
with them to the game environments, which yields various responses to the game
mechanics. Researchers and practitioners therefore have underscored the need for
understanding individual differences within the GBL environments. The growing
area of data analytics has created possibilities of identifying individual learners’
personalities and their play styles within the system. This chapter first describes how
educational games and gamification system have evolved in previous GBL research.
We further explore the emergent role of data analytics in advancing current research
of educational games and gamification, particularly the recent research efforts of
understanding individual differences in GBL.
1 Introduction
Digital games have grown in popularity since the mid-1980s when computers and
gaming consoles were first introduced [1]. The number of children and adolescents
spending time with games via gaming consoles or other mobile devices has increased
(e.g., [2, 3]). In the USA, 38% of students in K-12 reported playing video games on a
day in 1999, 52% in 2004, and 60% in 2009 [4]. Instructors and institutions have also
Gamification is another new wave of the field has focused on using game-like
attributes in educational contexts. Compared to educational games, gamification
refers to the adoptions of generic game components to non-game contexts. Since
gamification originated from business and marketing fields, previous scholarly works
emphasized their alternative role in applying game components to industries [24, 25].
Whereas educational games aim at enhancing learners’ intrinsic motivation within
game worlds, gamification describes how integral game elements (e.g., digital badges
and competition) outside of game environments promote learners’ behavior changes
in non-game domains. Gamification is not a game itself but a purposeful approach
that utilizes gamified experiences that enhance learners’ engagement. Therefore,
gamification requires a strategic design that focuses on facilitating learners’ engage-
ment through related game mechanics (p. 14) [26]. Research on gamification has
highlighted the ways to manipulate environmental conditions that allow learners to
perceive game-like circumstances—leading to learners’ participatory acts toward
surrounding learning tasks [27].
To date, gamification studies have underscored to explicate key game elements
that are likely to be integrated into existing educational settings [28, 29]. Scholars
believe that those game elements can foster students’ learning engagement through-
out their gameful experiences [30]. Landers [31] delineated a collection of gami-
fication attributes, such as action language, assessment, conflict, control, environ-
ment, game fiction, immersion, and rules/goals. Further, Seaborn and Fels [26] also
listed the following game elements as required design components for gamification,
namely: point, badge, leaderboard, progression, status, level, reward, and role. In
addition to analyzing generic game elements, they expanded their analysis as to how
a series of game rewards and gamified activities are contextualized and coordinated
[26]. Zichermann and Cunningham’s [32] gamification design showed various ways
to transform existing e-learning settings to gamified contexts. They identified a list
of game mechanics and subsequent case studies regarding how gamification can be
adopted and implemented in various training settings. The next section discusses
theoretical foundations relevant to learner motivation and engagement in the design
of educational games and gamification.
Many scholars have asserted that the use of educational games and gamification
have several advantages for learning. Games are accessible, reasonably priced, and
effective substitutions for traditional classroom activities (e.g., [33–36]). Others dis-
cussed limitations to effective learning using games, claiming that games do not
support in-depth learning and that both learners and instructors are skeptical of the
value of games in the learning environments (e.g., [37–39]). Gamification emphasizes
1 Educational Games and Gamification … 7
enhancing learners’ curiosity and external motivation. However, migrating game ele-
ments into existing education settings do not guarantee learners’ engaging attitude
when it does not belong to any strategies that facilitate the learners’ goal accomplish-
ments. Nevertheless, the growing popularity over the past two decades of games and
the widespread adoptions of gamification designs reflect the growing interest in uti-
lizing games and gamification for learning.
Research, therefore, has underscored the importance of stimulating learners’
engagement and motivation when designing educational games (e.g., [6, 40]) and
gamification systems (e.g., [41, 42]). Several studies raised their questions of
which psychological attributes can provoke learners’ engaging acts [24, 29, 43]
and explored underlying theoretical frameworks from fundamental motivation theo-
ries (e.g., [44–48]) and motivation design models (e.g., ARCS (Attention, Relevance,
Confidence, Satisfaction) model in [49, 50]). Although a traditional lens of behavior-
ism and cognitivism explained students’ learning actions and information processing,
a lack of understanding has existed regarding their enhanced motivation and active
attitude in learning in GBL. Especially, a collection of motivation theories better
explains how students’ motivation can be managed and facilitated by understanding
the underlying mechanics of human nature. Motivation theories together with their
design models have sought to examine what ways can support students’ self-regulated
and mindful actions by considering their internal dynamics in motivation.
Both intrinsic and extrinsic motivations are considered to have an impact on
determining learner behavior and learning outcomes [44, 51]. Okan [52] pointed out
that intrinsically motivated students were willing to learn a subject and to use what
they learned more frequently afterward. In contrast, extrinsic motivation involves an
external reward or threat. Some researchers argued that extrinsic motivators could
distract learners from learning more about curricular content outside of the classroom
[46, 53]. Prior research stated the role of game design that can promote learners’
motivation both intrinsically and extrinsically. Empirical studies showed that learners
using a game tend to learn more and to become more intrinsically motivated during
a problem-solving process than the traditional classroom learning environment (e.g.,
[54, 55]). Those studies also highlighted that proper extrinsic rewards should be
considered in order to motivate learning when designing games by including some
form of diegetic extrinsic reward while also balancing extrinsic types of motivation
with intrinsic motivation.
In addition to the notion of extrinsic and intrinsic motivation, a few theories have
also contributed to understanding why gamification enhances learners’ motivation
level. First, prime motivation theories highlighted the significant uses of extrinsic
rewards to promote learners’ motivation. For example, the expectancy-value the-
ory of motivation presents how a series of expectancy-value constructs enhance
learners’ belief systems. The theory explains that students’ efficacy and outcome
expectations toward resultant actions facilitate their belief systems. If students can
achieve a sense of successful learning experiences, learners can increase confidence
in mastery learning. The enhanced expectation, therefore, better promotes engage-
ment in future tasks. Specifically, the theory listed a series of antecedents that can
strengthen students’ belief systems, such as direct experience, vicarious experience,
8 J. Kang et al.
and verbal persuasion. Also, the theory depicts how belief systems promote their task
persistence and motivation [43, 55]. In this theory, a learner’s ability and expectancy
belief are both critical components to leverage the expectancy value. Because the
combination of the learner’s ability and belief level determines their expectancy-
value relation, it is essential to identify learners’ expectancy of success, ability belief,
and subjective values are perceived [43, 55]. The chain of the three constructs above
explains how gamification design controls the weighted value of extrinsic rewards.
As such, design and implementation of games and gamification are of great impor-
tance. We wish to discuss different attributes of well-designed games and gamifica-
tion systems, terminology, and how it impacts learner motivation and engagement in
the next section.
Other game elements, such as incentive systems, aesthetics, and narrative designs
also contribute to a successful game. These elements synergistically work together
to ensure that the overall gameplay is engaging and provide an effective platform in
which knowledge acquisition can occur. This must work seamlessly with the narra-
tive design, which encompasses the story in which in-game conflicts will arise and
the problems to be solved. These problems and conflicts are built around the learning
objectives [6]. Each problem resolved is then typically provided some form of rein-
forcement. If difficulties occur, then reinforcement and game support is provided. If
problems continue to occur, some games have adaptable skill levels, in which the
level of difficulty is adjusted to maintain a state of “flow.” Flow is the state in which
the feeling of enjoyment is obtained when an individual’s knowledge levels and given
challenges is well-balanced to accomplish a task that is intrinsically motivating [61,
62]. Tarng and Tsai [63] suggested that various situations, themes, or narratives in the
game environment could be considered influential factors—contributing to learners’
1 Educational Games and Gamification … 9
attitudes. When a game integrates content, narrative, and gameplay, it could have an
impact on the relationship between learning and engagement [21]. Specifically, Rowe
et al. [21] demonstrated that narrative elements play an essential role in the relation-
ship between learning and engagement. The study showed in the game, CRYSTAL
ISLAND, the narrative motivated learners to solve their tasks, which were not only
simple but also sufficient in not distracting learners from the learning goals. They
finally highlighted that a well-designed story and elements are necessary in order to
lead learners to concentrate on games and tasks.
As an increasing capability in telemetry and computer data processing continues,
researchers have been interested in new ways of assessment and feedback in games.
Plass et al. [6] proposed a generalizable theory of a successful game. A simple loop
is created from a challenge, the game giving a response to the learner’s actions,
then providing feedback looping to another challenge. As learners receive feedback
within the game context to promote better gameplay and tailor learning behaviors
and objectives, game designers also need to receive feedback to better inform their
learners and improve game design. Timely feedback is a fundamental component
that learners need to attain during the process of a game in order to improve learners’
motivation and engagement [64–66]. Nadolski and Hummel [67] offered a proof of
concept of a retrospective cognitive feedback (RCF) that is characterized by more
simple and effective feedback to players in real time based on difficulties in infor-
mation technology (IT) administration game—administered to vocational students
who wish to go into that field. The game is designed for students to learn skills to
clarify clients’ needs and continue to meet the clients’ expectations throughout the
five phases of developing their IT system. During each task, students can ask ques-
tions to game characters and receive feedback. A total of 110 students were randomly
assigned to each of two conditions: RCF group and non-RCF group. In the finding
of this study, the RCF group showed higher learning performance compared to the
other group. However, the result from pre-/post-motivation questionnaires did not
show any significance difference between both groups. They identified that this is
a promising first phase and identified ways to better improve the game while also
maintaining and further implementing dynamic feedback for educational games.
Ifenthaler et al. [23] highlighted the importance of tracing changes during the
learning process and providing learners with requisite feedback while playing a
game. The interaction information provided by such clickstreams help identify inad-
equate behaviors and further improve the game design. In addition, assessment can
be utilized to provide critical information on how learning objectives are being met
and received. Both quantitative (e.g., pre-/post-test scores, log data) and qualita-
tive data (e.g., interview, observation) can be used to explore personalities, player
types, learning strategies which can then in turn be used to inform adaptive feedback
in-game via different techniques, including machine learning algorithms. Inappro-
priate challenge and task design may negatively impact how the learning aspects are
received.
Gamification Systems Beyond prior implementations of GBL, research has under-
scored the extensive and interdisciplinary role of game-element adoptions in various
10 J. Kang et al.
fields. Hence, research on gamification has highlighted the identification of how mul-
tiple game mechanics systematically promoted learners’ engagement and motivation
in non-game contexts.
In the field of e-learning, assorted attempts existed in adopting gamification
design. Prior research benchmarked gamification designs that aim to foster learner
motivation through reward exchanging systems. Several reviews of the massive open
online course (MOOC) portrayed how gamification has been implemented into the
course design. They specifically proposed how extra credits and digital badges helped
learners to draw their attention [68, 69]. It was found that acquiring digital badges
facilitated learners’ engaging acts through certifying their accomplishments. Also,
some studies investigated the progress bar that aimed to guide students to identify
their learning phases [70]. The progress bar is designed to notify learners’ progres-
sion and encourage learners to monitor their performance reported based on the
information of gaps between a learning goal and their current status. For example,
Ibáñez, Di-Serio et al.’s [71] case study portrayed how gamification design promoted
students’ engagement when teaching C-programming. They designed their gamified
e-learning tutorial Q-Learning-G that enables students to achieve various gameful
experiences. The findings showed that certain rewards in the platform significantly
enhanced students’ high involvement in their project implementations. Notably, the
students tended to be engaged in collecting in-system credits and badges when attend-
ing a series of learning activities.
Furthermore, gamification designs also exist in encompassing various formats of
organizational training under workplace settings [72, 73]. Gamification research has
suggested motivational design principles specifically for improving the productiv-
ity of human resources in the fields of business and marketing. Oprescu et al. [74]
reported a collection of workplace gamification design principles. This study mapped
the principles with expected learning outcomes. For example, using persuasive ele-
ments aims at provoking learners’ initiatives derived from their enhanced satisfaction.
Specifically, this study showed a case of the Google incentive system that allows users
to contribute to their surrounding social contexts inherently. The facilitative element
led to employees’ behavior changes and continuous learning experiences through-
out social dynamics. Further, Rauch [75] introduced gamification design cases to
enterprise-related practices. This study reported how the corporation Oracle adopted
a gamified online forum in promoting employees’ engagement in their production.
Seminal scholarly works also confirmed that gamification designs promote learn-
ers’ behavior modification and cognitive awareness in health-related contexts [76,
77]. Emerging wearable technologies enable users to access real-time data—explain-
ing individuals’ lifestyle and routine behaviors. Recent reviews of health education
[25, 78] also support that gamification design fosters user behavior intentions by facil-
itating their proactive attitude when managing their physical acts. Specifically, gam-
ification aims at promoting users’ awareness when changing their behavior routines
tailored to their healthcare needs and patterns. Hamari and Koivisto [79] investigated
users’ perceptions of gamified exercise service—relating to the understandings of
their health. The findings confirmed that social factors play a critical role in maintain-
1 Educational Games and Gamification … 11
ing users’ sustainable motivation and, therefore, gamification design should consider
users’ social relations when adopting online gamification environments.
Overall, variant design and implementation cases in both the educational game
and gamification research demonstrate that it is vital to identify how game elements,
their implementations, and learner contexts emerge. Hence, research has demanded
variant forms of analytic frameworks that guide systematic understandings of GBL
contexts. Further knowledge will be gained through several data analytics examples
to better understand learners and GBL environments (i.e., educational games and
gamification), which will be explored in next.
and (2) academic analytics that addresses academic issues. Lastly, the applications
of modeling individual learner differences in GBL environments are discussed.
In recent years, many researchers have defined learning analytics in various view-
points. One of the widely known definitions was announced at the 1st International
Conference on Learning Analytics and Knowledge [87]: “Learning analytics is the
measurement, collection, analysis, and reporting of data about learners and their con-
texts, for purposes of understanding and optimizing learning and the environments
in which it occurs.” There have been multiple terms emerged to define diverse data
analytics approaches in educational games and gamification systems including seri-
ous games analytics (e.g., [11]) and game learning analytics (e.g., [88]), academic
analytics, and educational data mining [89]. The fundamental concept of all terms
is the underlying data-driven process to benefit education [88]. Learning analytics is
mainly purposed to provide dynamic pedagogical information to optimize learning
and the environments such as the learning management system, intelligent tutoring
system, educational games, and gamification systems.
Increasing interests of GBL research and its data-mining techniques have drawn
scholars’ attention in defining the role of learning analytics in both game and gamifi-
cation systems. In game industry, game analytics is the applications of data analytics
for improving game design and sales in the industry of commercial games [90].
The main purpose is to understand users’ gameplay behaviors and detect glitches
or errors to improve user experience, which ultimately yields a monetary gain. In
comparison, learning analytics in educational games and gamification systems is
purposed to identify learners’ gameplay processes, classify their knowledge, moti-
vation, or behavior, and assess learning performance (e.g., [91]). An analytics system
within a game or gamified system tracks and sends dynamic learner-behavior data,
such as the decision-making process back to the learning analytics framework. The
observable gameplay information can be used to improve the game design, produce
real-time interventions during learners’ gameplay, or assess learner performance [23,
81, 85, 86]. Clearly, there is a similar intention to understand learners and improve
their learning experience with GBL environments. Both approaches support learners’
knowledge acquisition or skill development (e.g., [11, 92]).
1 Educational Games and Gamification … 13
and designers to understand how specific social issues were identified via citizens’
argumentation results.
According to Long and Siemens [89], the role of academic analytics is more at
an institutional, regional, or international level and primarily to support institutional
decision-making, while learning analytics focuses on learners and their learning
processes. The distinction between learning analytics and academic analytics exists
in terms of the role, and however, it has gradually worn down as the researchers have
mixed two terms across various target audiences, levels, and objects of analyses.
The common interests are to understand what learners do in educational games and
gamification systems, investigate the effectiveness of learning environments using
gameplay traces, and implement the findings to improve the system design. Under
this presumption, one notable trend in the field of GBL research is understanding
individual learners’ differences via various data analytics. In the next section, we
discuss the recent efforts of building an understanding of personalities and player
types in GBL.
Behavior, personality, aspirations, and actions guide the way each individual inter-
acts with the world [101]. This unique combination of personal context and situa-
tions provides a rich and complex set of ideas, beliefs, and ultimately tendencies that
drive what one does. In the field of GBL, researchers and practitioners have sought to
understand individual differences within the game environments [102]. Learners each
bring their combination of background, context, skills, and expectations with them
to a game and therefore have various responses to game mechanics [103]. Therefore,
GBL should be designed to fulfill individual learners’ needs. This requires under-
standing differences as they interact with the game mechanic elements. Personality
has been considered as one indicator of individual differences, which are associated
with individuals’ playing styles (e.g., [104]), game actions (e.g., [105]), or learning
strategies (e.g., [106]). Monterrat et al. [107] highlighted the needs of adaptive gam-
ified systems that can provide individual learners with personalized experiences to
improve their engagement. In such studies, the researchers have claimed that learner
actions traced within the game environments can reveal and predict these individual
differences. Models aim to build understanding in three main areas: personalities,
player types, and motivational factors.
Personality The source and impact of personality is a subject of debate among
psychologists, biologists, and behaviorists. Disagreements between these scholars
often are rooted in defining how unique the person is or how to classify a person
effectively. A common and often used personality model within the GBL field is the
Five-Factor Model (FFM) that is often assessed via the Big Five (BFI) [108]. This
theory places personality on five gradient dimensions (i.e., the Big Five): extrover-
1 Educational Games and Gamification … 15
Player Type When it comes to player types, Bartle [104] and Ferro et al. [111]
have similar views. Bartle [104] highlighted four main player types. These types are
derived from the interaction with the game world and with other players, which are
labeled: killer, achiever, socializer, and explorer. For instance, those who are high
aptitudes in acting and prefer exploring the world are labeled achievers, whereas the
opposite quadrant where a player is more focused on interacting with and focusing on
other players is considered a socializer. The concepts of Ferro et al. [111] echo similar
views, and however, their player type labels better define how a player interacts with
the underlying gamified system rather than their behavior. Player types are labeled:
dominant, objectivists, humanists, inquisitive, and creative. Each player type explains
how the player interacts with the game world and other game elements and how they
take advantage of the game mechanics.
Modeling Personalities and Player Type Several studies depicted how personality
concepts can be adopted to player modeling in GBL research. Tlili et al. [112]
analyzed a total of 19 studies in which personality was discussed in the development
of a learning or educational game. They stated that personality within an educational
game system context is still a relatively new area of study with more studies being
completed since 2016. Studies on personality used behavioral observations and self-
report surveys. For instance, Denden et al. [108] claimed the limitation of a subjective
method, such as self-report data, which is not likely to gather the learners’ actual
feeling or experiences in the use of the system. This study proposed a learning
analytics framework for modeling extraversion and openness via a player’s game
behavior traces using Naïve Bayes classifier algorithm. They identified that a game
may not be conducive for all personality types and that development should consider
environments that match the personality.
Ghali et al. [113] investigated whether the use of multimodal physiological data
and BFI traits better detect students’ success or help needed when playing an educa-
tional game. The research team created a computer-based educational game based
on drawing a Lewis Diagram for college students. The chemistry lesson of the game
aimed at procuring a correct Lewis Diagram at varying levels of difficulty. The goal
was to understand if the physical behaviors and personality of the individual could be
used to predict success in the game. They utilized 40 participants’ gameplay traces in
which electroencephalogram, eye tracking, and facial expression were all collected
during the gameplay. In addition, the participants’ pre- and post-test, personality quiz
16 J. Kang et al.
scores, and BFI test results were collected. To build a model that predicts student
success and their levels of help needed, they tested different algorithms, including
support vector machine and logistic regression models. Although the inclusion of
BFI features appeared not to improve the model accuracy in this study, this attempt
is worthwhile to consider multimodal data and traits variables to design an evidence-
driven GBL system.
Understanding player types can be implemented in-game by creating an adaptable
game path as Monterrat et al. [114] explored. Working under the theory that people
have different reactions and expectations to game elements and mechanics based
on player types, they conducted a quasi-experimental study. Using their gamified
online learning environment, Project Voltaire, a total of 59 French middle school-
ers joined this study. The gamified system implemented the following elements: (1)
bright stars, indicating players’ game mastery, (2) a leaderboard, and (3) a mnemonic
sharing feature which enables the student to write a method to remember the rule and
share the technique used by another student. The system used the gameplay traces to
build players’ profiles which were then utilized for adapting an individual player’s
interface by selecting gaming features shown next. A collection of questionnaires
(i.e., BrainHex typology; [115]) were given to students to identify player types, task
complexity, and students’ enjoyment. The finding of the study highlighted includ-
ing gamification features does not always yield positive learning outcomes, rather
considering players’ preferences and profiles are essential to reduce the complexity
level of certain features. While the adaptation process was not found to improve
engagement, it laid a critical foundation for future research as little other work has
been done in the area.
In the review of personality modeling studies, Denden et al. [108] noted only
three out of eleven studies contained a learning feature in their gaming systems.
Empirical studies using games in a non-educational context also have shown the
efforts of modeling player personalities or player types based on different gameplay
traces, which further provided similar insights that players’ personality affects their
gameplay style or preferences on game genres in educational contexts (e.g., [105,
116, 117]). Understanding players’ personality and player types unlocks a promising
area of study for games and gamification systems. As researchers seek to more fully
identify and embrace the relationship between player personalities and their play
types and game design and mechanics through data analytics, more adaptive GBL
environments could be developed that amplify learning outcomes. As the field is
still growing, the majority of the relevant works are based on a topology specific to
massively multiplayer online role-playing game (MMORPG). Developing a player
model typology that can be applied for different types of GBL systems still remains
a challenge [114].
1 Educational Games and Gamification … 17
4 Discussion
A recent review from the Horizon Report: 2019 Higher Education Edition [118]
included games and gamification as a topic required to be scaled or considered failed,
whereas the reports from 2012 to 2014 viewed digital games and gamification as a
promising tool for learning. They noted its little impact on an academic institution
due to multiple reasons, including a lack of campus budget and limited institutional
support. Also, the 2019 Horizon Report labeled the concept of adaptive learning as
another “fail or scale” topic. Although emerging studies underscored the potentials
of adaptive learning, people believe that its technologies are still at the early stage.
In light of these trends, the field of GBL has also increasingly considered adaptivity
and personalization. This direction aims at designing rich learning experiences for
student success. It is possible that the movement around learning analytics in games
and gamification systems takes a step further in developing adaptive GBL systems
in cost-effective ways.
With regard to identifying personalized design in GBL environments, current
research has proposed various player models that seek to explore individual differ-
ences based on various factors. In several studies, researchers attempted to explore
how personality, observable behaviors, and in-game actions can be modeled in rela-
tion to proposed game mechanics. Recent studies have been tailored to giving the
right response to the learner’s actions and provide real-time feedback using numer-
ous machine learning techniques. In addition to these rising data-mining approaches,
various theories have also contributed to understanding the relationship between
personalities and player type within GBL. This effort is designed to optimize game
support and surroundings based on players’ behavior dynamics.
Although increasing adoptions of learning analytics and data mining drove a
new movement in GBL research, there are also concerns as well. Limited design
and analytics frameworks (e.g., gameplay topology) for different gaming systems
remain a significant challenge. As mentioned in Sect. 3.3, more studies have done
in recent years, indicating the potentials of this growing field. Since the mid-1980s
where various educational games were started developing, many studies have shown
the effectiveness of educational games and gamification systems. Yet, relentless
implementations of educational games and gamifications without contextualization
also raised a question regarding their effectiveness. We hope a new step toward
evidence-centered design [119] in GBL research gets academics’ attention back to
gaming and gamifications in education.
5 Conclusion
issues were reviewed in both educational games and gamification contexts. Since
identifying students’ psychological attributes via in-game systems has been increas-
ingly necessitated, various studies adopted diverse approaches of learning analytics
in technology-enhanced learning environments. Lastly, this chapter informed poten-
tial roles of data analytics by introducing several studies to simulate a personalized
GBL environment in consideration of learners’ personality and their play types.
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Part II
Learning Analytics in Educational Games
and Gamification Systems
Chapter 2
Rich Representations for Analyzing
Learning Trajectories: Systematic
Review on Sequential Data Analytics
in Game-Based Learning Research
Abstract This chapter focuses on sequential data analytics (SDA), which is one of
the prominent behavior analysis frameworks in game-based learning (GBL) research.
Although researchers have used a variety of SDA approaches in GBL, they have
provided limited information that demonstrates the way they have employed those
SDA approaches in different learning contexts. This study used a systematic literature
review to demonstrate findings that synthesize SDA’s empirical uses in various GBL
contexts. In this chapter, we recapitulate the characteristics of several SDA techniques
that salient GBL studies have used first. Then, we address the underlying theoretical
foundations that explain the proper uses of SDA in GBL research. Lastly, the chapter
concludes with brief guidelines that illustrate the way to use SDA, as well as reveal
major issues in implementing SDA.
1 Introduction
during a game [6, 7]. Students’ behavioral changes usually indicate their sequential
patterns, which refer to a series of gameplay actions intended to accomplish tasks
in a game [8, 9]. Identifying students’ gameplay actions is also believed to indicate
their mindful learning processes, including decision-making, problem-solving, and
affective status during gameplay [8, 10].
To envision students’ learning trajectories clearly through their behavior patterns,
GBL research has validated and adopted sequential data analytics (SDA) increasingly
[8, 11, 12]. Principally, SDA seeks to identify the meaningful associations between a
series of game actions and learning outcomes. While prior evaluation frameworks in
GBL relied largely on estimating performance differences among groups of learners,
SDA pays more attention to capturing hidden causal associations between salient
game actions and each student’s learning performance, respectively. Thus, SDA is a
powerful tool for researchers who attempt to discover which students’ game actions
are likely to promote their learning outcomes [6, 13, 14].
Although many studies in GBL primarily demonstrated the effects of either digital
games or gamified learning applications on students’ learning performance [15, 16],
few researchers yet have aggregated and synthesized the findings of the way previous
GBL studies implemented SDA in different circumstances. Moreover, prior work
in GBL has not differentiated the types of SDA depending upon each technique’s
features and associated GBL design cases.
In response to the aforementioned issues, this chapter explores the underlying
issues and procedures used when implementing SDA in GBL research. First, to
facilitate the readers’ understanding, the chapter explains how SDA has been intro-
duced and adopted in different learning contexts. Further, the chapter describes the
ways to conduct SDA and offers examples of the multiple analysis techniques used
to portray how learners behave in GBL environments. To collect and analyze the
data, this study carried out a systematic literature review that depicted varied SDA’s
characteristics extensively. During the discussion, the chapter addresses a few key
issues in implementing SDA in GBL research. There are two research questions rel-
evant to the scope of this chapter: (1) How has SDA been used in GBL research? and
(2) Which key analytics in SDA have been used in GBL research?
2 Method
2.1 Procedure
Synonyms of the keywords were used because both GBL and SDA have many
related but different expressions. Search terms included combinations of “game-
based learning,” “educational game,” “serious game,” “game analytics,” “sequential
mining,” “sequential analysis,” “sequence analysis,” “sequential data mining,” and
“sequential pattern mining.” If the database provided a thesaurus (e.g., ERIC), an
additional search was also made.
The initial search returned 932 results, and the researchers conducted the first
round of screening at the title and abstract level. The initial search result was read by
two researchers independently to see if both educational game and SDA appear. If
only SDA appears, the article is selected only if it is a methodological or commentary
publication that informs the application of SDA in GBL. As a result, 129 articles
were screened in their entirety. Finally, based on the inclusion and exclusion criteria
below, 102 articles were maintained for coding. The flowchart (Fig. 1) shows the
search procedure.
This study particularly focused on keeping high reliability of the literature reviews
to include high-quality articles that would provide key themes regarding SDAs. The
researchers established the initial coding framework that classified seminal articles
based on the aforementioned criteria. In particular, this study adopted a qualitative
coding framework proposed by constant comparative method [17]. This study paid
special attention to maintaining the consistency of the content analysis results by
using two coders, who aimed at inter-reliability checking. Two individual coders
independently coded the articles. Through in-depth discussions, the coders attained
100% agreement through iterative refinements of the coding results.
2 Rich Representations for Analyzing Learning Trajectories … 31
3 Findings
The figure shows the trend of SDA publication in the literature (Fig. 2). It shows a
growing trend of the empirical studies over the years: Before 2000, very few empir-
ical studies used SDA; between 2000 and 2010, one or two empirical studies were
published each year; after 2010, SDA has been more frequently used by researchers.
This trend agrees with the growing trend of game analytics GBL in general [18].
However, compared to the massive body of GBL literature, SDA application is still
under-studied. Although SDA has been used frequently in many other fields (e.g., eco-
nomics, behavioral psychology, linguistics), and GBL has been studied long before
this decade, many early educational games generally do not capture enough students’
behavioral data that can be analyzed with SDA approach. As a result, SDA is less
used. Thanks to the advancement of technology of data capturing and storage, GBL
researchers today can study the learning experience at a finer granularity with in situ
data. Therefore, it is likely that SDA will be used more frequently in GBL in the
future.
In GBL, learners interact with educational games in various ways to develop concepts,
learn skills, understand rules, apply knowledge, and solve problems [27]. If we treat
all of the interactions as events, a sequence of events can be mapped to represent
the learning experience. From a qualitative inquiry perspective, it is important to
describe learners’ lived experiences in GBL environments [28]. Therefore, rather
than treating an educational game as a “black box,” researchers should strive to
34 J. Moon and Z. Liu
understand the way learners’ gameplay leads to learning outcomes. Although a pure
narrative research design is uncommon in GBL research, it provides a good way to
study gameplayers’ learning experiences (i.e., gaming experience). SDA is a useful
tool with which to narrate “the story” of gameplay. Both sequential analysis and
SPM can help researchers describe the experience (e.g., the frequency of actions,
the transition probability between actions) and generate insights (e.g., patterns and
notable sequences that emerge).
Although using SDA alone is not narrative research, adopting this approach in
GBL is consistent with narrative design. As mentioned before, the primary purpose
of the narrative design is to tell the story of people’s lives [29]. SDA allows GBL
researchers to represent and analyze gamers’ learning experiences quantitatively. By
describing the sequences and discovering their attributes, researchers can understand
the nature of the experience and the way it prepares students. In addition, the narrative
design in GBL focuses on representing an individual’s experience in chronological
order [30]. One of the SDA’s most important characteristics is that the sequence
of “events” is ordered in a time series. This helps researchers describe a learner’s
trajectory and understand thereby the way a particular trajectory may lead to a certain
learning outcome.
In accordance with the key nature of GBL research, SDA is effective in elucidating
in situ learning contexts in which students’ interactions occur during gameplay [34].
Generally, GBL highlights the examinations of students’ adaptive processes when
they attend to the game rules and contextual limitations given [35]. Prior studies using
SDA have demonstrated clearly the ways in which GBL research seeks to monitor
students’ behavioral changes during gameplay. Taub et al. [36] employed multi-
channel data mining with SDA to identify learners’ cognitive- and metacognitive-
self-regulatory learning processes. The study implemented the game Crystal Island,
which is designed to promote students’ scientific reasoning skills via exploratory
learning. The study sampled 50 students’ eye-tracking responses associated with their
game sequence logs. The study findings stressed the importance of game sequence
mining that collects all combinations of game behaviors that are associated strongly
with meaningful learning. Another study by Taub et al. [4] implemented SDA to
depict all of the processes in the way students exploited their self-regulated learning
strategies by testing students’ gameplay patterns in Crystal Island. This study sought
to determine efficient game behaviors that reached the goal of a single game task
and then examined the way in situ game contexts influenced their efficient game
behaviors. In addition, Kinnebrew et al. [37] used SDA to determine the affordances
of game events that are most likely to be associated with students’ learning contexts.
They used the game SURGE Next, which addresses major physics concepts related
to Newton’s law. The students in this game were supposed to identify different types
of forces that influenced game results. This study aimed at identifying how game-
play data provides researchers with clues to the potential baseline performance that
categorizes learners’ differences in gameplay. By capturing in situ data, researchers
are believed to understand students’ contextual adaptation acts, indicating students’
engaged behaviors.
SDA has been used not only to capture in situ learning contexts during gameplay, but
also to collect baseline data to predict students’ future gaming actions. In GBL, pre-
diction is a persistent research goal that gauges students’ future learning behaviors
in a game. In particular, when designing an educational game, identifying students’
typical interactions during gameplay is vital when adopting the design of an adaptive
learning system. Generally, an adaptive learning system underscores the responsive-
ness of a system that adjusts either the level or types of formative feedback.
With respect to an intelligent system’s adaptability [38], several researchers have
proposed that identifying students’ routinized behaviors in a learning environment is
necessary to offer sufficient background about the way to provide proper scaffolding
in a timely manner. Sun and Giles [9] emphasized sequence prediction as a key
36 J. Moon and Z. Liu
category that explains the way human high-order reasoning takes place. To build
sequence prediction in an intelligent system, gauging users’ prior sequential patterns
is indispensable.
Among many GBL studies, several researchers designed different types of predic-
tion models associated with students’ baseline gameplay data. Kinnebrew et al. [37]
implemented SDA to build their prediction model, which clusters students’ gameplay
patterns according to their game performance. To corroborate their initial game inter-
action design in the game SURGE Next, they triangulated the findings of students’
prior knowledge, learning outcomes, and gameplay behaviors. By implementing
SDA, the study collected 65 differential patterns during iterative mining processes.
Although the scope of the analysis was largely the demonstration of different game
behavior patterns based on the students’ prior knowledge, it is noticeable that the
study was specifically designed to identify basic game behavior patterns, which is
essential to design adaptive game level changes and learning support. In addition,
making predictions based on the baseline data enabled the researcher to make the best
use of the understanding of the in situ learning trajectory. Inferences also can be made
for further analysis (e.g., clustering and regression). Chen [2] displayed how SDA can
be employed to establish the design framework of competition-driven educational
games. The key design question in this study was how to design game interactions
that consider both characteristics of peer competition and task-based learning. This
study illustrated the way students used the mini-game Pet-Master, which focuses
on students’ animal-raising skills. To perform the skills required in the game, they
needed to use basic math computations and Chinese idioms during gameplay. The
study finding reported that the students tended to employ their competition-driven
behaviors in the early stages of their gameplay. This study showed a notable behav-
ior cycle in that students were likely to switch their gameplay stages from social
dimensions to an economic system. The result of the study indicates that identify-
ing the game behavior cycle was useful to understand the way students are likely
to act adaptively in each step of all the game interactions (i.e., peer competition
→ strengthening the power of their surrogate → finding an equipping system →
attending to an economic system).
SDA has been useful to address the way personalized GBL should be designed for
GBL research. After predicting students’ game actions in GBL, researchers design
adaptive learning support to elicit their gameplay to promote meaningful learning.
Associated with this issue, the notion of personalized learning has been a key design
idea in that a learning system is believed to provide adaptive learning support based
on students’ prior learning paths and their changes in affective state [39]. The learn-
ing system is encouraged to propose different types of scaffolding and external visual
stimuli based on both occurrence frequency and types of students’ learning actions.
Researchers have assessed temporal associations between particular student actions
and the timing of using personalized learning support in GBL environments. Through
2 Rich Representations for Analyzing Learning Trajectories … 37
the system framework, GBL can provide contextual feedback that may help students
perform their game tasks effectively based on their improvement level. This person-
alized learning framework reveals the way GBL researchers consider the gradual
increase in task complexity based on students’ game actions in the personalized sys-
tem. Students’ game actions are vital clues to address the way GBL supports learners’
meaningful learning process adaptively. Relevant to this issue, SDA can acquire the
entire sequential occurrence of various gameplay actions and identify the relation
between gameplay patterns and learning outcomes.
With an understanding of in situ learning trajectories and salient prediction based
on baseline data, researchers can use SDA to provide learners with personalized
learning experiences in a game. Personalization based on sequential data considers
both the context and history of learning and emphasizes the person’s experience.
Hwang et al. [40] explored the interrelation between students’ English listening per-
formance and behavior patterns in a problem-based learning game. In this study, SDA
was used to show students’ gameplay patterns that are associated with their problem-
solving solutions in learning English. The study focused on designing a personalized
learning support that considers students’ gameplay paths necessary to their problem-
solving. With the help of SDA, the researchers extracted the notable combinations of
students’ explicit game behaviors and proposed a game design framework that consid-
ers students’ problem-solving approaches, which are represented by their gameplay
paths. Other case studies [41–43] also have exploited SDA results to build adaptive
learning support systems. For example, Andres et al. [41] evaluated students’ behav-
ioral sequences in applying physics concepts in the game Physics Playground. The
study collected the students’ behavior sequences in computed logs that were asso-
ciated with their problem-solving in physics. They emphasized depicting which set
of behavioral sequences indicates students’ affective states of their gameplay. The
study findings contributed to determining the way a game system detects potential
affective variables that may influence their learning automatically.
demonstrate the entire list of observable variables. Researchers have used behav-
ior coding schemes due to several reasons. First, a behavior coding scheme helps
researchers reliably specify each game behavior state that multiple behavior analysis
coders can capture. Detailed descriptions of the coding scheme focus on explaining
explicit features of a certain behavior. For example, Hou [25] used a refined behav-
ior coding scheme that features iterative behavior coding steps. They implemented
three successive steps of behavior analyses. After they archived all student players’
in-game actions for behavior coders’ references, two experts in GBL research were
joined to build an exploratory coding scheme including students’ meaningful in-game
behaviors, such as all possible game motions, events, and interactions. Through the
axis coding from a qualitative research framework, they distilled 10 major behavior
categories. At the last phase of the behavior coding, trained behavior coders labeled
the behavior logs of students’ behaviors in the archived data. To ensure the coding
scheme’s reliability, the study checked the Kappa coefficient to indicate the inter-
reliability of behavior observations among multiple coders. Chang et al. [44] also
showed their systematic design of a behavior coding scheme to identify study par-
ticipants’ peer interaction behaviors when using a game. To capture students’ social
interactions, they recorded the students’ behaviors when playing a game. They sam-
pled a total of 3600 interaction actions from the students of 21 groups. This study also
reported a Kappa coefficient to ensure their high inter-reliability of behavior coders.
Those approaches to report the inter-reliability of coders demonstrate how behavior
analyses according to their coding schemes were systematically implemented. Sec-
ond, a behavior coding scheme is also key in quantifying qualitative data [45]. Using
a coding scheme gives an opportunity to transform observational to measurable data,
such as state and static events. The data analysis hosted by a behavior coding scheme
enables researchers to investigate whether an intervention increased the tendency of
certain target behavior by indicating numerical changes of the behavior in the coding
scheme. Bakeman and Quera [46] demonstrated their sequential data interchange
standard (SDIS), including three data types (untimed event, timed event, and inter-
val). Specifically, in their classification, untimed events are a kind of static behavior
type that displays the frequency of each action in a time frame. Differently, interval
type refers to the time duration, indicating how long certain behavior lasts. Prior
GBL studies have used two kinds of behavior data to examine which in-game action
sequences appeared. In addition, researchers aimed at estimating how long learners
maintain the state of a specific action when playing a game over time. Conclusively,
those two types of behavioral data allow researchers to conduct various association
analyses either to test statistical significance of the associations or to illustrate how
a set of gameplay patterns appears.
Data Types
Researchers have used several types of behavioral data when they have employed
SDA in GBL studies [46–48]. SDA emphasizes the temporal association between
two independent behavior states and attempts to identify hidden relations among
2 Rich Representations for Analyzing Learning Trajectories … 39
Although behavior frequency analysis technically does not include any SDA fea-
tures, estimating the frequency of game behaviors helps GBL researchers gauge the
extent to which students are likely to perform certain game actions associated with
either game interactions or events. This analysis focuses only on demonstrating the
ratio of certain game actions in the total of game interaction variations. Those studies
have adopted behavior frequency analysis as a preliminary analytic technique that
captures salient game features to narrow the scope of further sequential analysis.
GBL researchers have employed this analysis to determine the way students’ game
actions tend to occur. However, this analysis has limited ability to explain hidden
associations between the occurrences of game actions and the particular period of
game interactions. Some studies by Hou [25, 50] have reported the results of behav-
ior frequency analysis. Hou [25] attempted to explain potential gender differences
in game patterns and reported the proportion of each in-game behavior on which the
students acted, respectively. In addition to reporting the descriptive statistical find-
ings, this study also performed a simple ANOVA to investigate whether there was a
statistically significant difference between genders. Further, Hou [50] also employed
a behavior frequency analysis that depicted the distribution of game behaviors stu-
dents used. This study adopted the analysis to explore whether there is a notable
tendency in the game actions to be investigated in detail.
Since coined the term progressive sequential analysis, several GBL studies have
adopted progressive sequential analysis that grasps students’ gradual changes in
game behaviors over time during gameplay. In comparison to behavioral frequency
analysis, this approach highlights temporal associations in each game behavior stu-
dents perform. Although the analysis itself does not address the statistical significance
of associations among students’ game behaviors, it is helpful in portraying sequen-
tial connections among the game behaviors. Specifically, a progressive sequential
analysis encourages GBL researchers to scrutinize the way students evolve their
game sequences associated with learning goals. Hou [50] conducted a progressive
sequential analysis to identify students’ behavioral transactions that occur by learning
phases in a problem-based learning game in English literacy. This study divided the
game into three learning phases and then investigated the way students change their
behaviors when they encounter each phase during gameplay. This approach has been
employed using cluster analysis to examine different transaction patterns according
2 Rich Representations for Analyzing Learning Trajectories … 41
to learning anxiety level. Progressive sequential analysis also has been implemented
in qualitative analyses to infer which learning contexts are likely to influence stu-
dents’ behavior changes over time. Li and Liu [51] employed a progressive sequential
analysis with in-depth content analysis and explored various transaction types of col-
laborative problem-solving skills in students’ online discussions.
While a behavior frequency analysis reports only the frequency with which certain
behaviors occur, a transitional probability matrix allows researchers to identify the
extent to which they can estimate whether particular action states may trigger certain
actions. Under the hidden Markov chain theorem, a stochastic statistical table rep-
resents this matrix. As supervised learning in data mining [52], the hidden Markov
chain underlies the inter-dependency of behavior states. Specifically, the theorem
presumes that behavior states in the model influence each other. In the theorem, key
behavior patterns in observations are invisible, but each state in outcome behavior
states is shown that indicates the likelihood of major behavior states. The hidden
Markov chain consists of two types of probabilities: transition and emission. Once
GBL researchers highlight the probability distribution of sequential patterns, the
transition probabilities among various behavior states explain the way transitions
among game behaviors take place with a certain probability. On the other hand,
the emission probabilities show how likely it is that one game behavior promotes
conclusively the outcome behaviors on which the researchers may focus.
GBL studies have made several attempts to use transitional probability matri-
ces to explain hidden relations among game behaviors. Chen [2] explored primary
school students’ gameplay patterns related to their learning actions in the context of a
competition-based game. This study used a transitional probability matrix to extract
salient game sequences most students were likely to perform. The matrix can filter in
salient game actions that exceed a Z-score distribution and imply that the behaviors
are statistically significant. The study findings showed that two such combinations of
behavior states (Learning/Pet-feeding → Item-Shopping → Competing) appeared
to be meaningful during gameplay. Snow et al. [53] employed the analysis of transi-
tional probability matrices to infer students’ choice patterns in accordance with their
reading abilities over time. By using transitional probability matrices, the researchers
examined whether low-ability students’ regulatory behaviors progressed. To extract
meaningful game sequences in all variations of behaviors, this study conducted a
residual analysis of each behavior state. The results demonstrated that low-ability
students’ regulatory behaviors tended to use generative practice game in comparison
to those of high-ability students.
42 J. Moon and Z. Liu
Many researchers have used lag sequential analysis (LSA) in behavioral psychology
studies. This analysis focuses primarily on identifying a particular chain of behavior
sequences statistically. Gottman et al. [20] indicated that this analysis investigates
associations in sequenced series of dichotomous behavior states. Researchers usually
carry out a chi-squared test to confirm a statistical difference that indicates a particular
association among two different behavior states in various combinations of behavior
sequences.
In favor of the features aforementioned, GBL researchers have implemented
LSA particularly to explore the way certain game interactions are likely to promote
the occurrences of certain outcome variables. GBL supposes largely that students’
explicit actions intended to solve problems in tasks in their gameplay are associated
with meaningful learning. GBL researchers believe that students’ learning actions
and relevant affective states can be labeled by behavior coding and have attempted
to elucidate highly probable connections between students’ game experiences and
certain learning states, such as engagement and motivation. For example, Hou [25]
employed a LSA to demonstrate the sequences in a total of 100 student players’
gameplay patterns. By examining the adjusted residuals of each behavior transac-
tion in a Z-distribution, the study found 21 statistically significant game sequences
that occurred during students’ gameplay. Sun et al. [10] sampled a total of 2362
behavioral codes and then implemented a LSA to extract salient game sequences
the students demonstrated and cluster them according to multiple group differences
(e.g., flow, anxiety, and boredom).
In comparison to behavior frequency analysis and sequential pattern mining
(SPM), LSA has been exploited largely to determine whether a particular behav-
ior association is statistically meaningful. While behavior frequency analysis and
SPM are designed generally to portray frequent occurrences of behaviors and their
combinations, LSA concentrates on identifying a particular chain that is statistically
significant. The statistical findings in the analysis usually are deemed a major causal
factor in the outcome variables during the analysis.
Sequential pattern mining (SPM) is among the algorithmic processes that archive a
salient set of behavior associations. Since the field of learning analytics emerged,
SPM has been adopted in a wide array of informatics studies. Codocedo et al. [54]
defined SPM as data analysis that identifies notable patterns in symbols, sets, or
events. Lin et al. [55] stated that SPM functions as a decision-maker that discovers
new patterns from various perspectives. A series of the analysis procedures in SPM
emphasizes pattern identification in time series data. While LSA seeks primarily to
determine statistically significant associations among behavior states, SPM’s entire
goal is to describe frequent occurrences of actions. Thus, SPM decomposes all of the
2 Rich Representations for Analyzing Learning Trajectories … 43
variations in action states labeled by systematic behavior coding and then archives
all cases of behavior combinations that take place.
To employ SPM, researchers must use several major data algorithms, such as
generalized sequential pattern (GSP) [23], sequential pattern discovery using equiv-
alence classes (SPADE) [19], and frequent pattern-projected SPM (FreeSpan) [56].
First, GSP is a prominent algorithm that computes the number of occurrences of the
unit for the analysis very simply. The unit of the algorithm’s analysis may refer to a
unique behavior state on which a researcher focuses. By using the a priori-based rule
[57], this algorithm can generate easily multiple candidate sequence combinations
that occur frequently in time series data. The SPADE algorithm also is designed to
collect frequent sequences.
This approach has been highlighted specifically because it arranges ID-based
sequences in the table vertically. This mining technique draws a table that includes the
name of a certain event and its frequency. FreeSpan projects a small set of sequence
databases and allows the database to increase by adding subsequent fragments of the
data. This algorithm has been used because it can process sequential data faster than
the a priori-based GSP can, which concentrates primarily on reducing the number of
data transaction paths.
GBL researchers’ academic interest in SPM has increased steadily. This interest
focuses specifically on identifying students’ paths in decision-making and capturing
behavior patterns that may refer to their game interactions in approaches to problem-
solving. To indicate the students’ improvement with associated sequences during the
game, some studies have attempted to cluster groups by students’ learning outcomes.
For example, Kang et al. [6] employed a serious game, Alien Rescue, for elemen-
tary school students. They adopted SPM with the SPADE algorithm to identify the
most frequent game sequences that the students performed. Further, they grouped
students by their learning performance. Based on the two groups in the study, the
study visualized path diagrams that indicated different sequential patterns a group of
students demonstrated. Kinnebrew et al. [37] adopted differential sequence mining
(DSM), which implements group clustering to reduce the noise in data preprocess-
ing in SPM. This approach is similar to the adoption of cluster analysis with SPM.
However, DSM includes cluster analysis as one of the steps required during data
mining. The study divided the participants into two groups and then illustrated their
sequential patterns based on their prior learning achievement.
that one behavior occurs with a certain probability depending on another behavior.
As Fig. 3 shows, engagement follows a student using visual aids with a probability of
0.75, while engagement follows the previous engagement status with a probability of
0.65. On the other hand, using visual aids follows engagement with a 0.25 probability,
although using visual aids drives another using visual aid behavior state with a 0.15
probability. The path diagram shows by this result, and the matrix table demonstrates
the way the findings drawn from sequential analysis can be visualized and interpreted
in empirical studies.
On the other hand, SPM adheres to archiving students’ major behavior patterns. In
students’ gameplay, SPM lists either students’ frequent behavior-log combinations or
salient action patterns that appear to indicate students’ attempts to solve game tasks.
Although SPM has limited ability to capture hidden associations among multiple
behaviors in the pattern the algorithm computed statistically, SPM still is able to map
which game stage challenges students and suggest whether embedding scaffolds are
needed. SPM usually implements a decision tree diagram that provides an overview
of which adaptation should be provided in each stage of students’ gameplay. The
IF-THEN rule in a decision tree diagram helps researchers emphasize providing
additional learning support in certain game events that are likely to challenge students.
Interestingly, students’ behavior transactions in GBL studies are not always linear;
rather, they may be compound because multiple behavior states are interconnected
and occur concurrently in students’ gameplay. In particular, when students encounter
ill-structured game tasks in their play, they are inclined to explore their surrounding
circumstances first and attempt to test latent problem-solving solutions while still
examining other problems. The behaviors in which students engage to reach their
game goal vary and the behavior associations tend to be complex.
2 Rich Representations for Analyzing Learning Trajectories … 45
The table summarizes six different SDAs with short description, examples, and exist-
ing tools. The purpose of this table is to map some techniques that are used most
frequently and their examples. It is not exhaustive and not intended to capture all of
these SDAs’ technical details (Table 1).
4 Discussion
Implementing SDA in GBL research is not only about feeding data to models. As
Baker and Inventado [18] pointed out, most educational data mining (EDM) and
learning analytics (LA) researchers use learning science and educational theories to
guide their selection of analyses techniques and aim to feed back to the theory with
the results. SDA should be a systematic research approach guided by theoretical
frameworks or specific focus. The first step is to determine the objective and scope
of the research which have great implications on what data should be collected and
how the results should be interpreted.
With determining the objective and scope of the research, the following things
should be considered: (1) what is the data source (e.g., game action, keystroke, utter-
ance, facial expression, biophysical information, interaction among peers)? (2) What
data is going to be collected (e.g., selected behavior based on theoretical framework)?
(3) How the data is going to be collected (e.g., human observation, automated log
file)? These questions should be answered thoroughly before applying SDA.
After collecting the data, cleaning data is usually a major task of SDA. Although
studies generally do not report this process, according to general EDM practice, data
cleaning is essential to prepare the data for analyses [62]. Similar to establishing a
coding scheme in qualitative inquiries, SDA data cleaning can also be an iterative
process. Guided by theories, cleaning the data involves (1) formatting the data, (2)
omitting irrelevant information, (3) computing variables, and (4) dealing with missing
data.
With cleaned data, the researchers can then choose different SDA techniques based
on the proposed research questions. The question can range from a simple descriptive
question about what behaviors happened to an exploratory question about what the
patterns emerged.
biased result. Whereas the first challenge is relatively easy to solve because it is
almost completely at the hardware level, the second one can be tricky because it
relies on the carefully planning and scoping beforehand, information triangulation,
and awareness of bias. The section below will highlight two important things to be
mindful about when using SDA in GBL research.
Commonly, researchers model the learning sequence with the logged game inter-
actions. As mentioned above, computerized systems usually archive the data auto-
matically. However, in some cases, modeling the observed sequence alone is insuf-
ficient, because many other variables (e.g., metacognition and affective states) also
may affect the game interaction observed. Without introducing these variables, the
sequence or patterns observed may not have a clear meaning. In addition, some
behaviors or relations (e.g., off-task behavior and dialogue relation) are not man-
ifested explicitly in the game interaction observed. Thus, examining the implicit
behaviors/relations can help researchers map the learning trajectory better.
As a result, it is important to examine the variables that also affect the game inter-
action observed. Because the game interaction is examined with SDA, it also makes
sense to examine these variables from a time series perspective. For example, Biswas
et al. [60] measured students self-regulated learning skills in gaming interactions with
the hidden Markov model (HMM). In addition to the activities observed in the game
environment (i.e., Betty’s Brain, a learn-by-teaching ITS), they constructed three hid-
den states of problem-solving processes (i.e., information gathering, map building,
and monitoring). Based on the HMM probabilistic transition between hidden and
observed events, students who learned with teachable agents demonstrated a better
metacognitive behavior pattern than did those who learned by themselves. Martínez
and Yannakakis [5] proposed a method of multimodal sequential pattern mining.
Physiological signals data (i.e., blood volume pulse and skin conductance) were
recorded in addition to the game logs. By examining the data from multiple sources,
the sequential pattern obtained predicted the user’s effect better compared to single
modal data. Although combining data from multiple sources or introducing addi-
tional variables to the sequential analytics may be complicated and time-consuming,
this approach provides more information compared to SDA only on interactions
observed and it is easier to frame the discussion based on theoretical foundations.
Another approach is to examine the implicit interactions in game interactions. For
example, it may be important to examine off-task behaviors, not only in the GBL
experience, but also in general educational research. First, off-task behavior some-
times indicates inattention [63]. Further, students may collaborate with each other
sometimes when they are off task. These are all important pieces of information for
researchers, because they either can provide an explanation for failure or indication
2 Rich Representations for Analyzing Learning Trajectories … 49
of treatment integrity as a reliability threat. Similarly, when students are not playing,
we cannot assume that time freezes. It makes sense to code the off-task behaviors, or
away-from-keyboard (AFK) behaviors as well, which may be as simple as a pause.
Unfortunately, the authors did not find any GBL study that analyzed these types of
behavior.
5 Conclusion
SDA’s primary purpose in many GBL studies has been to identify hidden behavior
associations that lead to students’ meaningful learning through certain gameplay
interactions. Through a systematic literature review, this chapter explored current
research using SDA in the context of GBL. Generally, GBL requires students to per-
form given game tasks and change their actions adaptively based on the surround-
ing game contexts they encounter. Using SDA not only reveals students’ learning
sequences, but also provides background channel data that reinforce an adaptive
learning system. This chapter also addressed key GBL design features that explain
why SDA is effective. Researchers have attempted to measure largely to what extent
students are engaged with a game’s narratives. By comparison to learning engage-
ment in students’ gameplay, researchers have noted that conducting SDA is effec-
tive in gauging the effect of the quality of a game narrative’s design on students’
engagement. In addition, SDA is associated with learning design principles, such as
discovery and inquiry learning that elicit students’ self-regulated explorations and
help them achieve their learning goal.
Although SDA has been limited in confirming the causalities among students’
game actions associated with their learning trajectory, there is a clear indication that
SDA is able to collect a variety of information datasets that may refer to students’
game behaviors related to the occurrence of meaningful learning. SDA research has
been employed with a variety of analytic approaches, such as behavior frequency
analysis, progressive sequential analysis, transitional probability matrix, lag sequen-
tial analysis, and sequential pattern mining. While some SDAs emphasize demon-
strating sequential patterns and frequent occurrences of actions primarily, others tend
to reveal statistically significant associations between two independent game behav-
ior states. To highlight the salient association among behaviors in SDA, depicting
multiple transactions of students’ game behaviors in GBL also has been considered as
a way to visualize information. This chapter demonstrated an example path diagram
to explain the way sequential paths can be interpreted.
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Chapter 3
Opportunities for Analytics
in Challenge-Based Learning
Abstract This study is part of a research programme investigating the dynamics and
impacts of learning engagement in a challenge-based digital learning environment.
Learning engagement is a multidimensional concept which includes an individual’s
ability to behaviourally, cognitively, emotionally, and motivationally engage in an
on-going learning process. Challenge-based learning gives significant freedom to
the learner to decide what and when to engage and interact with digital learning
materials. In light of previous empirical findings, we expect that learning engagement
is positively related to learning performance in a challenge-based online learning
environment. This study was based on data from the Challenge platform, including
transaction data from 8951 students. Findings indicate that learning engagement
in challenge-based digital learning environments is, as expected, positively related
to learning performance. Implications point toward the need for personalised and
adaptive learning environments to be developed in order to cater for the individual
needs of learners in challenge-based online learning environments.
1 Introduction
nor convergent because they often possess aspects that are unknown. Additionally,
they possess multiple solutions or solution strategies or often no solutions at all
[2]. Jonassen [3] reiterates that the structure of a problem often overlaps with com-
plexity: Ill-structured problems tend to be more complex, especially those emerging
from everyday practice, whereas most well-structured problems tend to be less com-
plex. The complexity of a problem is determined by the number of functions or
variables it involves; the degree of connectivity among these variables; the type of
functional relationships between these properties; and the stability of the properties
of the problem over time [4]. Simple problems are composed of few variables, while
ill-structured problems may include many variables that may interact in unpredictable
ways. When the conditions of a problem change, a person must continuously adapt
his or her understanding of the problem while searching for new solutions, because
the old solutions may no longer be viable. Static problems are those in which the
factors are stable over time while ill-structured problems tend to be more dynamic
[5]. Hence, in order to successfully solve complex and ill-structured problems, the
person involved in problem-solving must be able to view and simulate the dynamic
problem system in its entirety imagining the events that would take place if a par-
ticular action were to be performed [6]. It has been argued convincingly that games
can serve as situated problem-solving environments, in which players are immersed
in a culture and way of thinking [7, 8].
In this article, we describe the foundations of challenge-based learning and provide
an overview of the Curtin Challenge digital learning (Challenge) platform. We then
present an assessment and analytics framework linked with Challenge. A case study
then demonstrates the analytics capabilities focussing on learning engagement before
we conclude with implications and future work.
2 Challenge-Based Learning
The term challenge-based learning arose in the U.S. in the early 2000s with the
support of innovative technology groups such as Apple Education, the New Media
Consortium, The Society for Information Technology and Teacher Education, and the
U.S. Department of Education Office of Educational Technology. Challenge-based
learning builds on the practice of problem-based learning, but with an exclusive focus
on real-world problems being creatively addressed by diverse collaborative teams.
In addition, several key distinctions add relevancy and urgency for students, espe-
cially when combined with game-inspired methods such as badges, levels, points,
transparent goals and clear progress-related feedback in self-paced learning [9–12].
The pedagogical approach of challenge-based learning adds game-based ele-
ments, which creates increased self-empowerment for individuals in teams by
making explicit the learning process and higher order goals (not the solutions), pro-
viding assessable progress indicators of group process evolution and product quality
based on the PL-C-PS framework (rather than focusing on product delivery timelines
3 Opportunities for Analytics in Challenge-Based Learning 57
3 Challenge
interactions or ‘tasks.’ For example, the module Who am I in the Career Challenge
is a collection of five activities containing learning interactions, such as choosing
from among options, writing a short response to a prompt, spinning a wheel to create
random prompts, creating, organising, and listing ideas, or matching items. Figure 2
shows an example activity focussing on selection criteria. Learners interact by drag-
ging specific selection criteria to different categories of selection criteria. Immediate
feedback is provided through green lines as correct relation or red line as incorrect
relation.
Authoring content for the Challenge platform requires collaboration among disci-
pline experts, digital instructional designers, and technologists. The authoring team
needs skills in systems thinking, mental models, game-based learning and digi-
tal delivery technologies in addition to the pedagogical and content knowledge of
instruction in a field of knowledge. Curtin University meets this challenge by form-
ing flexible teams of people from learning and teaching as well as the faculties and
larger community to undertake authoring and implementing digital learning on the
platform.
The Challenge platform is now of sufficient maturity to extend its reach beyond
current students. It is envisaged that new collaborations will be established with
other educational institutions that will enable instructors and researchers to share
the platform and learning pathways, with learners anywhere in the world; enable
new challenge pathways to be developed by educators anywhere for use by learners
everywhere; and drive high quality research to inform the future of learning.
3 Opportunities for Analytics in Challenge-Based Learning 59
4 Analytics in Challenge
Research on learning analytics has drawn a lot of attention over the past five years
[17]. Learning analytics use static and dynamic information about learners and learn-
ing environments—assessing, eliciting, and analysing it—for real-time modelling,
prediction, and support of learning processes as well as learning environments [18].
Only recently, serious games analytics has been introduced which focuses on improv-
ing game-play and game design as well as optimising learning processes and out-
comes [19]. Serious games analytics converts learner-generated information into
actionable insights for real-time processing [20]. Metrics for serious games analytics
are similar to those of learning analytics and ideally include the learners’ individ-
ual characteristics (e.g., socio-demographic information, interests, prior knowledge,
skills, and competencies) and learner-generated game data (e.g., time spent, obsta-
cles managed, goals or tasks completed, navigation patterns, social interaction, etc.)
[20–22].
The application of serious games analytics opens up opportunities for the assess-
ment of engagement within game-based learning environments. The availability of
real-time information about the learners’ actions and behaviours stemming from key
decision points or game-specific events provide insights into the extent of the learn-
ers’ engagement during game-play. The analysis of single action or behaviour and
the investigation of more complex series of actions and behaviours can elicit patterns
of engagement, and therefore provide key insights into learning processes [13].
The data traces captured by the challenge platform are highly detailed, with
many events per learning activity, which when combined with new input devices
and approaches brings the potential for measuring indicators of physical, emotional
and cognitive states of the learner. The data innovation of the platform is the ability to
capture event-based records of the higher frequency and higher dimensional aspects
of learning engagement, which is in turn useful for analysis of the effectiveness and
impact on the physical, emotional and cognitive layers of learning caused or influ-
enced by the engagements. This forms a high-resolution analytics base on which
people can conduct research into digital learning and teaching as well as into how to
achieve better outcomes in scalable digital learning experiences [23].
The process of turning session log files and process stream data into indicators
has been recently summarised in Griffin and Care [24] which also notes several
precursor research projects with results related to digital learning. Further, a process
of exploratory data analysis is required based on post hoc analysis of real people
using an appropriately designed digital space to learn. The growing field of learning
analytics focused on learning and learners (as opposed to teaching, institutional
progress, curriculum and other outcomes) is exploring and expanding the knowledge
base concerning the challenges and solutions of the layered and complex analyses
required nowadays for a better understanding of the impact of digitally enhanced
learning spaces on how people learn—we refer to this as analytics for learning.
For the case study described next, a basic educational data mining approach has
been utilised [25]. Raw data of the relevant Challenge and cohort were selected
3 Opportunities for Analytics in Challenge-Based Learning 61
and pre-processed including cleaning and matching with external data sources (e.g.,
student background information). Next, data were transformed focussing on time-
based events linked to specific learning activities and related performance. Simple
natural language algorithms were applied to open-text responses (including word
count, use of language). Standard regression analyses were applied to answer the
research hypotheses.
related to the learning performance (Hypothesis 3). The final assumption focusses
on the relationship between finishing tasks and learning performance (Hypothesis
4).
The data set of the Career Challenge consists of 52,675,225 rows of raw data contain-
ing information of N C = 8951 students (3571 male; 5380 female) with an average
age of M = 25.72 years (SD = 6.64). In a period of 24 months (January 2016–Jan-
uary 2018), students spent a total of 10,239 h interacting with the Career Challenge.
The students in the sample stem from various backgrounds and study programmes
as well as.
Raw data from the Career Challenge were cleaned and transformed into a trans-
action data set in which each row represents an event of one user. The dependent
variable learning_performance (LP) was computed as the number of correct answers
in an activity. The variables reflecting attributes of learning engagement were com-
puted as follows: launching_task (LT) as the number of activities started by a student;
time_on_task (TT) as the duration in seconds spent in an activity; written_response
(WR) as the number of words submitted by a student; finishing_task (FT) as the
number of activities finished by a student.
In order to test the above presented four hypotheses, regression analyses were com-
puted to determine whether attributes of learning engagement (i.e., launching task,
time on task, written response, finishing task) were significant predictors of learning
performance in challenge-based digital learning environments.
Table 1 shows zero-order correlations of attributes of learning engagement and
learning performance for the Career Challenge. All correlations were significant at
p < 0.001. High positive correlations were found between launching task (LT; M =
6.73; SD = 8.95) and learning outcome (LP; M = 8.38; SD = 13.19), time on task
(TT; M = 4118.09; SD = 6623.88), as well as written response (WR; M = 166.92;
SD = 284.62). Moderate positive correlations were found for written response and
learning outcome as well as time on task. Low positive correlations were found for
the remaining variable combinations.
The linear regression analysis for the Career Challenge is presented in Table 2,
yielding a ΔR2 of 0.713 (F(4, 8950) = 5568.79, p < 0.001). Clearly, the number
of activities started by a student (LT; β = 0.80, p < 0.001) positively predicted the
learning performance. In addition, the number of activities finished by a student (FT;
β = 0.04, p < 0.001) and the number of words submitted by a student (WR; β = 0.13,
3 Opportunities for Analytics in Challenge-Based Learning 63
Table 1 Zero-order correlations, means and standard deviations of attributes of learning engage-
ment and learning performance for the Career Challenge
Zero-order r
LT TT WR FT LP
LT –
TT 0.771*** –
WR 0.724*** 0.685*** –
FT 0.355*** 0.290*** 0.331*** –
LP 0.839*** 0.628*** 0.660*** 0.340*** –
M 6.73 4118.09 166.92 1.24 8.38
SD 8.95 6623.88 284.62 4.40 13.19
***p < 0.001; LP = learning outcome; LT = launching task; TT = time on task; WR = written
response; FT = finishing task; N C = 8951
p < 0.001) positively predicted the learning performance. In contrast, the duration
students spent on a task (TT; β = −0.09, p < 0.001) was inversely related to learning
performance.
In sum, the four hypotheses are accepted for the Career Challenge, confirming
significant relationships between attributes of learning engagement and learning per-
formance.
is a reflection of active engagement with the learning environment [33]. At the same
time, better learners seem to spend less time on a specific task in the Career Challenge.
This may be interpreted as a reflection of existing prior knowledge or a progression
towards an advanced learner [40]. Another significant indicator predicting learning
performance in the Career Challenge was the number of words submitted in open-text
activities. On a surface level, these findings are also related to studies conducted in
writing research and clearly reflect the impact of the variation in learning engagement
[36, 41].
Limitations of this case study include the restricted access of student data, for
example, course load, past academic performance, or personal characteristics, for
linking additional data to the reported engagement and performance measures. Com-
bining such additional data in the future will provide a more detailed insight into the
multidimensional concepts to be investigated. Second, the Career Challenge does not
presently include an overall performance measure which has been validated against
an outside criterion. Accordingly, a revision of the learning and assessment design
should include additional or revised measures which follow accepted criteria or com-
petence indicators. However, without the externally validated benchmarks, there is
sufficient available data which can be used to improve the existing learning design
through algorithms focussing on design features and navigation sequences of learn-
ers [42–44]. Third, as we included the analysis of open-text answers in our analysis
model, this approach is limited by the overall potential of the simple approaches used
in natural language processing (NLP). Further development of a future analysis will
include a focus on deeper levels of syntactic complexity, lexical sophistication, and
quality of writing as well as a deep semantic analysis compared to expert solutions
[45, 46].
6 Conclusion
The Challenge platform is being developed to support both individual and team-based
learning in primarily open-ended ill-structured problem-solving and project-based
learning contexts [47]. The platform can also support self-guided learning, automated
feedback, branching story lines, self-organising teams, and distributed processes of
mentoring, learning support and assessment [48, 49].
The data traces captured by the Challenge platform are highly detailed, with
many events per learning activity. The data and analytics innovation of the Chal-
lenge platform is the ability to capture event-based records of higher frequency with
the potential to analyse higher dimensional aspects of learning engagement, which
we believe may be in turn useful for analysis of the embedded learning design’s
effectiveness and impact on the physical, emotional and cognitive layers of learn-
ing caused or influenced by digital engagements. The data from the challenge-based
learning platform forms a high-resolution analytics base on which researchers can
3 Opportunities for Analytics in Challenge-Based Learning 65
conduct studies into learning analytics design [44, 50]. In addition, research on how
to achieve better outcomes in scalable digital learning experiences is expected to
grow [23, 49].
There are multiple opportunities arising from analytics of digitally delivered
challenge-based learning. Analyses of the learning performance transcript, even
when automated and multileveled, is a mixture of conditional and inferential inter-
pretation that can utilise several frames of reference while adding layers of interpreted
evidence, insights concerning the complexity and additional dimensionality to our
understanding of the performance and our ability to re-present the performance in
the light of our understandings [48]. Practitioners, for example, learning design-
ers, may use the detailed data traces to inform changes required in the design of
individual activities or the flow of the story line [44]. Tutors may use the analytics
data to monitor and adjust interactions with specific modules or tasks in real-time.
For educational researchers, the detailed trace data can provide insights into naviga-
tion patterns of individual learners and linking them with individual characteristics
or learning performance. Data scientists may use the same data to apply advance
analytics algorithms using A/B testing or other analytics approaches.
Future research will focus on the analysis of several large extant data sets from
the Challenge platform. Currently, the possibility of adaptive algorithms based on
learning engagement and learning performance are being investigated. Such algo-
rithms will enable meaningful microanalysis of individual performance as well as
personalised and adaptive feedback to the learner whenever it is needed.
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Chapter 4
Game-Based Learning Analytics
in Physics Playground
1 Introduction
Play is often talked about as if it were a relief from serious learning. But for children,
play is serious learning. —Fred Rogers
As noted in the quote above, Mr. Rogers, along with many others before him, rec-
ognized the crucial link between play and learning. If true, then why are our schools
more like factories than playgrounds? Before explaining this reality, first imagine
the following: Public schools that apply progressive methods—such as individu-
alizing instruction, motivating students relative to their interests, and developing
collaborative group projects—to achieve the goal of producing knowledgeable and
skilled lifelong learners. The teachers are happy, they work hard, and are valued
by the community. In addition, they hold leadership roles in the school and work
individually and collectively to figure out the best ways to reach and teach their stu-
dents. These same teachers create new textbooks and conduct research to see whether
their methods worked. School days are structured to allow teachers time to meet and
discuss their findings with colleagues.
Is this an ideal vision of schools of the future? Yes and no. According to Ravitch
[3], the image above describes several model public schools in the USA in the 1920s
and 1930s, inspired by John Dewey’s vision of education (e.g., the Lincoln School
at Teachers College in New York, and the Winnetka, Illinois, public schools). These
schools were engaging places for children to learn and were attractive places for
teachers to teach; they avoided the monotonous routines of traditional schools [4].
So, what happened to these exciting experiments of educational reform, and more
importantly, what lessons can we learn from them? First, according to Kliebard [5],
they failed because the techniques and founding ideas were misapplied by so-called
experts who believed that mass education could be accomplished cheaply, employing
low-paid and poorly trained teachers who would either follow their manuals or stand
aside while students pursued their interests. Second, they failed because the reforms
rejected traditional subject-matter curricula and substituted vocational training for
the 90% of the student population who, at the time, were not expected to seek or
hold professional careers (see [6], “The Elimination of Waste in Education”). Finally,
this period also saw mass IQ testing (e.g., [7]) gaining a firm foothold in education,
with systematic use of Terman’s National Intelligence Test in senior and junior high
schools. The testing was aimed specifically at efficiently assigning students into
high, middle, or low educational tracks according to their supposedly innate mental
abilities.
In general, there was a fundamental shift to practical education going on in the
country during the early 1900s, countering “wasted time” in schools and abandoning
the classics as useless and inefficient for the masses. Bobbitt, along with some other
early educational researchers and administrators such as Ellwood and Ayers [5],
inserted into the national educational discourse the metaphor of the school as a
“factory.” This metaphor has persisted to this day; yet if schools were actual factories,
they would have been shut down years ago.
How can we counter this entrenched school-as-factory metaphor? One idea that
has garnered a lot of interest lately is to use well-designed digital games as learn-
ing environments. Over the past couple of decades, research in game-based learning
demonstrates educational games are generally effective learning tools (e.g., [8–10]).
When people play well-designed games, they often lose track of time—i.e., experi-
ence the state of flow [1]. Teachers try to engage students with learning materials,
but the engagement is usually not comparable to that experienced with good video
games [10, 11]. Digital game-based learning can be defined as digital activities with
goals, interaction, challenges, and feedback that are designed to integrate learning
with gameplay.
There is no archetype for game-based learning. That is, games vary by content
(e.g., level of narrative, subject matter), design (e.g., 2D, 3D, amount, and quality of
graphics), genre (e.g., first-person shooter games, puzzles), and player configuration
4 Game-Based Learning Analytics in Physics Playground 71
(e.g., single player, multiplayer, competitive, and cooperative). The complicated part
is designing games that support learning and engagement without disrupting flow [1].
For example, Habgood, Ainsworth, and Benford [11] suggest that when the learner
is still figuring things out in the game (e.g., learning the basic game mechanics)
providing learning content at that point is not a good idea.
Research on game-based learning also recommends the use of learning supports
or scaffolds to aid in student knowledge and skill acquisition and transfer, specifically
using a mixture of supports in the game, delivered via various modalities [12]. Players
may need different types of learning support at different points during gameplay (e.g.,
more scaffolding at the beginning of the game) or they may prefer a different type
of support (e.g., one might not want to see a solution, but instead just receive a
hint). However, the research on learning supports and scaffolding used in learning
environments in general is conflicted. Some researchers (e.g., [13]) note that learning
environments that allow for full autonomy (i.e., student control), without explicit
supports, can be more engaging and effective environments than those without such
freedom. Clark, Tanner-Smith, and Killingsworth [8] concluded from their meta-
analysis that extra instruction (after gameplay, in the form of learning support) did not
produce any significant learning differences between game and non-game conditions
where compared. However, Wouters and van Oostendorp [14] conducted a meta-
analysis on the topic and, overall, found a positive, moderate effect of learning
supports (d = 0.34, z = 7.26, and p < 0.001), suggesting the use of learning supports
in games can, in fact, improve learning.
The challenge in the design of game-based learning is not just on how to integrate
learning through various design features and supports, but also on how to accurately
assess the player’s knowledge and skills, in real time, and at an actionable grain size.
The use of analytics, specifically, stealth assessment [15] built through evidence-
centered design [16] is one possible solution. Evidence-centered design (ECD) is a
framework to build valid assessments and generate estimates of student performance.
It consists of conceptual and computational models working together. The three major
models include the competency model, the evidence model, and the task model.
The competency model is comprised of everything you want to measure during the
assessment. The task model identifies the features of selected learning tasks needed
to provide observable evidence about the targeted unobservable competencies. This
is realized through the evidence model, which serves as the bridge between the
competency model and the task model.
Stealth assessment is a specialized implementation of ECD, where assessment
is embedded so deeply into the learning environment it is invisible to the learners
[17]. Stealth assessment for game-based learning begins with a student immersed
in gameplay, producing a myriad of performance data, all captured in the log file.
Next, the automated stealth assessment machinery measures the observables from
the logfile data. It then outputs the results of the analysis to the student model (i.e., an
individualized competency model based on each student’s data) which then provides
estimates about the current state of the competencies for each individual student.
These estimates are used to provide personalized feedback and other types of learning
support to the player who continues to play the game and produce more performance
72 V. Shute et al.
data. Thus, the stealth assessment provides real-time estimates as the cycle continues
(for more, see [17]).
The use of analytics in the form of stealth assessment has many benefits. In a
well-designed video game, with embedded stealth assessment, students are fully
engaged in the experience. Student performance during this level of engagement
enables more accurate extraction of students’ knowledge and skills. Test anxiety can
cause students to perform below their actual ability on tests. Because it is designed
to be unobtrusive, stealth assessment frees students from the anxiety of traditional
tests and thus improves the reliability and validity of the assessment (e.g., [18, 19]).
Another benefit is that the stealth assessment can provide information about students’
competencies at a fine grain size. When compared with conventional assessments
like multiple-choice formats that yield a single summative score at the end, stealth
assessment delivers more valid, reliable, and cumulative information about a stu-
dent’s knowledge and/or skill development. Its automation means teachers do not
need to spend time on tedious tasks such as calculating scores and deriving grades.
Finally, stealth assessment models, once developed and validated, can be recycled in
other learning or gaming environments through the adjustment of the evidence and
task models to the particular game indicators (e.g., [20]).
While stealth assessment can provide accurate, detailed information about student
performance, it can also provide adaptive support. For example, different types of
learning support can be employed and tailored, per student. That is, the what, how, and
when of learning supports can be fit to the current needs of individuals. Effectively
integrating the assessment and associated supports relies on an iterative design and
testing process, with an eye toward adaptivity—where the supports are available or
delivered at the right time, and in the right form to maximally enhance learning.
Figure 1 illustrates the flow of events in the game, based on information captured
in the log file, automatically scored, and accumulated via the stealth assessment’s
models.
In our design-based research project, we aim to develop and test a methodology for
crafting valid and engaging game-based assessments and dynamically linking those
assessments to in-game learning supports (i.e., an adaptive algorithm and ongoing
feedback; see link 4 in Fig. 1). This methodology will contribute to the design of next-
generation learning games that successfully blur the distinction between assessment
and learning and harness the power of gameplay data analytics.
In this chapter, we (a) review the literature on various learning supports and
their influence on learning and performance in educational games, (b) describe our
own experiences with stealth assessment and the design and development of different
learning supports within a game called Physics Playground [2], (c) present the results
from recent usability studies examining the effects of our new supports on learning,
and (d) provide insights into the future of game-based learning analytics in the form
of stealth assessment that can be used for adaptation.
4 Game-Based Learning Analytics in Physics Playground 73
Many kinds of learning supports have been used and tested in educational games and
other kinds of learning environments. Overall, the results are mixed.
In their meta-analysis, Wouters and van Oostendorp [14] identified 24 different types
of learning supports and grouped them into ten categories. Here, we limit the focus
to three of their categories of support: modeling, advice, and modality. The category
of modeling includes supports that provide an explication or illustration of how to
solve a problem or perform a task in the game. The two most common supports
within the modeling category are: (1) scaffolding [21] and (2) worked examples (or
expert solutions) [22]. The main purpose of scaffolding is to focus attention via the
simplification of the problem at hand [23]. This can be accomplished by providing
constraints to the problem that increase the odds of a learner’s effective action as
they focus attention on specific features of the task in an otherwise complex stimulus
field. The main purpose of worked examples is to clearly demonstrate a solution to
the task, via human or computer. One possible criticism of this category of support
74 V. Shute et al.
is that learners can replicate a shown solution without having to think about the
concepts used to solve the problem.
The category of advice (e.g., [24]) refers to support that is intended to guide the
learner in the right direction without revealing the solution (as occurs with worked
examples). All types of advice (contextualized, adaptive or not) that are game-
generated can be grouped under this category. Many popular role-playing games
provide advice or hints through characters that players encounter in the game world.
These characters can give textual hints during dialogs with the player. Other games
allow players to buy hints with earned game rewards like coins or points. Generally,
including hints/advice in games is intended to provide support for struggling players,
but do they help learning? That likely depends on the type of hint provided (e.g.,
abstract vs. concrete), and how it is presented (e.g., [25]).
Finally, modality [26, 27] [12], like the name indicates, comprises learning sup-
ports provided via different modalities (e.g., auditory, visual, textual). Each type
can positively or negatively affect learning. For example, Moreno and Mayer [27]
found learners remembered more educational content, showed more transfer, and
rated more favorably virtual reality environments that used speech rather than on-
screen text to deliver learning materials. Providing materials via different channels, or
multimodality, is an important component of successful educational games [12]. Rit-
terfeld and colleagues found that multimodality positively affects knowledge gains
in both short-term (i.e., immediate posttest) and long-term (i.e., delayed posttest)
evaluations.
The two main questions about learning supports concern what to present (described
above), and when to make it available. Csikszentmihalyi [1] claimed that learners
learn best when they are fully engaged in some process—i.e., in the state of flow.
Inducing flow involves the provision of clear and unambiguous goals, challenging
yet achievable levels of difficulty, and immediate feedback (e.g., [28]). Based on flow
theory, a task that is too difficult can be frustrating and/or confusing while a task that
is too easy may be boring, thus the optimal state (of flow) resides between the two.
Similarly, Vygotsky’s zone of proximal development (ZPD) suggests that learning is
at its best when the learning materials are just at the outer edges of students’ existing
level of understanding and ability [29]. Considering these two aspects of deep learn-
ing—facilitating the state of flow and providing materials compatible with learners’
ZPDs—adaptive learning environments such as games can be used to facilitate both
by adapting to learners’ current competency state(s).
In this section, we define adaptivity—related to the timing of supports—as the
ability of a device to alter its behavior according to changes in the environment.
In the context of instructional environments, adaptivity can help to provide person-
alized instruction for different learners and facilitate the state of flow throughout
the learning process. An adaptive learning environment should monitor various (and
4 Game-Based Learning Analytics in Physics Playground 75
often evolving) characteristics of learners then balance challenges and ability levels
to improve learning (for more details on adaptivity in learning environments, see
[30]).
One way to include adaptivity in educational games is to use micro-adaptation
[31, 32]. This approach entails monitoring and interpreting the learner’s particular
behaviors, as with stealth assessment. Micro-adaptivity then may provide the learner
with appropriate learning supports and/or adjust various aspects of the game (e.g.,
level difficulty) based on the student model estimates without disrupting the state
of flow [31]. Adaptive games can adapt challenges to the current estimated levels
of player’s knowledge and skills [1], [29] and provide formative feedback [33] and
other types of support in unobtrusive ways [34].
In summary, previous findings suggest that the content of the supports, as well
as the timing of their availability/delivery, should be carefully designed according
to the game features to achieve specific instructional purposes. Cognitive supports
are needed in the game to bolster deep conceptual learning. In Physics Playground,
this means helping students move from a qualitative, informal understanding of
physics to a deeper, more conceptual, and formal understanding. In support of this
approach, Hatano asserts that conceptual knowledge gives “meaning to each step of
the skill and provides criteria for selection among alternative possibilities for each
step within the procedures” ([35], p. 15). Without a pairing between concepts and
procedures, students develop only routine expertise, which is the ability to solve
a narrowly defined set of predictable and often artificial (school-based) problems.
Routine expertise is not very helpful outside of the school setting because it cannot
be adjusted for and/or applied to real-life or unexpected situations (see [35, 36]).
We are interested in supporting adaptive expertise, which requires a student to
develop conceptual understanding which, in turn, allows that student to invent new
solutions to problems and even new procedures for solving problems. However,
providing such support in games is more complicated than in other types of interactive
learning environments. Cognitive support in games must reinforce emerging concepts
and principles to deepen learning and engender transfer to other contexts, but without
disrupting engagement while learners are immersed in gameplay.
We now present a case study illustrating how we have been incorporating and
testing various supports in our game called Physics Playground.
In this section, we elaborate on the process we have gone through to design, develop,
test, and revise our learning game, Physics Playground (PP). From its inception, PP
has gone through various changes which led to the development of different versions
of the game. For simplicity, we refer to the first version of PP as PPv1, and to the
current version of PP (with new task types, learning supports, an incentive system,
open student model, and other features) as PPv2. Finally, if what we are referring to
is general, we simply use the term PP.
76 V. Shute et al.
The first step we took to develop PPv2 was to redefine our previously rather sparse
physics competency model. The new physics competency model (see Fig. 3) was
guided by the Next Generation Science Standards (NGSS) and designed through an
iterative process with the help of two physics experts.
New Task Type. The expanded competency model required the addition of new
game tasks to the task model to elicit the new evidence. We needed to accurately
measure students’ proficiency levels per concept with the stealth assessment, so
we designed a new task type, manipulation levels. In manipulation levels, drawing
is disabled, and new features are used to move the ball to the balloon. The new
features include (1) sliders related to mass, gravity, and air resistance, (2) the ability
to make the ball bounce by clicking the bounciness checkbox, and (3) new sources
of exerting external force (e.g., puffer, and static and dynamic blowers) to solve a
level. For example, Fig. 4 shows a manipulation level called Plum Blossom. In a
manipulation level, students get an initial situation with a predefined value for each
slider. Then, students can manipulate the variables (i.e., sliders) to solve the level.
When the Plum Blossom level is played initially, the ball falls, due to gravity, and
it is not possible to elevate the ball and hit the balloon. To solve Plum Blossom, the
player must change the gravity value to zero and use the blue puffer on the left side of
the ball to exert a little force. With no gravity, the ball moves slowly to the right and
hits the balloon. We designed and developed 55 new manipulation levels targeting
various physics concepts in our physics understanding competency model.
We tested the new task type in our first usability study. Based on our obser-
vations and interviews, students enjoyed playing both sketching and manipulation
levels. For the sketching levels, students enjoyed drawing on the screen and invent-
ing creative solutions. However, sketching levels were reported as more difficult than
manipulation levels by students. For the manipulation levels, students liked the direct
maneuvering of the physics variables and the ability to see immediate results of the
change in variables. They also liked that they were not limited by their ability to
accurately draw and could focus more on controlling the movement of the ball.
Along with new task types, we also developed other features for the game, such as
new game tutorials, the help interface and support content, and an incentive system.
Game Tutorials. Originally, the game tutorials were interactive videos, placed
in two separate playgrounds—sketching tutorials and manipulation tutorials. The
tutorials introduced essential game tools relevant to our two task types. Students
watched how to do something and then had an opportunity to try it. Usability testing
revealed that the tutorials were not particularly effective. They were too long, and
students could not accurately recall the information later when playing the game.
Based on these results and several rounds of revision, the tutorials are now interactive
levels with on-screen instructions. Sketching tutorials illustrate how to draw simple
machines. For example, in Fig. 5, you can see the lever tutorial, with on-screen,
step-by-step instructions. If students follow the instructions, they can easily solve
the level, get a silver coin ($10), and move to the next tutorial. Manipulation tutorials
show how to use the puffer/blower (that can exert a one-time and small force or a
constant force), sliders (i.e., for mass, gravity, and air resistance), and the bounciness
function.
4 Game-Based Learning Analytics in Physics Playground 79
Learning Support. When designing the learning supports for PP, we had two
major components to develop: (1) the location in the game and user interface for the
supports and (2) the content and type of supports to offer.
Support Location and Interface. In the first version of PPv2, the learning sup-
ports were accessed via the “Support Kit” button located on the left side of the
screen. Clicking on the button opened the support menu (Fig. 6). However, in the
first usability study, students generally did not voluntarily click the button to open the
Fig. 7 New “Help” button (left) and help menu (right) in PPv2
help menu. Consequently, we decided to revise the color, name, and position of the
button to make it clear and visually appealing. Thus, we designed a “Help” button.
The current support interface of the game begins in a level with a player clicking
the help button, located in the lower-right corner of the screen (Fig. 7). This trig-
gers a pop-up window showing three options: “Show me the physics”, “Show me a
hint/solution,” and “Show me game tips.”
The first two options provide two different paths: learning support or gameplay
support. “Show me the physics” comprises the modality-related, content-rich learn-
ing supports where students can learn about physics phenomena via multiple rep-
resentations. “Show me a hint/solution” focuses on game action-oriented, problem
solution modeling. Finally, Show me Game Tips is where students find game rules and
tutorial reminders. Below are descriptions of each of these support options, including
their development process.
Support Content. In parallel with designing and developing the support interface,
we developed numerous learning supports for PPv2: (1) worked examples, (2) ani-
mations, (3) interactive definitions, (4) formulas, (5) Hewitt videos, (6) glossary,
and (7) hints. In line with Wouters and van Oostendorp’s categorization [14], our
worked examples serve the function of modeling; our hints focus on advice; and our
animations, formulas, Hewitt videos, and glossary promote conceptual understand-
ing via dynamic modalities (i.e., each physics concept in the game can be presented
across multimodal representations of the targeted physics knowledge). We designed,
developed, tested, and revised these learning supports across three usability studies.
Each usability study focused on a different set of supports.
Show me the Physics. Clicking Show me the Physics leads the student to the
physics support page showing the following options: “Animation”, “Definition,”
“Formula,” Hewitt video,” and “Glossary” (note that the formula option is not present
if the concept does not have an associated formula or equation, see Fig. 8).
Animations. The animations integrate gameplay and support for learning. The
team reviewed all the game levels, both sketching and manipulation, focusing on
how the level was solved and the competencies with which it was linked. A separate
animation has been or will be developed for each intersection of solution agent (i.e.,
simple machine) and competency. The new support videos utilize the game levels
4 Game-Based Learning Analytics in Physics Playground 81
to illustrate the physics concepts through failed and successful solution attempts.
Narration and on-screen text with video pauses provide an overlay of the physics
involved. The new physics animations, with narration, connect the physics concepts
with how they are applied in the game to solve a level.
Interactive Definitions. Originally, this was an online document entitled, Physics
Facts, which when clicked, led to a non-interactive physics term list, showing def-
initions and short examples. The results of the first usability test showed students
did not like or use this support. They reported it as an intensive reading, that lacked
visuals and/or interactions, and was not at all like the other game components. Based
on these results, we transformed the boring, static support into an interactive, drag-
and-drop quiz. Players now, interactively, construct definitions of terms, like a Cloze
task [39]. Clicking definition opens a window showing an incomplete definition with
five blanks, five options, and a relevant animation of the term/concept. Students drag
each of the five phrases to the correct blanks within the definition. If the dragged
phrase is not correct, it snaps back to its original place. When the blanks are correctly
filled, a congratulation message pops up and displays the complete definition of the
term.
• Formulas. In collaboration with the physics experts, we created annotated mathe-
matical formulas for the physics terms. Clicking on the formula option reveals the
formula, along with a short explanation of each component/variable.
• Hewitt videos. Hewitt videos allowed students to watch a short (1–2 min) physics
video developed by Paul Hewitt explaining the primary concept related to the
level. The physics experts helped select the most relevant videos for the game
competencies. With Paul Hewitt’s permission, the team edited the length of the
videos to make them illustrate a targeted competency.
• Glossary. The glossary provides brief explanations of 28 physics terms. The terms
have been selected, edited, and revised by the physics experts.
82 V. Shute et al.
Show me a Hint or Solution. Clicking on this option takes the student to either
a worked example or a hint—both of which are linked to the specific level being
played.
• Worked examples. Worked examples are videos of expert solutions of game levels.
All worked examples are less than a minute long with the majority being less than
30 s. We created at least one worked example for each game level and solution
agent (130 + levels—both task types). From our first and second usability studies,
we found that students liked worked examples and selected this support more
frequently than any of the other types. However, this support enabled students
to solve levels without thinking or problem solving first. Consequently, our new
incentive system (discussed in detail later) charges for viewing this support.
• Hints. In the first version of PPv2, this support was called Advice. When this support
was selected, it triggered a short, general hint for solving a level (e.g., “Remember
that a larger force will cause an object to accelerate faster”). Results of the first
usability test showed this support was not effective. Students commented that the
advice was too vague and thus unhelpful. So, we replaced the original advice with
level-specific physics solution hints (e.g., “Try drawing a ramp”).
Show me Game Tips. If students are playing the game for an extended period of
time, they will likely forget some of the game mechanics and ways to draw different
simple machines (e.g., ramp or lever). Consequently, we developed a support related
to gameplay—show me game tips. When students select this support, a window
opens with tabs that each contains game play reminders (Fig. 9).
• “Controls” and “Simple Machines.” These only appear when the player is in a
sketching level. When a student clicks on the “Controls” tab, a scrollable page pops
up showing game mechanics (i.e., nudge, draw an object, and delete an object for a
sketching level, etc.). When a student clicks on the “Simple Machines” tab, images
of the four simple machine tutorials (i.e., lever, pendulum, ramp, and springboard)
appear. Each image is clickable and can be enlarged. By viewing the larger images,
learners can quickly see how to create the agents without going through the full
tutorials again.
• Tools. This option only appears when the player is in a manipulation level. Here
players view rules for the sliders and a short explanation about other tools available
(i.e., puffers and blowers).
• My Backpack. In both sketching and manipulation levels, “Show me Game Tips”
includes “My Backpack.” A screenshot from “My Backpack” will be shown with
textboxes pointing at different parts of “My Backpack” explaining the various
functions.
Incentive System. To encourage student performance and use of learning sup-
ports, we added an incentive system in PPv2. Most of the incentive system is con-
tained within My Backpack (accessed via the top left corner of the level selection
area in PPv2). When clicked, My Backpack provides information about progress in
the game, as well as a space to customize game play (Fig. 10). That is, two progress
bars—one for sketching levels and one for manipulation levels—show how many
levels the student has solved and how many remain. A money bag displays their
current balance with a drop-down function that shows the amount of gold and silver
coins they have collected so far. The “Physics” tab shows the estimated competency
level for each targeted physics concept (based on real-time stealth assessment), and
the Store tab provides options to change the background music, background image,
or ball type. This customization is an additional component of the incentive system
and must be purchased by students with the money they make in the game.
Each level in the game has a “par” that is based on the degree of difficulty of the
level. Each level was scored on two difficulty indices, game mechanics and physics
concepts. A composite score was used to create the par. For sketching levels, the
par is based on the minimum number of objects used in a solution. For manipulation
levels, the par is based on attempts (i.e., each time a slider adjustment is made and the
“Play” button clicked). If the player’s solution is at or under par, a gold coin (worth
$20) is given, and otherwise, a silver coin (worth $10) is awarded to the player. In
Fig. 11, you can see that the player has collected eight gold coins and two silver
coins, and the amount of money is $180.
The purpose of our most recent usability study was to investigate the effectiveness of
the new animations when combined with gameplay, and pilot test a set of new near-
transfer test items we developed as an external measure of physics understanding. For
these purposes, we selected two minimally overlapping concepts in our competency
model: energy can transfer (EcT) and properties of torque (PoT).
The new learning supports we included in PPv2 for this study consist of seven new
physics animations explaining the EcT and PoT concepts. The production of these
supports was an outcome of our previous usability studies.
4.2 Measures
4.3 Method
4.4 Results
Despite the limitations of this usability study (i.e., small sample size, short gameplay
time, and lack of control group), we obtained some useful findings that can help us
improve the game for future, larger studies. We first examined the near-transfer items
and identified a few problematic items. Then, we examined the mean differences
between the various subsets of the pretest and posttest. Finally, we looked at the
game and learning supports satisfaction questionnaire to see how the students felt
about the game in general and the learning supports in particular.
Item Analysis. Cronbach’s α for the EcT near-transfer items (both pre- and
posttest items) was 0.61, and the α calculated for the PoT near-transfer items (pre-
and posttest items) was 0.38. We found three items with zero mean variability (either
all the students got those items wrong or right) and three items showing near-zero
mean variability (only 1 or 2 students got those items right). These items have been
revised for future use. It is expected that when we pilot test these revised items and
have a larger sample size, we will obtain a higher reliability for these items.
4 Game-Based Learning Analytics in Physics Playground 87
Table 1 Descriptive statistics, paired-sample t-tests, and correlations for physics measures (n =
14)
Pretest Posttest Paired-sample Correlation (pre
t-test (pre and and post)
post)
Measures M SD M SD t (13) sig. r sig.
EcT 0.44 0.25 0.54 0.16 −1.71 0.11 0.51 0.06
PoT 0.76 0.16 0.76 0.22 0.00 1.00 0.20 0.49
Near transfer 0.60 0.12 0.65 0.18 −1.61 0.13 0.53 0.04*
Far transfer 0.48 0.15 0.57 0.18 −1.44 0.17 0.05 0.87
All items 0.57 0.07 0.63 0.09 −2.20 0.04* 0.22 0.44
Note The means are standardized averages
* Significant at the p < .05. EcT = near-transfer EcT items. PoT = near-transfer PoT items
88 V. Shute et al.
on the right path. However, we have revised our near-transfer items (based on item
analysis results) and will conduct more pilot testing on those items before using them
in larger studies. Also, we will collect more qualitative data on our new learning
supports with further rounds of revisions as needed. The reflection on students’
learning experiences prepares us for the next phase of the project—implementing an
adaptive algorithm into the game. Next, we discuss the remaining steps needed to
include adaptation using game-based learning analytics in PPv2.
4 Game-Based Learning Analytics in Physics Playground 89
Shute, Ke, and Wang [17] listed ten steps—derived from multiples studies conducted
relative to stealth assessment—to include accurate measurement and adaptation in
PP:
1. Develop the full competency model (CM) of the targeted knowledge, skills, or
other attributes based on full literature and expert reviews
2. Select or develop the game in which the stealth assessment will be embedded
3. Identify a full list of relevant gameplay actions/indicators/observables that serve
as evidence to inform CM and its facets
4. Design and develop new tasks in the game, if necessary
5. Create a Q-matrix to link actions/indicators to relevant facets of target compe-
tencies to ensure adequate coverage (i.e., enough tasks per facet in the CM)
6. Establish the scoring rules to score indicators using classification into discrete
categories (e.g., solved/unsolved, very good/good/ok/poor relative to quality of
the actions). This becomes the “scoring rules” part of the evidence model (EM)
7. Establish statistical relationships between each indicator and associated levels
of CM variables (EM)
8. Pilot test Bayesian networks (BNs) and modify parameters
9. Validate the stealth assessment with external measures
10. Include adaptation of levels and/or support delivery in the game.
At the time of writing this chapter, we have completed steps 1 through 8 with
the new version of PP. That is, we have revised/elaborated the competency model of
physics understanding, (b) created task types and associated levels that provide the
evidence we need to assess students’ physics understanding via stealth assessment,
(c) developed and tested a variety of learning supports to help students enhance their
physics knowledge during gameplay, and (d) set up an incentive system that can
boost students’ motivation to use the learning supports in the game. In the coming
months, to complete the 10-step guideline mentioned above, we will add and test
online adaptation [41] in PP for the selection of levels and learning supports delivery.
Level Selection. During gameplay, students provide a plethora of data (stored
in a log file). The data are analyzed by the evidence identification (EI) process—
in real time. The results of this analysis (e.g., scores and tallies) are then passed
to the evidence accumulation (EA) process, which statistically updates the claims
about relevant competencies in the student model—e.g., the student is at a medium
level regarding understanding the concept of Newton’s first law of motion. Using the
stealth assessment results in PP, and based on an adaptive algorithm (see [19]), the
system will pick the next level for the student. The best next level for a student is one
with a fifty-fifty chance of success based on the student’s prior performance in the
game. In other words, the next level presented to the student will likely be in his/her
ZPD [29].
90 V. Shute et al.
Learning Supports Delivery. Currently, and in line with the game design notion
of learner autonomy in game play, we allow players to access the help voluntarily.
We will be testing the incentive system in an upcoming study, to see if it works as
intended (i.e., fosters use of physics supports and reduces abuse of worked exam-
ples). However, we have also developed a quit-prediction model that uses gameplay
data in the log file as the basis to make inferences about when a player is seriously
struggling and about to quit the game [42]. The model is based on high-level intuitive
features that are generalizable across levels, so it can now be used in future work
to automatically trigger cognitive and affective supports to motivate students to pur-
sue a game level until completion. To move toward game-directed learning support
adaptivity, we plan to include some simple rules that accompany the quit-prediction
model to determine when to deploy supports and which supports to choose.
6 Conclusion
Acknowledgements We wish to express our gratitude to the funding by the US National Science
Foundation (NSF #037988) and the US Department of Education (IES #039019) for generously
supporting this research.
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Chapter 5
Learning Analytics on the Gamified
Assessment of Computational Thinking
1 Introduction
2 Related Works
In order to make an insightful analysis about the use of learning traces, and how
they can be used to improve the assessment process of Computational Thinking, it
is necessary to look at previous research done in the matter. Also, in this chapter, a
brief review of previous gamification approaches aimed for assessment is shown.
The concept of Computational Thinking can be seen as a very broad term, one of its
most cited definitions was provided by Wing [1] as: “the thought processes involved
in formulating problems and their solutions so that the solutions are represented in
a form that can be effectively carried out by an information-processing agent”.
The assessment of Computational Thinking, especially in children, has been a
very active research field. One of the most influential works is provided by Resnik
and Brennan [7]. In which they describe how the use of interactive programming
tools (such as Scratch1 ) could help kids in the process of learning key concepts of
Computational Thinking, while learning computational practices and developing and
sharing their own computational perspectives.
The complexity involved in the development of Computational Thinking, and the
push for Computer Science (CS) related courses into formal environments, reveals
the need for a standardization of the curriculums and assessment processes [5, 8].
The research done by Werner [9] shows the need for a curriculum definition as a
big challenge for CT-related courses to gain widespread use. Additionally, research
suggests that the use of visual programming languages (such as Scratch) could greatly
ease the early adoption of CT concepts and practices from the infancy developing
stages [10–14]. Also, many works into standardizing the CT assessment processes
suggest that approaching CT assessment into three separate dimensions (concepts,
practices, and perspectives) would be beneficial, as each one addresses in a unique
way the mechanisms involved into CT [2].
Finally, this suggests that the research on the field is only in an early definition
stage, and that multiple “empirical” approaches are prevalent on the field [9, 15,
16]. This might suggest that a LA approach to the assessment process, based on a
heavily used and recognized CT assessment framework, could add some insight into
the field.
1 Scratch is a visual programming language that enables the creation and sharing of multimedia
content [13].
98 J. Montaño et al.
2.2 Gamification
The concept of Gamification and its applications in a learning environment has been
also a very widespread subject of study. Meanwhile, some research has been done
studying the use of particular Gamification techniques (like badges, leader-boards,
etc.) [5, 17], there has been some research related to how the use of a more involved
gamified environment, through the use of storytelling and role-playing, could benefit
the students’ engagement levels [5]. The work proposed by Nicholson [18] suggests
that the implementation of some key components into the gamified environment,
with a user-center design philosophy in mind, could greatly improve the engagement
levels of its students, through the generation of user meaningful content.
Also, the process to implement a gamified platform it’s a very important step into
the success of the platform itself. Therefore, the work of Morschheuser [19] which
seeks to study and synthesize the best practices for the implementation process,
which includes a deep analysis of the target user base, a deep involvement of the
targeted users into the design and iteration process, and a continuous review of the
platform, resulting in a method for gamification design.
The studies proposed by Liu and Chu [20] allow observing a great impact between
the use of gamification—if it is highly related to educational contents—, motivation
and levels of interest, which has a high correlation with a better academic performance
in general. Because of this, it is worthy to mention the work proposed by Nicholson
[18]. This framework is presented as a set of basic principles that allow the creation
of a gamified environment, facilitating the creation of value and meaning for users
regarding the educational contents which are included in a specific environment.
These principles are given as follows:
• Theory of organismic integration: It is responsible for exploring how, and in
what quantity, different types of external motivations can be integrated with the
underlying activity (activity to be gamified) and internalized in the user’s con-
sciousness.
• Situational relevance: Involves, in some way, the user in the process of selection
of goals in order to facilitate correlation between those goals and goals that the
user has previously internalized.
• Situational motivational affordability: Suggests that a user will have higher
levels of intrinsic motivation if there is a relationship between the subject of study
and the context of the student.
• Universal design for learning: Defines guidelines for the creation and design
of content. The former under the premise that students should be responsible for
demonstrating their competence in learning processes.
• Content generated by the player: Allows the content developed by the player
to extend the life of a game and allow designers to see how creative users can be
with the toolkits provided.
5 Learning Analytics on the Gamified Assessment of Computational … 99
Other approaches focus on the uses of machine learning to analyze code patterns from
student-submitted work and predict their future performance and finally their final
exam grade; these works suggest that recommendation systems, based on feedback
loops, could improve the students learning processes [21–23].
Finally, it is noteworthy that the implementation of LA techniques in the assess-
ment process could not only benefit the students but also the teachers, heavily reduc-
ing time and human resources needed for properly manage a CT course [24]. The use
of LA could result in a helpful tool in order to analyze and manage the assessment
processes involved in our study.
A summary of the previously discussed papers is shown in Table 1
3 Method
To collect the Learning Traces (LT) data for our study, we develop our process based
on the learning analytics cycle proposed by Clow [26] (Fig. 1). In order to create a
5 Learning Analytics on the Gamified Assessment of Computational … 101
Student Data
interview Gathering
Metrics
Review
cyclical process, we first gathered some basic profile info from our students, coupled
with some questions related to the familiarity the students had with their computer
usage. With that initial info, we created a starting assessment for the students in order
to assess the level of previous CT of the students.
Our cycle starts with the student assessment, in which the students receive an
assessment previously design and solved by the teacher; when finished, the assess-
ment results are gathered and processed in a data base, the captured data contains
code-related info such as dead scripts, duplicate scripts, total blocks, total scripts; and
even more specific data such as the criteria described in the CT framework suggested
by Resnick [7]. The platform gathers data on each criterion in the following way:
• Abstraction and pattern recognition: when all the needed programming blocks are
used and when the system detects user-created blocks and the use of clones.
• Data collection: usage of input blocks, variables, and sensors.
• Parallelism and synchronization: usage of two threads starting with a green flag
block or more than one type of event.
• Flow control: usage of simple blocks (if, for, while), use of complex blocks and
use of nested blocks.
• Information analysis: usage of the basic logical operators, complex logical oper-
ators, and nested logical operators
• Decomposition of problems: usage of two threads per sprite.
• Algorithmic thinking: usage of sequences.
After this, an analysis on the data gathered was conducted by the teacher, followed
by a student interview in which assessment feedback is given, and finally the teacher
creates individual interventions on the students learning route. These parts of our
cycle are described in more depth on latter sections in this chapter.
102 J. Montaño et al.
4 Gamified Platform
2 http://heratest.azurewebsites.net.
5 Learning Analytics on the Gamified Assessment of Computational … 103
representation of the benefits and consequences of their use of the CT concepts and
practices, this mechanism is shown in Fig. 4.
For example, a graphic representation for the assessment of the correct use of
threads and parallel programming would be represented in a series of trucks which
must deliver some packages from left to right (Fig. 5). Then, only the students which
uses a correct number of threads considering the challenge’s available resources (in
this case the number of path lanes) would optimize the number of trucks on the road
while preventing traffic. This is similar to how programmers use threads to optimize
the use of CPU cores available while preventing throttling. After all is set and done,
the students must discuss their conclusions with their peers and the teacher, which
must enable them to reinforce the concept and let the students develop their own
CT perspectives by thinking of real-world scenarios in which they could use those
concepts and practices.
Later on, the teacher can make a manual review of the students’ submitted code
and post their approval. By doing this, the app gives a student some prizes such as
badges or achievements based on the manual assessment results. The student can
also view and compare the progress made by their pairs. Also, the teacher can access
to an overview of all of the course’s traces and input the suggested challenges to be
completed by the students, and thus, changing the learning environment to better fit
the student’s progress into the course.
Over the course of our experiment, we used HERA to assist the assessment process
of three CT courses. The assessment processes were carried out on a southwestern
Colombian high school. The first course had a total of 12 students, with ages between
12 and 17. The second had a total of 22 students, with ages between 12 and 17, and
the third one had a total of 24 students, with ages between 12 and 17. It is noteworthy
that all of the students had a basic knowledge of programming with Scratch and thus,
every course had the same challenge curriculum. The criteria used in the challenge
assessment were our Learning Traces. Those were grouped into seven main categories
described as follows:
• Abstraction and pattern recognition: Which focuses on not having unused code,
the use of functions in the code, and the use of clones of blocks of code (a specific
functionality of the Scratch environment).
• Flow control: Assessment of the correct use of every control instruction (such as
if and for statements), and also the adequate use in nesting those statements.
• Input control: Assessment of the adequate use of statements designed to capture
user input into the code, the naming of variables, and the use of non-user-defined
variables.
• Data analysis: Assessment of the treatment and transformation of the data through
the use of data transformation blocks or statements, and also their adequate nesting
if necessary.
• Parallelism and threading: Assessment of the adequate use of threading and
multi-tasking enabling blocks.
5 Learning Analytics on the Gamified Assessment of Computational … 105
4.5
4
3.5
3
2.5
2
1.5
1
0.5
0
course’s major trends, thus, making a great reference in order to be compared with
any student’s individual results.
An overview of all of the analyzed traces are as follows:
• Advanced event use.
• Nested logical operator uses.
• Data input blocks use.
• Basic logical operators use.
• Clone use.
• Events use.
• List use.
• Complex logical operators use.
• Correct message use.
• Multiple threads use.
• Non-unused blocks.
• Sequences use.
• Shared variable use.
• Sprite sensing use.
• Use two green flag blocks.
• Medium complexity blocks use.
• Nested flux control blocks use.
• Simple complexity blocks use.
• User defined blocks.
• Variable declaration and usage.
• Non-user-defined variables usage.
As an example of our intervention process, the teacher observed two main trends
in a student’s code submissions, which were: having unused blocks and adequate use
of flow control blocks. Then the teacher proceeded to interview the student about the
thought process involved during his previous assessments, which helped the teacher
found out that the student did not understand the consequences of leaving unused
code in his developments. Once the teacher had a clear opinion on the difficulties
to be addressed, an adequate intervention, by setting the student’s next challenge,
which focused on a bigger code project so chunks of unused code would make sig-
nificantly harder to debug for errors and introduce new changes. Finally, the teacher
approaches the student with valuable feedback in order for him to finish the challenge
successfully, explaining to him the advantages to have a clean and well-structured
code. This process is done with every student in the course, once per session.
6 Discussion
Observing the courses of our experiment, we noticed that the use of an online gamified
platform had an impact on the students’ behavior. Based on student feedback, we
conclude that there was an eagerness by the students to use the platform, although
5 Learning Analytics on the Gamified Assessment of Computational … 107
it could have been by the novelty of the platform itself, and thus a study with a
prolonged time span is suggested for further research.
Additionally, we observed competition between the students while comparing
their assessment results into the app, which cause them to improve their results in
order to “beat” their peers. Therefore, a competitive multiplayer aspect could be
integrated directly into the app, letting the students easily compare their assessment
results and promote healthy competition in the classroom.
Teachers also had a significant improvement while using the application. Based
on their feedback, they note that a significant amount of time is reduced in the process
of preparing their class content and assessments. Also, the app helps the teachers
know what the students are doing at any time during their class sessions.
It is noteworthy that, for this experiment, there was a small amount of data to
be analyzed. Thus, the interventions made into the learning environments, with the
generated metrics, were made manually by the teacher. However, the data being
bigger a deeper and automatic intervention should be made in order to ease the work
of the teacher. The early detection of learning difficulties, or the use of bad coding
practices, was one of the benefits of the learning traces analysis provided in the app.
As mentioned previously [9] the lack of a defined CT curriculum is one of the
main challenges in order to CT courses to gain widespread use. However, assessing
CT related courses by reviewing student-submitted code has proven to be a great
tool, because the insight provided about the students’ thought processes involved.
Additionally, the works provided by Grover [2] suggest that a standard question quiz
is not helpful in order to assess CT. Additionally, it is very important to pair the
automatic assessment process with external interventions [11]—usually provided by
the teachers.
Because of the way the app let teachers focus on students with learning difficulties,
they can quickly engage with them and address the issues directly, reinforcing the
concepts that were misunderstood or applied incorrectly. Therefore, the use of an
online platform should not be used as a replacement for the teacher, but as a tool to
improve the learning environments.
7 Conclusions
In this chapter, we have discussed the use of learning analytics and gamification
on the assessment process of Computational Thinking (CT). Over the course of our
experiment we implemented a web app, called HERA, made to ease the assess-
ment process by automating the code review, gathering learning traces based on the
student implementations of the CT concepts and practices described earlier, and pro-
cessing those traces in order to make metrics that allow teachers to make insightful
interventions into their learning environments.
The usage of the app consisted of the definition and submission of CT course
assessments, called challenges. Those would be completed by the students and then
submitted into the app. The learning traces gathered was done on every student’s
108 J. Montaño et al.
challenge submission, where the app would analyze the submitted code in order to
find the number of occurrences of the CT components and practices. Once the info
was gathered, the app would display the metrics needed in order to help the teacher
make an adequate intervention, by selecting the student’s next challenge, into their
learning environment.
The app allowed the Teacher to observe the students’ evolution in an easy way
while allowing students to be assessed in a fun way by the means of gamification.
As the app gathers relevant data, it helps teachers, in a semi-automated way, to be
insightful into their students’ performance thus, allowing meaningful interventions
on the learning route of each student.
In conclusion, not only we found relevant the use of learning analytics into the
assessment process [3], but also the use of an automated platform which could benefit
the learning processes into formal learning environments.
However, there were some limitations in the implementation and use of our exper-
iment, mainly in the amount of analyzed data. The latter suggests that a similar study
with larger amounts of data could result in a system that could automatize the inter-
vention process.
Overall, the use of Learning Analytics had an impact, in both students and teachers.
Based on the results it seems like a viable tool for the use in formal environments.
However, it is noteworthy to mention that the platform should be used as a tool and
not as a replacement because it enhances the teacher’s ability to reach their student
and it is not intended to substitute a teacher’s capabilities.
Future work includes the assessment of the application Hera itself, to measure
subjectively or objectively, how students get motivated and what implications the
app has on the efficiency for teachers. Also, the app is intended to be used as a relief
on the nervousness often experimented by the assessed students, hence, observations
on these matters are still pending.
In any case, the application is currently undergoing development and it can be
accessible through the web. We request interested readers to contact the authors in
order to get the URL and access to the platform (which is in the Spanish language
in its current version).
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Part III
Academic Analytics and Learning
Assessment in Educational Games and
Gamification Systems
Chapter 6
iMoodle: An Intelligent Gamified Moodle
to Predict “at-risk” Students Using
Learning Analytics Approaches
Mouna Denden, Ahmed Tlili, Fathi Essalmi, Mohamed Jemni, Maiga Chang,
Kinshuk and Ronghuai Huang
1 Introduction
Distance educational systems have gained increasing use within institutions in the
twenty-first century since they offer e-learning options to students and improve the
quality of traditional courses in classrooms. These e-learning systems, such as Mod-
ular Object-Oriented Dynamic Learning Environment (Moodle), provide students
different types of activities, such as preparation of assignments and quizzes, and
engagement in discussions using chats and forums. Moodle is one of the most well-
known free and open-source e-learning platforms which allows the development of
interactive and simple online courses and experiences [1].
However, the distributed nature of distance learning has raised new challenges. For
instance, unlike classrooms, it becomes much harder for teachers in distance learning
to supervise, control and adjusts the learning process [2]. In massive open online
courses, where thousands of students are learning, it is very difficult for a teacher to
consider individual capabilities and preferences. In addition, the assessment of course
outcomes in Learning Management Systems (LMSs) is a challenging and demanding
task for both accreditation and faculty [1]. Anohina [3] stated that it is necessary to
provide an intelligent system with adaptive abilities so it could effectively take the
teacher role. Researchers suggested using Learning Analytics (LA) for representing
important information about students online [2]. In this context, Siemens [4] defined
LA as “the use of intelligent data, learner-produced data, and analysis models to
discover information and social connections, and to predict and advise on learning”.
Learning analytics is recently a hot topic among researchers and educators where
various groups, societies, and journals are encouraging the research in LA field and
the practice in higher education [1].
LA is often integrated into online learning environments, including Moodle,
through the use of plugins. However, plugins usually require a considerable effort,
most often involving programming, to adapt or deploy them [2]. This can limit
their use by teachers. In addition, to the best of our knowledge, no plugin is reported
online which provides real-time interventions to students for a better learning process.
Additionally, several studies highlighted the effectiveness of applying gamification
in online learning environments to motivate and engage students [5, 6]. Gamification
refers to the use of game design elements, such as badges and points, in non-gaming
contexts [7].
Therefore, this paper presents an intelligent gamified Moodle (iMoodle), based
on a newly developed online LA system named Supervise Me in Moodle (SMiM),
which: (1) provides dashboards for teachers to easily help them supervise their stu-
dents online; (2) predicts at-risk students who might fail to pass their final exams.
Specifically, the use of some game design elements might help in predicting students’
with lower performance and who can be at-risk of failing to pass their final exams;
and, (3) provides real-time interventions, as notifications, by providing supportive
learning content for students while learning.
The rest of the paper is structured as follows: Sect. 2 conducts a literature review
about gamification and learning analytics. Section 3 presents the implemented frame-
6 iMoodle: An Intelligent Gamified Moodle to Predict … 115
work of the gamified iMoodle with the use of SMiM system. Section 4 explains the
experimental procedure for evaluating iMoodle and discusses the obtained results.
Finally, Sect. 5 makes a conclusion with a summary of the findings, limitations and
potential research directions.
2 Related Work
2.1 Gamification
Various approaches were proposed in the literature to motivate students and increase
their learning outcomes. One of these approaches is gamification which refers to the
use of the motivational power of digital games via the application of game design
elements, such as badges and leaderboard, in non-gaming context to engage and
motivate users [7]. According to Kapp [8], gamification is defined as “using game-
based mechanics, aesthetics and game thinking to engage people, motivate action,
promote learning, and solve problems”. Many researchers discussed the effectiveness
of gamification in educational contexts [5, 9, 10]. For instance, Kim, Song, Lockee
and Burton [5] stated that gamification is an effective instructional approach that
is able to increase students’ motivation and engagement, enhance their learning
performance and promote collaboration skills. Brewer et al. [11] also found that
the application of gamification in a learning environment has helped in increasing
the percentage of task completion from 73 to 97%.
Several game design elements were reported in the literature that can be integrated
into educational contexts, but the most commonly used ones are Points, Badges
and Leaderboards (PBL) [12]. In this context, Garcia et al. [13] investigated the
efficiency of gamification by implementing PBL into programming course. They
found that students’ performance in programming tests increased by using a gamified
environment compared to a non-gamified environment. Similarly, an experiment
study by Hew et al. [14] at an Asian university reported that the integration of
points, badges and leaderboard have a positive impact on students’ motivation and
engagement to involve more in difficult tasks. Barata et al. [15] also included game
design elements like points, levels, leaderboard, challenges and badges to gamify a
Master’s level college course and found that gamification can be an effective tool to
enhance students’ attendance and participation,
Additionally, the implemented game design elements, such as points and progress
bar, can also give an overview of students’ progress and performance in a given
course. Therefore, several researchers suggested the use of these elements to moti-
vate students and also to provide teachers with feedback about their students’ per-
formance. This can further help them predict at-risk students [6, 16]. For example,
the number of the collected badges from the submitted activities and students’ rank
on the leaderboard, which is based on their collected number of points from their
interactions with the learning environment, are indicators of students’ performance
116 M. Denden et al.
in the course, hence they can be used to help the system predict the students with
low performance (at-risk of failing or dropping a class).
Learning analytics has emerged as a very promising area with techniques to effec-
tively use the data generated by students while learning to improve the learning
process. Van Barneveld et al. [17] defined LA as “the use of analytic techniques to
help target instructional, curricular, and support resources to support the achievement
of specific learning goals”. Powell and MacNeill [18] identified five potential pur-
poses of LA as follows: (1) provide students feedback about their learning progress
compared to their colleagues; (2) predict at-risk students; (3) help teachers plan inter-
ventions when needed; (4) enhance the designed courses; and, (5) support decision
making when it comes to administrative tasks.
Moodle offers several learning analytics tools to assess students’ performance and
to help in evaluating different skills and competencies. For example, GISMO [19]
is a visualization tool for Moodle which is used by teachers to analyze the learning
process of all students. It is incorporated within Moodle as an additional block. It
generates graphical representations to evaluate students’ behaviors, based on their log
data. MOCLog [19] analyzes online students’ interactions and provides summative
statistical reports for both students and teachers to enable them to better understand
the educational process. Analytics and Recommendations [20] uses visualization
techniques, namely colors and graphs, to provide information regarding students’
involvement in each activity of online course as well as recommendations to students
so that they can improve their attainment. LAe-R [21] is a plugin which is based
on the concept of assessment rubrics technique. LAe-R has various grading levels
and criteria that are associated with students’ data identified from the analysis of
their online interactions and learning behaviors. At-risk student reporting tool [22]
provides information for teachers, based on a decision tree model, about students
who might be at risk of failing a course.
All the above presented LA tools in Moodle focus mostly on offering various
criteria which help teachers in assessing design aspects of the effectiveness of their
provided online courses for improving their quality and for identifying opportunities
for interventions and improvements. However, despite the fact that predicting at-
risk students early in the semester can increase academic success [23], only one
tool focuses on doing so (i.e., At-risk student reporting tool). In particular, this tool
simply reports the at-risk students to teachers without providing them a medium for
interventions to help these students. In addition, most of the above-presented tools
are in the form of plugins which usually require a considerable effort, most often
involving programming, to adapt or deploy them [2]. To overcome these difficulties,
a new iMoodle is developed where its framework is described in the next section.
iMoodle differs from Moodle by having a built-in LA system, namely SMiM, which
easily helps teachers control the online learning process without going through the
6 iMoodle: An Intelligent Gamified Moodle to Predict … 117
Figure 1 presents the framework of the implemented gamified iMoodle [24]. iMoodle
aims to predict at-risk students as well as model students’ personalities to provide
them personalized interventions. Specifically, the student’s personality, as an indi-
vidual difference, was considered in this research due to its importance and influence
on the learning process and behaviors of students [25]. Therefore, modeling the stu-
dents’ personalities, for instance, whether they are extrovert or introvert, can enhance
their learning outcomes and specifically provide more appropriate interventions for
them if they are at-risk [26]. However, this paper mainly focuses on predicting at-risk
students, and personality modeling is beyond its scope. As shown in Fig. 1, during
the learning process, the students’ traces are collected in an online database and auto-
matically analyzed in order to extract knowledge and provide real-time interventions.
A learning analytic system SMiM is developed and integrated into iMoodle in
the Moodle block form where teachers can easily access it and keep track of their
students in each enrolled course. SMiM has three layers, namely: (1) privacy layer
keeps students’ traces safe; (2) analysis layer uses both data mining and visualization
techniques to extract useful information for teachers; and, (3) reporting layer predicts
at-risk students, implicitly model personality based on the students log data, and
provides reports and real-time interventions while learning. Each of these layers as
well as the gamified iMoodle are explained in the next subsequent sections.
3.2 SMiM
The three main layers of the SMiM learning analytics system are detailed below.
Privacy Layer. This layer aims to keep the online students’ privacy safe with the
login and password authentication method. In this context, to access the reports
and information provided by SMiM, the teacher should have his/her session already
active on iMoodle (i.e., the teacher has already entered his/her credentials to access
iMoodle and chosen his/her courses). If not, the teacher will be redirected to the
authentication interface. This keeps the information regarding students safe where
only authorized teachers can have access to it. In particular, the student’s password is
encrypted and stored within the online database. In addition, the Secure Sockets Layer
(SSL) protocol is used to ensure a secured communication of students’ data within
iMoodle. Furthermore, since the collected data and the obtained analytics results,
recommendations and interventions should have a pre-defined time for how long
they are going to be stored and used [29], the collected traces and generated reports
are stored for a pre-defined period (one academic year) before they are automatically
deleted.
Analysis Layer. This layer aims to analyze the students’ collected data in order
to extract useful information for teachers, predict at-risk students and generate real-
time interventions for them. Specifically, SMiM uses both data visualization and data
mining techniques to analyze these traces. Data visualization is the use of computer-
supported, interactive, visual representations of abstract data to amplify cognition.
This can be achieved, for example, using tables, charts and histograms. In this context,
SMiM uses data visualization to provide statistical reports for teachers to control the
learning process and keep track of their students. Data mining, on the other hand, is
the process of applying a computer-based methodology for discovering knowledge
from data. In this context, SMiM uses association rules mining based on Apriori
algorithm, to predict early in the semester at-risk students within iMoodle who would
likely fail their final exams of a particular course, hence increase academic success
by providing early support.
Association rule mining discovers relationships among attributes in databases,
producing if-then statements concerning attribute-values. An X ⇒ Y association
rule expresses a close correlation between items (attribute-value) in a database with
values of support and confidence as survey by Shankar and Purosothmana [30].
In particular, Apriori Algorithm is used to find these association rules. It has two
important variables: Minimum Support Threshold which is a support of an associa-
tion pattern is the percentage of task-relevant data transaction for which the pattern
is true (see equation a) and Minimum Confidence Threshold which is defined as the
measure of certainty associated with each pattern (see equation b) [31].
The Apriori algorithm developed within SMiM was first applied on previous
learning dataset (knowledge base) from a public university in Tunisia which contains
the final exam grades of students in a course and their learning behaviors within a
classic Moodle. This was to extract the predictive association rules to detect at-
risk students in iMoodle. In particular, based on a literature review, two types of
factors are found that can help in predicting at-risk students namely, demographic
and performance/behavior [32–34].
Demographic factors describe the students’ background and profile to identify the
probability of students to successfully complete a course. However, since iMoodle
aims to be used in both online and blended learning, demographic data would not
work particularly well in this case because students can be from anywhere in the
world. Performance/behavior factors, on the other hand, consider students’ actions
in a course, such as what they viewed or submitted, as well as their performance on
activities/assignments based on the assigned grades from the teacher.
Based on student performance/behavior, we selected five factors to help in at-risk
students’ identification, namely: (1) Number of acquired badges which highlights the
number of conducted learning activities, since every time a student finishes a learning
activity, he/she gets a badge. This factor has been often used, for instance, by Billings
[34], Xenos et al. [35] and Macfadyen and Dawson [36]; (2) Activities grades which
refer to the value assigned by teachers to assignments and quizzes requested and
delivered by students. In particular, if a student did not deliver an activity before its
deadline, he/she receives a grade of zero. Also, if a teacher has not given the grade
yet, this activity is not considered. In particular, the learning activities can be various
assignments or quizzes that should be answered. This factor has been often used for
designing early at-risk students’ warning systems, for example, by Macfadyen and
Dawson [36] and Arnold and Pistilli [37]; (3) Student’s rank on the leaderboard which
is based on the acquired number of points from his/her interaction with iMoodle
(i.e., doing activities, participating in chat and forums, access to resources, etc.).
For instance, if a student does not complete all the required activities and have low
interaction with iMoodle, his/her score will be very low, hence he/she will be ranked
at the bottom. Specifically, this factor presents an engagement trigger and an indicator
of predicting at-risk students as highlighted by Liu et al. [38]; (4) Course progress
which can be seen in the progress bar. It refers to the number of activities realized
from the total of activities requested in a course. This factor has been recommended
by Khalil and Ebner [16] to help in predicting at-risk students who have not completed
the requested activities; and, (5) Forum and chat interactions which refer to students’
participation in online discussions, such as the number of posts read, posts created
and replies. This factor has been often used by Liu et al. [38] and Khalil and Ebner
[16].
Reporting Layer. After the analysis process is done (within the analysis layer), the
reporting layer provides the generated reports and the automatic real-time interven-
tions as follows:
Dashboard: SMiM provides dashboards within iMoodle for teachers to aid them
control the learning process online and keep track of their students. This dashboard
highlights the number of completion rate of each learning activity and quiz in each
6 iMoodle: An Intelligent Gamified Moodle to Predict … 121
course, form, and chat interactions, the number of badges earned by each student,
the progress of each student in the course and his/her rank on the leaderboard based
on their collected number of points. For instance, as shown in Fig. 2, SMiM shows
teachers the completion rate of each learning activity in the “Méthodologie de Con-
ception Orientée Objet” (MCOO) course. This can help them keep track of their
students’ progress online, hence not move to the next learning activity until they
ensure that all their students have done the first one. Also, when the teacher clicks on
each assignment, iMoodle shows the percent of students who got over and under the
average grade. In particular, if students are at-risk, iMoodle provides real-time inter-
ventions, as notifications, by suggesting additional learning content support for them
to further enhance their knowledge. The details regarding these provided supportive
notifications are automatically stored in the database for future uses. Not only that,
an interface is also shown for teachers where they can directly communicate with
those students to help them pass the learning activities which they did not correctly
finish.
At-risk students prediction: Through the use of predictive modeling techniques, it
is possible to forecast students’ success in a course and identify those that are at-risk.
Therefore, iMoodle, based on SMiM system, uses a predictive model (discussed in
the analysis layer) as an early warning system to predict at-risk students in a course
and inform the teacher. Teachers can then communicate with the at-risk students and
provide them the required support for improving their performance in the course.
Figure 3 presents examples of strong association rules obtained after running the
Apriori algorithm. It is seen that the confidence of the association rules is very high
(100%). In particular, the “forum and chat interactions” factor was excluded because
over 75% of students did not use the forum and chat facilities. Finally, Fig. 4 presents
the detected at-risk students based on the obtained association rules.
4 Evaluation
An experiment was conducted to evaluate the technical reliability of the beta version
of iMoodle. This experiment also evaluates the accuracy rate of iMoodle using SMiM
in predicting at-risk students.
The beta version of the iMoodle based on the built-in SMiM system was technically
evaluated to test and enhance it if there were any bugs. In this context, the developed
iMoodle was used for three months, in a public Tunisian university. The teacher was
then requested to give a report highlighting the technical issues that were faced when
6 iMoodle: An Intelligent Gamified Moodle to Predict … 123
using iMoodle. The feedback given by the teacher was then used to further work on
the beta version and make it stable for future uses.
The post-fact technique was also used to mainly evaluate the accuracy of iMoodle
in predicting at-risk students. This technique uses data from past events to understand
a phenomenon. In this case, the data from a finished course on a classic Moodle was
analyzed using the predictive model within iMoodle. The obtained at-risk students
were then verified based on their exam grades to evaluate the accuracy rate.
4.2 Results
While the teacher reported that the developed iMoodle based on SMiM system helped
her easily control the learning process and communicate with her students, several
technical issues were found. For instance, the teacher reported that the automatic
notification for students to provide additional supportive learning contents did not
work for some learning activities. She also reported that some options within iMoodle
(e.g., activate/deactivate notifications) should be disabled from the students’ learning
sessions in order to not affect the learning process. These technical issues were fixed
in our iMoodle stable version.
Table 2, on the other hand, presents the obtained results of the accuracy rate
of predicting at-risk students within iMoodle. In particular, the number of correct
results shows the number of students who are correctly identified within iMoodle in
comparison with their final exams grades. The intervention layer within iMoodle, in
this particular experiment, has no impact since the experiment is conducted using
previous dataset and not from a current learning process. The efficiency of iMoodle
in reducing the number of at-risk students is beyond the scope of this paper.
As shown in Table 2, the accuracy rate of iMoodle in predicting at-risk students
is almost 90%, which can be considered as sufficiently high. This means that our
system is efficient in the prediction process. Particularly, only seven students were
not correctly identified (i.e., they were at-risk but iMoodle identified them as not,
and vice versa).
The obtained accuracy rate result was compared with other similar works, includ-
ing the developed plugin for detecting at-risk students. For instance, Kotsiantis et al.
[39] found that the accuracy rate of their system range between 63% and 83%. The
prediction system of Da Silva et al. [22] had an accuracy of 85%. Liu et al. [38]
and Khalil and Ebner [16], however, did not mention the accuracy rate of their sys-
tems in predicting at-risk students. To conclude, the developed gamifed iMoodle
based on SMiM system has a better accuracy rate than the previous systems (which
have mentioned their accuracy rates). Particularly, it can be deduced that the used
factors, namely number of acquired badges, activities grades (in both assignments
and quizzes), student’s rank on the leaderboard and course progress provide efficient
combination for the at-risk identification.
It should be noted that it is very difficult to correctly identify all students since
some students might alter their behaviors and put more effort to study outside of
iMoodle (which cannot be detected) or fail the exam due to unforeseen events, such
as becoming ill at the time of the exam.
5 Conclusion
This paper presented a new gamified and intelligent version of Moodle (iMoodle)
which aims to help teachers control the learning process online and keep track of their
students. iMoodle provides, based on a built-in LA system called SMiM, a dashboard
for teachers to help them understand the learning process and make decisions. It also
provides an early warning system by detecting at-risk students, based on various
factors extracted from the literature, using association rules mining. Finally, iMoo-
dle provides automatic personalized supportive learning content as notifications for
students based on their behaviors online. The beta version of iMoodle was tested for
three months during the first semester and several technical issues were identified
and fixed. Furthermore, the predictive model was evaluated and the obtained results
highlighted that iMoodle has a high accuracy rate in predicting at-risk students.
Despite the promising results, there were some limitations of the experiment which
should be acknowledged and further investigated. For instance, the effectiveness of
the iMoodle in learning was not evaluated. Also, the detection process of at-risk
students was from only one course which has limited number of students (only 61
students). Future research work could focus on: (1) using the iMoodle and compare
its impact on learning outcomes and technology acceptance with a classic Moodle;
(2) investigating the efficiency of iMoodle using the intervention layer in reducing
the number of at-risk students and increasing academic success, in comparison with
a classic Moodle; and, (3) further develop iMoodle to provide as well personalized
interventions based on students’ personalities.
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Chapter 7
Integrating a Learning Analytics
Dashboard in an Online Educational
Game
1 Introduction
Educational games have the potential to make learning more engaging because,
unlike traditional media, games are interactive. Educational games do not just present
players with information, but problems for them to solve [1]. Part of what makes a
game fun is that the in-game problems are challenging [1]. By framing a learning
objective around such a challenge, it can be integrated into a game in a fun way.
In this way, an educational game allows the player to learn by playing. Learning is
implicit from the feedback they receive about the actions they have taken or choices
they have made in the game [2].
However, the mere incorporation of an educational game into a learning envi-
ronment is not guaranteed to increase student motivation to learn [3]. The initial
novelty of an educational game can increase motivation, but that interest will fade
over time as the game becomes familiar to the students [4]. Therefore, it is important
for educational games to include motivational techniques that encourage continuous
play [3]. An effective motivational technique in education is to highlight a learner’s
accomplishments [5], thus learning analytics dashboards which visualize a player’s
improvement could be motivational.
It is difficult for players in any game, including educational games, to connect
the feedback they see in a game to how they can further improve their in-game
performance. When they are leveling up, usually they are seeing more challenging
and difficult quests or problems. It is common to see that they are learning through
the loop of failing and re-attempting. Feedback about a failed attempt can help them
play the game better [6]. Incorporating learning analytics into educational games
can demonstrate to players how their gameplay is connected to their improvement
in the game, provide them with an opportunity to analyze their gameplay and the
effects of their playing habits on their in-game performance, and find strategies to
improve their gameplay. In turn, by improving their gameplay, players automatically
and implicitly improve their learning in the educational game.
The aim of this chapter is to demonstrate how learning analytics can be incorpo-
rated into an educational game. The educational game featured in this chapter focuses
on improving players’ metacognitive skills by playing short subgames against other
players. The learning analytics dashboard presented in the chapter uses two types
of charts: line graphs and scatter plots. Line graphs are used to show a player how
their metacognitive skills have improved over time, and while they have played. The
scatter plot visualizes how the player’s performance in subgames is affected by the
time of day or how long a player plays in a single sitting. The dashboard has been
evaluated in a proof of concept evaluation with three months of simulated gameplay
data, which demonstrates the benefits of the information presented in the dashboard.
This chapter first reviews related works on how learning analytics have been
incorporated into educational games. Then it presents a general overview of the
educational game where the learning analytics dashboard was implemented, followed
by a description of the dashboard. Next, a proof of concept evaluation of the proposed
dashboard is presented. Finally, the conclusion section summarizes the findings and
discusses future work.
7 Integrating a Learning Analytics Dashboard … 129
2 Related Works
assigns students a percent score by comparing the students’ data to a sample of ideal
game behavior.
While many educational games use learning analytics to provide teachers with
additional information, some games provide such additional information to learners.
For example, the educational game eAdventure [14], which is an educational game
plugin designed for edX courses, provides students with reports that assess their
learning. Due to the very high number of students in edX’s massively open online
courses, it is very difficult to provide students with individual assessments from
teachers. Therefore, eAdventure uses the existing learning analytics tools offered in
edX courses to provide learners with some additional information on how they are
doing in the game, including how much time they are spending playing the game;
the time it took them to finished the game (or a subsection of the game), and their
score in the game.
The application program interface xAPI can also aid in designing educational
games that support learning analytics for assessment [8]. By using xAPI, game
designers can determine what data is relevant to learning, log the data during game-
play, formatted according to xAPI specifications, and then generate different learning
analytic reports. The reports can feature a variety of information and can be config-
ured to display reports relevant to students, teachers, or administrators. For example,
the game Countrix, which is an educational game about geography, utilizes xAPI to
log information about student errors to create a report for the players in real-time
about their error rate [11].
The learning analytics dashboard presented in this chapter differs from those
discussed in that the focus is not on assessing a player’s learning progress. The
purpose of the dashboard is to motivate playing by helping players understand how
they can perform better in the game. As players improve in an educational game,
they are implicitly learning and improving in the areas targeted by the game. Thus,
supporting higher in-game performance translates into supporting learning. In such
environments, players are playing the game for enjoyment and not necessarily for
learning. Therefore, the players might appreciate information about how to improve
their in-game performance more than an assessment report of their learning progress.
The learning analytics dashboard introduced in this chapter also has been designed
for the inclusion of learning analytics rather than adding existing learning analytics
tools or features afterwards. As such, it benefits from using a wide variety of data
to provide players with game-specific information on their performance and play
habits as well as allows them to create their own custom visualizations to analyze
their performance and play habits.
3 Overview of Game
The educational game designed by the research team is aiming to improve players’
metacognitive skills. Metacognition is the understanding of a person’s own cogni-
tion and thought processes [15]. The game targets four skills that are essential to
7 Integrating a Learning Analytics Dashboard … 131
metacognition: (1) problem solving, (2) associative reasoning, (3) organization and
planning, and (4) monitoring/checking work for accuracy.
The game has ten subgames and each of them targets the improvement of a
metacognitive skill. Players are playing matches against other players. In each match,
players are playing three subgames and both players are scored by how they per-
formed individually and against their opponent. For each subgame played, a perfor-
mance score is calculated that shows how well the player played that subgame. The
player is also compared to their opponent by adding up the performance score for
each of the three subgames they played in a match. The player with the highest sum of
performance scores is the declared winner of the match. The winner receives points
and the loser loses points, which allow players to be ranked against other players
based on game performance. There is no limit to how many matches a player can
play in a play session. A play session is defined from when a player logs into the
game to when they log out or are inactive for ten minutes.
A metacognitive skill score in a subgame is calculated based on the performance
score as a percentage value compared to the highest possible performance a player
can get. The score represents the metacognitive skill level reached in the subgame.
The player’s overall score for a particular metacognitive skill comes from the highest
scores in all subgames associated with the same metacognitive skill.
Besides the points players get for winning a match, several other motivational
features have been included in the game to encourage players to continue playing.
Players can unlock 48 badges that are linked to game activities, such as logging in
for consecutive days in a row, winning matches, and using the learning analytics
dashboard. Players can also earn currency every time they play a match, which they
can then use to upgrade a robot avatar that represents them in the game. The game also
features a leaderboard that can rank players against each other. As mentioned, players
can be ranked by points, but additionally, player can be ranked on the leaderboard
by other metrics, such as their metacognitive skill score, or how much currency they
have.
The purpose of the learning analytics dashboard is to show players how they can
improve their performance in subgames, and consequently, improve their metacog-
nitive skills. A variety of information is tracked about players for the learning analyt-
ics dashboard. This information includes, when players start and end a play session;
when players start and end a match, when players start and end a subgame; which
subgames players played; which metacognitive skill is associated with the subgames
played; how the players performed in subgames; and the players metacognitive skill
score after a subgame played. This information can be used to determine how often
players login, how long they play, how many matches they play in a play session,
what time in a day they usually play, how they performed in a subgame, and how
their metacognitive skill score changes after playing a subgame.
132 J. X. Seaton et al.
There are two charts that have been adopted by the proposed learning analytics
dashboard: (1) line graphs, which visualize metacognitive skill scores; and (2) scatter
plots, which visualize the performance scores. The dashboard also offers players (1)
a “Brain” tab, which visualizes metacognitive skills; and, (2) a “Game” tab, which
visualizes performance in subgames (see Fig. 1).
Through the “Brain” tab, a player can select which metacognitive skills (i.e., a
single skill or a group of skills) he or she wants to see and in the “Game” tab, the
player can select which subgames (i.e., a single subgame or a group of subgames)
performance should be displayed so he or she can check it out. In addition, in the
“Brain” tab, each metacognitive skill can be exploded to show the performance
scores of the subgames related to the respective metacognitive skill. The purpose of
the exploded view is to demonstrate how subgame performances impact the player’s
metacognitive skill score. Moreover, players can filter based on a time frame using
a sliding time frame bar so they can focus on the visualized data within a particular
time frame.
The line graphs (in Fig. 1) visualize a player’s scores over time to show how
the player has improved. The player can check their improvement over days, play
sessions, or matches played. Seeing the growth over days can give players a general
overview of how they have improved over time; seeing the growth over play sessions
or matches can give them more details about how they improved when they have
multiple play sessions in a day or multiple matches in a play session.
While the “Brain” tab allows players to see the improvement for each metacog-
nitive skill, at subgame level (i.e., either in the “Game” tab or when a metacognitive
skill is exploded in the “Brain” tab), the actual metacognitive skill scores in the
particular subgame is shown, providing more details about how well a player did in
those particular subgames. For example, Fig. 1 shows such a chart with the problem-
solving skill exploded and the other three skills displayed, but not exploded. The
metacognitive skills that are not exploded show one line each visualizing how the
player’s skill has changed over three months. Whereas, problem-solving instead has
two lines, one line for each subgame that contributes to the calculation of the player’s
problem-solving score. The subgame lines are red to show that they are associated
with problem-solving, but have different line dash patterns so that they can be dis-
tinguished from each other.
The scatter plot visualizations focus on showing how performance is affected by
playing habits. There are two views: performance by time in a day and performance
by matches played in a session. The first view (as shown in Fig. 2) displays how the
player performed per metacognitive skill or subgame at different times of the day.
The x-axis is the time of day a subgame was played and the y-axis is the performance
player got playing the subgame. The purpose of this visualization is to help a player
identify if they perform better at different time of a day.
For example, Fig. 2 shows a visualization of a player that has played problem-
solving subgames between 8:00 am and 10:00 pm over three months. Points that
are close horizontally, represent subgames that were played around same time of
day. When grouping subgames by metacognitive skill in the scatter plot, points for
the same metacognitive skill are drawn in the same color, but different shapes are
used for different subgames. Because both subgames 1 and 2 are associated with
problem-solving skill, the points have two shapes: circle for subgame 1 and triangle
for subgame 2. Both points are red to show that both are associated with problem-
solving.
The second view of the scatter plots (see Fig. 3) shows how performance changes
over multiple matches played in a play session. The x-axis shows the time and day the
session took place. The y-axis shows when the subgame was played within the session
(in minutes), with 0 on the y-axis representing the start of the session. Each point
represents the player playing a subgame during a play session. Points that are line up
vertically represent a play session. The color of the point indicates the performance
of the player had in that subgame—a darker color indicating higher performance
and a lighter color indicating lower performance. The purpose of the visualization
is to show if a player’s performance changes by playing multiple subgames in one
session.
In Fig. 3, for example, we can see that in the first session on January 18th, three
subgames were played. The three points are light because the player had their lowest
performances in those games within the time frame that was selected on the bottom
of the screen with the time frame bar. Conversely, the last three subgames in the last
session on January 23rd have a dark green colored points indicating that the player
had their highest performance in those subgames within the selected time frame.
The purpose of the proof of concept evaluation is to verify whether the learning
analytics dashboard can give players meaningful information about how they can
improve their in-game performance. Three months of simulated gameplay data were
created. The evaluation uses four use cases to evaluate the resulting visualizations
and to explain how they benefit players. The four use cases include: (1) a player
not performing well in one of the four metacognitive skills, (2) a player that plays
sometimes very often and sometimes rarely, (3) a player that performs better at
a certain time of a day, and (4) a player whose performance increases after re-
familiarizing themselves with the game.
Metacognitive skills from one area do not necessarily translate to the others [16].
Therefore, first use case deals with visualizing a player that is lower in one of the
four metacognitive skill areas. Figure 1 depicts a line graph that displays a player’s
metacognitive skills over time. The depicted player has lower scores in games that
target problem-solving. The problem-solving skill line is exploded to show that sub-
game 1 and 2 contribute to the skill score. The player can use this information to
determine that he or she needs to develop strategies to improve his or her perfor-
mance in subgame 1 and 2. Showing the player that both subgames target the same
metacognitive skill will also indicate that strategies that work in one game could
apply to the other.
Skill development is dependent on many factors, but an important element is
regular practice [17]. The second use case demonstrates how the connection between
regular practice and high performance can be visualized and noticed by players.
Figure 4 depicts a player that plays subgame 8 only a few times in November,
then plays it frequently in the month of December, and then infrequently again in
January. Although his or her skill improves across the three months, there is a greater
improvement in the month where he or she plays often and less improvement in the
months where the player plays only a few times. This shows him or her that if he or
she wants to improve his or her in-game performance faster, he or she should play
the game often rather than erratically.
Performance on some types of cognitive tasks, such as those associated with
metacognitive skills, can be varied by time of day [18]. Figure 5 shows the scatter
plot which visualizes the player’s performance in subgame 5 by the time of day it
was played. When he or she is looking at this chart, he or she can see that his or
her performance is relatively low in the morning and during the day, and increases
towards the evening. Therefore, this chart can help a player to identify which times
are better for him or her to play the game. For example, if this player identified that
he or she needs to improve his or her Planning and Organization skill and subgame
5 is associated to the skill (according to the dashboard shown in Fig. 1). Figure 5
shows the player that he or she may improve their score by increasing the number of
subgames played in the evening.
Performance in cognitive tasks is influenced by familiarity with the task [19].
Players may perform poorly at cognitive task in the beginning or after a longer
136 J. X. Seaton et al.
Fig. 4 A line graph depicting a player that played less in November and January but more in
Fig. 5 A scatter plot depicting a player that performs better in the evening
7 Integrating a Learning Analytics Dashboard … 137
break, not because they are unskilled, but because they are unsure about what they
need to do. In the context of the game designed by the research team, this could mean
that a player might need to warm-up by playing multiple matches and subgames in
one play session.
The last use case deals with a visualization of a player who performs better after
they have played a few matches to re-familiarize themselves with the subgames.
In Fig. 3 the chart depicts a scatter plot of performances in subgame 3 based on
how many games were played in a play session. The player’s performance increases
consistently within a play session, which can be seen by how the points become
darker in a session. Between frequent play sessions, the darkness of the points in the
beginning of a new session is similar in darkness to the points at the end of the previous
session, which indicates that the player performance remains stable between short
breaks in play. However, after a longer lapse in play, such as the gap between January
19th and 22nd, the points become much lighter indicating a dropping performance.
Seeing the performance of subgames played in the same session can help players
identify if they need to play more games after an absence to re-familiarize themselves
with the subgames as well as how their performance changes in sessions with multiple
subgames. For example, a player could use this dashboard in tandem with the one
featured in Fig. 4 to identify if a plateau in performance could be overcome by playing
more subgames in one play session.
6 Conclusion
This chapter presented how to adopt learning analytics into an educational game.
The proposed learning analytics dashboard provides a way for players to see and
analyze their game play habits and allows them to understand how those habits may
affect their in-game performance. With the dashboard, players can be made aware of
how to improve their in-game performance. The designed dashboard was evaluated
through a proof of concept evaluation with a 3-month gameplay simulated dataset by
considering four use cases. The evaluation showed that the dashboard can provide
players with meaningful feedback about how their play habits affect their in-game
performance and with a useful tool to build strategies to improve their in-game
performance.
Future work will focus on players’ perceived usability and acceptance toward
the learning analytics dashboard. The research team also plans to investigate how
players use the dashboard while playing, and if their play habits change after using
the dashboard. Players’ acceptance of the dashboard will be explored by analyzing
players’ usage rates and by administering questionnaires to collect their self-reported
satisfaction towards the dashboard. The collected data will be analyzed with statistical
approaches.
138 J. X. Seaton et al.
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Chapter 8
Learning Word Problem Solving Process
in Primary School Students: An Attempt
to Combine Serious Game and Polya’s
Problem Solving Model
Abstract Mathematics learning has become one of the most researched fields in
education. Particularly, word or story problem solving skills have been gaining an
enormous amount of attention from researchers and practitioners. Within this con-
text, several studies have been done in order to analyze the impact that serious games
have on learning processes and, in particular, on the development of word problem
solving skills. However, little is known regarding how games may influence student
acquisition of the process skills of problem solving. In a first attempt, this theoretical
paper deals with word problem solving skill enhancement in second-grade school
children by means of a practical educational serious game that addresses general
and specific abilities involved in problem solving, focusing on how different parts
of a solution effort relate to each other. The serious game is based on Polya’s prob-
lem solving model. The emphasis of using the specific model was on dividing the
problem solving procedure into stages and the concentration on the essential details
of a problem solving process and the relationships between the various parts of the
solution.
1 Introduction
A. Chadli
Computer Science Department, Ibn Khaldoun University Tiaret, Tiaret, Algeria
e-mail: abdelhafith.chadli@univ-tiaret.dz
E. Tranvouez
University of Aix-Marseille LIS-UMR CNRS, 7020 Marseille, France
e-mail: erwan.tranvouez@lis-lab.fr
F. Bendella (B)
Computer Science Department, University USTO MB of Oran, Oran, Algeria
e-mail: fatima.bendella@univ-usto.dz
© Springer Nature Singapore Pte Ltd. 2019 139
A. Tlili and M. Chang (eds.), Data Analytics Approaches in Educational Games and
Gamification Systems, Smart Computing and Intelligence,
https://doi.org/10.1007/978-981-32-9335-9_8
140 A. Chadli et al.
encounter many difficulties in acquiring what is taught, and consequently, this causes
them to memorize most mathematical concepts without understanding [3]. Further-
more, the literature suggests that the traditional face-to-face teaching approach makes
it difficult for teachers to afford individualized instruction for each student [4, 5].
Some students think that mathematics is a difficult and tedious lesson, so they are
less interested in learning, resulting in turns in low mathematical problem solving
ability. Particularly, in the process of problem solving (steps taken by student in
order to solve mathematical problem), children often meet difficulties; in particular,
mathematical word problems make students feel that they are too abstract and vague.
Despite the growing attention directed at problem solving skills (the student’s abili-
ties related to problem solving. See Fig. 9), teachers often have trouble in teaching
students how to approach problems and how to make use of proper mathematical
tools [6]. The difficulties stem in part from the fact that the teaching methods are
inadequate and limited, and the difficulty is greater for elementary school teach-
ers who are not subject matter (mathematics) teachers. Thus, many students struggle
with arithmetical problem solving with negative effects on their motivational attitude
to this learning area. However, besides that, many studies showed that some types of
problems are inherently difficult for students. For example, Stern and Lehrndorfer
[7] reported that word problems depicting the comparison of quantities have been
shown to be difficult for elementary school children in several studies.
There are two conditions for successful mathematical word problem solving;
students not only have to demonstrate considerable comprehension ability in terms
of language, but also need relevant knowledge on how different parts of a solution
effort relate to each other. This shows that in solving word problems in mathematics, it
is necessary, first, to understand the narrative and then to concentrate on the essential
details of the problem solving process and the relationships between the various
parts of the solution in order to solve problems successfully. Students with average
and lower learning achievement may not be so because they are unfamiliar with
computations, but for they have problems designing process skills of problem solving
and relating different parts of the problem solution with each other, resulting in
difficulties in solving problems. In order to improve children’s mathematics abilities,
many scholars and educators seek to use technology to serve as the medium to elevate
learning interest of students.
Regarding mathematical education, many concepts are difficult to understand for
students of primary education. This could be related to the high degree of complexity
and the level of abstraction of such concepts as well as the students’ limited experience
[8]. As an alternative, the use of technology can make significant help to the teaching
of mathematics [8, 9]. Many researchers pointed out that the students’ difficulty
of understanding scientific concepts can be confronted using serious games. For
example, Klopfer and Yoon [10] demonstrated in their study that one of the high-
order cognitive abilities that serious games can contribute to is developing problem
solving skills.
Over the last years, there has been greater research on the influence of com-
puter games on mathematics instruction. People who play computer games are often
engaged in problem solving and task performance [11]. A considerable number
8 Learning Word Problem Solving Process in Primary School … 141
Problems during mathematical problem solving are often caused by students’ inabil-
ities to be mindful of their thinking processes, especially with word problems [23].
Diverse researches have pointed out that a majority of students are not skilled to
find out the required information in a problem and then transform it into mathemati-
cal concepts, plans, representations, and appropriate procedures [24–26]. Moreover,
students have trouble combining concepts into mathematical information in a signifi-
cant way and transferring the conceptual aspects into actual solutions to the problems
[27]. In addition, they have less ability to control their thinking solving process to
solve problems, particularly in relating different parts of word problem solution.
This deficit gives the impression to students that mathematical word problem solv-
ing skills are difficult to master and they do not have the competence to solve them
[28]. Polya’s problem solving strategy may be an essential tool to overcome this
deficit.
Due to these issues, solving word problems is difficult, particularly taking into
account the student’s inability to control their thought processes and apply concepts
and procedures to the problems. To remedy this situation, students need to elaborate
and develop the skills and practices that will give meaning to the problems and let
them interpret the problems cautiously. Furthermore, to master the problem solving
process skills, students must acquire knowledge of specific problem solving strategies
[25, 29].
Polya’s four-step process has provided a model for the teaching and assessing prob-
lem solving in mathematics classrooms: understanding the problem, devising a plan,
carrying out the plan, and looking back.
Understanding the problem. Students must understand the meaning of a problem
statement; identify the known, the unknown, and the relationship between them; and
recognize all concepts that are needed for solving the problem.
Devising a plan. Students must clarify the relations between parts of the problem,
combine previously learned knowledge to develop thoughts for solving a problem,
and develop a plan.
Carrying out the plan. Following the planned path, students execute all calcula-
tions previously identified in the plan.
Looking back. Students examine the solution and carefully revise the course that
they refer to in an attempt to see if other problem solving paths exist.
The emphasis of using this specific model was on dividing the problem solving
procedure into stages and the concentration on the skill details of each stage. In
order to help students cope with difficulties encountered in solving problems, sev-
eral researchers have developed game-based learning tools based on Polya’s prob-
8 Learning Word Problem Solving Process in Primary School … 143
lem solving strategy. As students typically find games engaging, many academics
developed narrative-centered learning games that embed problem solving interac-
tions. For example, Lester et al. [30] designed a game-based learning environment
called “Crystal Island” with the dual goals of improving students’ problem solving
effectiveness and their problem solving efficiency. The problem solving process was
designed according to Polya’s problem solving strategy. The results indicated that stu-
dents have had significant gains from pretest to posttest on a four-part Polya process
ordering question designed to probe at problem solving skill acquisition. Similarly,
Ortiz-Rojas et al. [31] analyzed the impact of gamification, using badges, on learning
performance. Students involved in a gamified computer programming course were
supposed to attain higher intrinsic motivation, self-efficacy, and engagement as com-
pared to students in a control condition. The authors adapted the four-problem solving
techniques proposed by Polya to a programming context: Identify the input/output
variables, select or create algorithms that are needed to solve the problem, write syn-
tactically correct code lines, and think of an alternative way besides the one already
used, to write the program, using fewer lines. Research outcomes showed a signifi-
cant differential impact of studying in the gamified condition in terms of engagement.
Similarly, Karatas and Baka [32] stated that students’ gaining of problem solving
skill in school mathematics is closely related to the learning environment to be
formed. They focused on helping students to develop their problem solving skills
and achievement in mathematics through a learning activity designed by Polya’s
heuristic phases of the problem solving approach. The study revealed that while the
experimental group students’ achievements of problem solving increased, control
group students’ achievements on problem solving have not changed significantly.
Recently, Yang et al. [33] examined how to foster pupils’ mathematical communi-
cation abilities by using tablet PCs to support students’ math creations (including
mathematical representation, solution, and solution explanation of word problems)
and reciprocal peer-tutoring activities. The game activity flow involved four steps:
understanding the problem, drawing a representation, writing a solution, and explain-
ing the solution. These steps were designed according to Polya’s findings [29] about
problem solving. The results showed that students’ mathematical representations
and solution explanations became more accurate after the learning activity. Combi-
nation of Polya’s strategy with schema representation has also been studied [34]. In
this study, the authors developed a computer-assisted problem solving system that
involves the operations of addition and subtraction and focused on the stages that are
problematic for students. The system was empirically demonstrated to be effective
in improving the performance of students with lesser problem solving capabilities.
These previous experiments show that game-based learning designed according to
Polya’s problem solving strategy has a positive impact on children’s problem solving
abilities. Therefore, it is necessary to incorporate learning theories into the design
of serious games which is suitable for the development of students’ problem solving
skill.
144 A. Chadli et al.
A number of issues can affect the success of students at primary education level
including well-being, teacher quality, levels of poverty, and parental support. If a
student fails to grasp mathematics basics at primary education level, then secondary
level becomes all the more difficult. Wilson et al. [35] highlight the need for novel
teaching approaches including the use of computing technology and computer games
to promote engagement in primary education and thus reduce difficulties later on.
Game-based learning and problem solving skills have been gaining an enormous
amount of attention from researchers. Given numerous studies support the positive
effects of games on learning, a growing number of researchers are committed to devel-
oping educational games to promote students’ problem solving skill development in
schools. To date, a number of researches have been conducted regarding the effi-
ciency of game-based learning in several domains such as math, business, computer
science, psychology, and biology [36–38]. However, no agreement has been reached
regarding the positive effect of game-based learning. For example, some studies [36,
39] pointed out that game-based learning might be better than traditional classroom
instruction as it could enhance students’ motivation for learning and provide them
with opportunities to acquire new knowledge and skills, whereas others [40] did not
find strong evidence which supports the association between game-based learning
and students’ high academic achievements and have raised questions regarding the
methodology of studies that observe transfer [41, 42].
Michael and Chen [43] defined serious games as “games that do not have enter-
tainment, enjoyment, or fun as their primary purpose.” However, Abt [44] noted that
“this does not mean that serious games are not or should not be entertaining.” One of
the key strengths of serious games is that they can allow students to observe, explore,
recreate, manipulate variables, and receive immediate feedback about objects and
events that would be too time-consuming, costly, or dangerous to experience first-
hand during traditional school science lessons. In a recent systematic review of
empirical evidence on serious games, Connolly et al. [37] identified 129 reports on
the impact on learning and engagement. The most frequently found outcomes were
related to knowledge acquisition, content understanding, and motivation.
Several studies have been done in order to analyze the impact that serious games
have on learning processes and, in particular, on problem solving skills [10], as
well as on areas within the school curriculum such as language, science, and math-
ematics [45]. For instance, Chen et al. [19] designed a digital game-based learning
system for multiplication and division in basic mathematics based on iconic rep-
resentation animation. The results showed that game-based instructional materials
could increase students’ learning achievements, better than traditional instruction
with significant benefits. Similarly, Eseryel et al. [46] examined the complex inter-
play between learners’ motivation, engagement, and complex problem solving out-
comes during game-based learning. Findings of this study suggested that learners’
motivation determines their engagement during gameplay, which in turn determines
their development of complex problem solving competencies. They also pointed out
8 Learning Word Problem Solving Process in Primary School … 145
that learner’s motivation, engagement, and problem solving performance are greatly
impacted by the nature and the design of game tasks. Development of serious games
for mobile devices has also been studied [44, 47–49]. For example, Sanchez et al. [50]
developed a problem solving collaborative game for eighth-grade science classes’
curriculum. A high degree of user satisfaction with the final product was found, and
results indicate that the experience is contributed to the development of the student’s
problem solving skills obtaining positive gains as an outcome of this experience.
Lester et al. [30] presented the design of the “Crystal Island” learning environment
and described its evolution through a series of pilots and field tests. Results indicated
that “Crystal Island” produced significant learning gains on both science content and
problem solving measures.
The use of serious games may enhance the learning of word problem solving
process. Yet, the enhancement is restricted to only exploring the learning experience
states. For instance, according to Liu et al. [51] in various studies such as [52–54],
students’ responses to such problem solving experiences were positive, and the seri-
ous games were shown to be able to motivate students to solve problems. However,
little is known regarding how games may influence student acquisition of the pro-
cess skills of problem solving. Thus, there is an imperative need to have a better
understanding of the impacts of games on problem solving strategies. To this end,
we have conducted a theoretical study to enhance the influence of serious games on
problem solving in terms of word problem solving process enhancement. The aim
of this study is to adopt a serious game to inculcate students how different parts of a
solution effort relate to each other following the solving process proposed by Polya.
and motivation have been subjects of increasing attention. Learner emotions such
as joy or distress toward the game, admiration, or reproach toward a helping agent
were assessed using a probabilistic method using learner interaction with the game
and questionnaire in Conati and Maclaren [60]. The learner’s achievement emotions
such as anticipatory joy, hope, anxiety, anticipatory relief, and hopelessness were
also detected and assessed using a probabilistic model [61].
Summary of the review above reveals that using probabilistic assessment
approaches in game-based learning environments may lead to accurate knowledge
state modeling.
3 System Design
Children with average and low mathematics achievement had basic learning ability
and need remedial instruction. They require more practice, time, and scaffolding
compared to students at other achievement levels to monitor and control their learning
processes. For example, Krutetskii [62] believes that problem solving processes of
students with average or low mathematics aptitude differ from those of students
with high mathematics aptitude. Therefore, we choose subjects of average and weak
ability. Furthermore, Ketelhut et al. [63] found that after using River city game,
student inquiry learning was enhanced and low science achievers did nearly as well
as high science achievers with appropriate pedagogical strategy being employed.
Using Polya’s problem solving model, the proposed serious game is designed
to guide average and low-achieving second-grade students through the parts of the
problem solving process that they often ignore or fail to understand by providing
steps to identify what is given and what is requested in the problem or how to
organize the solving plan. We chose the second-grade level because students at this
point supposedly have robust knowledge of these types of problems [64], as well as
sufficient technology mature to elude rapidly any game interaction issues.
According to many scholars, there are two main procedural steps in problem solving:
(i) transforming the problem into mathematical sentences and (ii) computation of the
operation involved in the mathematical sentences. These two main procedural steps
involve several other mathematical sub-skills that students must know and which
lack of one of them might result in difficulties and confusion in the process of
problem solving. Our serious game targets students with the following difficulties:
incomplete mastery of number facts, weakness in computation, inability to connect
conceptual aspects of math, difficulty to make meaningful connection among infor-
mation, incompetency to transform information mathematically, incomplete mastery
of mathematical terms, and incomplete understanding of mathematical language.
8 Learning Word Problem Solving Process in Primary School … 147
Academics proposed many essential game characteristics [11]. Malone [65] sug-
gested that the four central game characteristics are challenge, fantasy, complexity,
and control. Prensky [66] used the expression “game feature” and observed six key
structural game features: rules; goals; outcomes and feedback; challenge, competi-
tion, and opposition; interaction; and representation or story [67]. Dynamic visuals,
interaction, rules, and goals were also designated as structural parts of a game [68]. In
this paper, we focused on four game characteristics: story line, challenge, immediate
rewards, and integration of gameplay with learning content. A story line refers to
the problem solving scenario, which describes the steps that a player needs to follow
to solve successfully word problems. A challenge is defined as a mission requir-
ing math knowledge and skills in word-based addition and subtraction questions.
Immediate rewards consist in points received by a player as soon as each challenge
is successfully accomplished. Thus, this current study uses a set of selected game
characteristics in a word problem solving learning context to bring a positive impact
on word-based addition and subtraction question performance.
The game consists of two types of playing environments, the “virtual supermarket”
and four “science fiction computation rooms.” The player is characterized in the game
by an avatar selected beforehand. Before entering into the supermarket, the system
displays the problem statement to the player (see Fig. 1) among other problems stored
in the problem solving information database. Each problem is designed to ask the
player to buy food. The player serves himself directly on the shelves to take what
he needs according to the needs of the problem (see Fig. 2). The problem missing
part may either be requested as the first operand and the second operand, or be the
result of the mathematical expression. This part of the game was developed in order
to present the students with a real-life situation by stimulating them to discover the
knowledge of problem solving.
Problem statement: Your mother asks you to buy a cheapest bag of sugar and a
cheapest bag of coffee too. What is the total amount of expenses?
8 Learning Word Problem Solving Process in Primary School … 149
Students’ problem solving guidance process is portrayed in Fig. 3. First, the adequate
problem is provided from problem solving data storage among other problems. After
buying food in the supermarket, the game proposes a fun activity, in room 1, to rule
on player’s understanding of the problem. Room 2 enables the student to build a
mathematical equation that represents the solution plan. Room 3 suggests, according
to the operation type, a calculation interface that provides information about student’s
procedural skills. Finally, in room 4, a questionnaire form is provided to student to
validate his solution. Problem information is provided at each stage of the problem-
solving process, and assessment of each stage is recorded in the student-tracking
database. The system displays feedback messages subsequent to problem solving
completion.
Room 1: Understanding the problem stage. In this room, firstly, three arrow targets
are presented to the player, and each one describes a goal of a problem, but only one
150 A. Chadli et al.
goal is correct as presented in Fig. 4 (i.e., goals presented for this problem are: 1—
calculation of the total amount to be paid, 2—calculation of the rest amount to be
paid, and 3—calculation of coffee price). The player has to shoot with an arrow the
right target, if the correct goal is selected then he moves to the second step of the
same stage, and otherwise a new simplified version of the problem will be displayed
to the player. If one of the following attempts is successful, then the final score will
consider the number of attempts. Secondly, the player has to find out the context of
the problem by playing basketball as depicted in Fig. 5; the context of the problem
describes the nature of the question (addition or subtraction). Moreover, students
have to distinguish between what is known and what is requested in the problem by
selecting appropriate responses. At the end of this stage, the door to the next room
will open.
Room 2: Making a plan. Once the context is determined, students are asked, in this
stage, to identify the two operands of the mathematical equation and their values
among a list of operands displayed on screen. The player can scroll through this list
of operands and choose the required ones (see Fig. 6). Finally, during the last step of
Fig. 6 Screenshot of identifying the operands and their values (making a plan)
this stage, all that is required is a result label. According to the problem missing part,
a result label may either be requested as first or second operand of the equation. As the
player progresses through the steps of this stage, the question marks in the equation
are replaced by the selected values. Finally, the designed plan corresponds to the
mathematical equation shown in the top of screen with a question mark indicating
the missing part value. After the student has finished the plan design, the system
compares the solution plan created by the student with the one built into the system.
The serious game then produces suggestions regarding the student’s problem solving,
stores them in the student-tracking database, and displays after the student completes
the problem.
Room 3: Executing the plan. At this stage, the game evaluates the player’s procedu-
ral knowledge. As shown in Fig. 7, the game provides a graphical preview of all the
addition and subtraction worksheets in a vertical problem format. The player must
provide the values of both operands with a ball gun. The number of balls introduced
into the holes represents, from right to left, the units and tens of the operands and
result. Large holes are reserved for digits of operands, and little holes are used if
152 A. Chadli et al.
regrouping is required for subtraction (exchanging one of the tens for 10 units or one
of the hundreds for 10 tens) or for addition when the process involves a carryover
number. All the calculation is done in a fun way to relieve the stress of the student.
After finishing the calculations of all the columns, the game assesses the student’s
answer and feedback is stored. A last stage is needed to validate the student’s problem
solution.
Room 4: Reviewing the solution. Finally, during the solution’s reviewing stage,
we will determine how precisely and clearly the students recognize the variants of
the solved problem expressed (put together, change-get-more, change-get-less, and
compare) to verify their solutions.
During this stage, the player answers questions as depicted in Fig. 8. In order
to validate the solution given in the previous stage, the game proposes questions
that are related to the problem and the student must answer with true or false. After
completing this stage, the student presses the evaluation button that triggers the game
to evaluate the results, and messages appear to indicate whether any mistakes were
made. Additionally, the correct problem solving steps are displayed simultaneously
next to the student’s answers.
4 Game-Related Metrics
In order to better identify and to characterize the skills to be assessed within one-
step mathematical word problem solving domain of competence, we propose to
adopt a goal-oriented analysis to produce the competency model related to word
problem solving domain. This analysis allows first to identify high-level skills and
then after to classify sub-skills hierarchically related to these high-level skills. For
each skill in the model, the goal-oriented analysis allows to detect all sub-skills that
contribute positively to its accomplishment (see Fig. 9), until reaching the actions to
be performed by the player via interaction with the serious game. To assess students’
problem solving process ability, we consider the four main skills: understanding
the problem, making the plan of resolution, executing the plan, and reviewing the
solution. These competencies are considered as main skills that student must master
to solve a mathematical word-based problem. Then, other skills are derived from the
main ones until obtaining actions, reflecting identified skills, that student can carry
out via the serious game.
Fig. 9 Illustration of the competency model for mathematical word-based problem solving
154 A. Chadli et al.
Probabilistic logic is a logical system whose truth values can range over the set
of real between 0 and 1. The truth value associated with a formula represents the
probability that this formula is true. The main advantage of this formalism, besides
those inherited from logical systems, is that it makes it possible to represent the
notion of uncertainty. In our case, uncertainty represents lack of information about
student knowledge state.
The approach that we adopt to assess student’s problem solving skills is based
on a probabilistic logic system. It consists in comparing the solution of the student
with that of the expert. The analysis of the possible differences between these two
solutions makes it possible to identify the knowledge entities that were used by the
expert and by the student and those that were used by the expert but not by the student.
The optimistic diagnosis may be initially preferred. The learner is then considered to
have used the concepts mastered by the expert. If subsequent interaction proves that
the student does not master some of these concepts, the previous diagnosis must be
changed. In this system, the expert knowledge is divided into entities. Each entity is
associated with the numbers of times the student used this knowledge entity or not
in each context [70]. This approach has been used in several intelligent tutor systems
such as integration [70], ET [71] and FBM [72].
The reason we have chosen this formalism to represent student knowledge is that
this formalism allows us to implement the student’s reviewable reasoning. Using
probabilistic logic, student knowledge is set up as a set of skills. Each element of this
set denotes an association between a skill displayed by the student and a confidence
factor for that skill. This confidence factor corresponds to the probability of belief
that the student owns this competence. The calculation of this factor is given by the
probability theory which states that the sum of the probabilities associated with the
contradictory propositions of the language is equal to 1. In our case, a proposition
denotes the association by the student of a concept used by the expert to a type of
question. Its contradiction is not to use this concept for this type of question. At this
level, a representation of knowledge in terms of skill controlling and skill deficit is
suitable [70, 73]. The confidence factor is thus calculated by dividing the weight
associated with the student’s answer to the type of considered question (denoted by
α) by the sum of the weights associated with the other answers already given to the
same type of question as shown in Formula (1).
αt
pit = n i (1)
k=1 αkt
where n is the number of answers already given to the same type of question and pit
the probability associated with the skill at time t. The assessment given this way is
based on the psycho-cognitive hypothesis that states the more recent an answer is,
the more it reflects the current cognitive state of the learner.
8 Learning Word Problem Solving Process in Primary School … 155
dev(αi ) = αi ∗ τ (2)
This decrease in the factors that are associated with the old answers implements
the notion of temporal relativization. In our case, we will take into account only two
types of student’s answers (the one that corresponds to the expert’s answer and the
one that does not correspond to the expert’s answer). In FBM, the parameter τ of the
data dating system is set to 0.9. We resume this valuation. The weights associated
with all answers are initialized to 0.
Secondly, the weight of the last answer corresponding to the student activity in the
game for the targeted skill must be increased. For this purpose, we use a reinforcement
function that is used in FBM [72] as presented by Formulas (3) and (4).
reinf(x) = x + 1 (3)
We then obtain:
αit+1 = re inf dev αit = dev αit + 1 (4)
α t+1
pit+1 = n i t+1 (5)
k=1 αk
In summary, the update of the confidence factors associated with answers reflect-
ing a skill type follows the following algorithm: Let “identifying what is known in
the problem” be a skill. The activity of the player in the game can be interpreted as
two types of answer, a correct answer (equivalent to that of the expert) or a wrong
answer (different from that of the expert). Let coeffR1 and coeffR2 be the weights of,
respectively, the correct answer and the wrong answer. In addition, let probexp and
probNexp be, respectively, a probability that the player will give the same answer as
that of the expert and a probability that the player will give a different answer than
that of the expert.
156 A. Chadli et al.
Fig. 10 Sub-skill
contribution rates to
high-level skill achievement
8 Learning Word Problem Solving Process in Primary School … 157
operand and its value, 2—selecting the second operand and its value, and 3—select-
ing the operator. The probability of controlling this high-level skill depends on the
conditional probabilities. Table 2 presents all probabilities we need to calculate the
high-level skill probability, and Formula (6) gives required calculation.
We then obtain:
n
B
p(M) = p p(Ai ) = p(M/F) p(F)
i=1
Ai
+ p(M/S) p(S) + p(M/O) p(O) (6)
The skill descriptive model provides information to the teacher about the student’s
ability to solve a given type of problem. The competency is divided into two main
categories (cognitive and non-cognitive); each of these categories is then divided
into several skill subclasses until reaching the levels that correspond to the activities
to be undertaken by the player in the game. Some skills are evaluated according
to the solved problem type (i.e., put together, change-get-more, change-get-less,
and compare). The competency model indicates the student’s probability of skill
controlling in terms of providing similar answers to those of the expert as well as
the probability of skill deficiency in terms of providing different answers from those
of the expert. Moreover, an additional high-level model allows the teacher to have
a general idea about the player’s solving skills and difficulties with respect to each
step of the process (i.e., understanding the problem, making a plan, executing the
plan, and reviewing the solution) (see Table 3).
158 A. Chadli et al.
5 Conclusion
with constructivism being the most popular one, and a variety of other learning
theories. According to Young et al. [75], successful game-based learning is not simply
providing students with a game and expecting increased motivation and knowledge
acquisition. “Rather, educational games need to be designed and researched with
careful attention to contemporary learning theories.”
Our work has been guided by an interest in developing word problem solving
activities to include serious game with a logic that is closely matched to an attrac-
tive game on the market, integrating it with learning contents. Developing games
for learning opens up new possibilities for understanding how teaching and learn-
ing practices are mediated by technology and under what conditions those practices
actually improve learning. This gameplay can be beneficial to fostering the acquisi-
tion of mathematical competences, in particular word problem solving. This in turn
requires suitable training and the presence of the teacher in the classroom to guide
the activity, monitoring it, and to evaluate the students’ learning. We believe that this
first experience could be improved and represent a promising future line of work.
We also believe it is necessary to continue the study of learning-embedded games,
meaning that a good performance of the game is possible when the contents are
learned.
In addition, the ideas related to using low-level skill and high-level skill assess-
ment, and competency model of skill controlling can help to reduce teachers’ work-
load in relation to supervising the students’ problem solving activity. This would
allow teachers to spend more time in promoting student learning. If serious games
were easy to employ and provided valuable embedded assessment tools, then teach-
ers would more likely want to utilize them to support student learning throughout a
scope of educationally valued skills. The ideas and tools within this paper are planned
to help teachers facilitate learning, in a fun manner, of word problem solving valuable
skills not currently supported in school.
Carrying out the experiments as well as result analysis will be the subject of
our next paper. Specifically, we will compare mathematical word problem solving
skills of students who will utilize the combination of the serious game with Polya’s
model with students who employ the same serious game based on general strategy
instruction. Our aim is to highlight the effect of the combination of serious games
with Polya’s strategy on student problem solving achievement. Participants will be
randomly assigned to treatment conditions.
The recommendation for future research on this topic is as follows: As advocated
above, future empirical study should be carried out to investigate if the “Tamarin”
serious game activities can contribute to the development of problem solving and
the motivation for learning among primary education students. In addition, further
research studies should be conducted to investigate teacher’s readiness, attitudes, and
knowledge about serious games teaching in primary education.
Acknowledgements We gratefully thank Karim Khattou and Toufik Achir for their cooperation
and contribution to the development of “Tamarin” serious game and for supplying data used in
problem information database.
160 A. Chadli et al.
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Chapter 9
Designing a 3D Board Game on Human
Internal Organs for Elementary Students
Yu-Jie Zheng, I-Ling Cheng, Sie Wai Chew and Nian-Shing Chen
Abstract The importance of learning about the human body and its internal organ
is undeniable as it encourages an individual to care about their health and lifestyle.
Elementary school students who are beginning to learn about the human internal
organ are usually faced with the difficulty of comprehending vital information of
each internal organ, such as its appearance, its position in the human body, and its
role to ensure the livelihood of a human being. Facing with this difficulty, students
usually could not fully understand the important roles these internal organs play, and
this would be a challenge to students to pay attention in taking care of their own
health. Several medical researches had ventured into enabling such learning through
an experiential learning process via a board game, enabling learners to gain new
knowledge of the human internal organ and understand vital roles of the internal
organ, and the consequences if one does not take care of them. Enlighten by a
“Human Body Model” toy manufactured by MegaHouse, this research attempted to
improve the game playing process of the toy by introducing additional software and
the usage of sensors in the toy, resulting in a 3D board game. Students’ interaction
data were collected by the reader, and instantaneous feedbacks were provided to
students accordingly. The results of the research show that the design of the 3D board
game had effectively improved students’ learning experience and also their learning
performance. Several decisions on the research design and noticeable observations
during the research process were discussed in the chapter for the usage of teachers,
educators, and future researchers.
1 Introduction
2 Literature Review
The research explored and compared the effectiveness of elementary school students
learning about the human internal organs using a 3D board game and a 2D board
game. In designing the board game and the learning activities for these students to
learn about the human internal organ, the research utilized the game-based learning
and experiential learning pedagogies to better improve students’ learning experience
and learning performance.
There is a significant relationship between games and learning [6, 10]. Game-based
learning is a learning process of integrating playing time with learning time [11]. The
past research had shown that students will learn more effectively in a game-based
learning setting as students would tend to be more engaged in the game, and they
would put in more effort in understanding the learning material embedded into the
game in order to complete the goal of the game [12, 13]. With technology innovation,
students have a lot of opportunities to touch with different types of games. Even so,
studies have proved that board games can be effective motivational and learning tool
for students to learn [14]. In Whittam and Chow’s [8] study, they utilized a board
game to enable students to learn about the importance of different degree of burn. The
educational board game had a positive effect on the students’ learning performance
as it not only enhanced students in term of their knowledge and understanding,
throughout the game playing process, but the educational board game also provided
students with enjoyment and instilled their interest on the topic [8]. Learning about
the human internal organ is difficult for elementary students to visualize and hard for
them to understand the importance of each organ. Hence, this research introduced
the concept of game-based learning by designing a 3D board game for elementary
Grade 4 students to learn about the human internal organ. The research design is
further discussed in the following section.
3 Research Design
This research’s objective was to explore the design of using a 3D board game in
teaching elementary school students about the human internal organs. In the attempt
of improving students’ learning process on understanding the human internal organ,
this research utilized the “Human Body Model” toy which was manufactured by
MegaHouse (Japan). This toy was a 3D model of a human which enables players to
place the relevant 3D internal organs at it designated position. With the 3D human
body toy, the research further develops an electronic board game called the “Organ
Savior Game.” The detailed descriptions of the development and design of the “Organ
Savior Game” are as follows.
In designing the learning content of the research, Kolb’s [2] experiential learning the-
ory was utilized with the four learning modes as reference (i.e., Concrete Experience,
Reflective Observation, Abstract Conceptualization, and Active Experimentation).
9 Designing a 3D Board Game on Human Internal … 169
This research utilized the “Human Body Model” toy manufactured by MegaHouse
(Japan) as one of its core instruments in designing the electronic board game called
the “Organ Savior Game.” The “Human Body Model” toy consists of a 3D human
body model with ten 3D models of different internal organs, such as heart, lung, liver,
stomach, cholecyst (gallbladder), spleen, large intestine, small intestine, kidney, and
bladder (as shown in Fig. 1). Out of the ten internal organs, eight were selected in
accordance with the difficulty level suitable for elementary school students and were
used as the learning topics of this research (i.e., heart, lung, liver, stomach, large
intestine, small intestine, kidney, and bladder).
With the learning topic decided, the research further designed the learning content
of each learning topic by referring to the textbook used by the “Health and Physical”
classes of elementary school students in Taiwan [20–24]. There were two stages in the
learning process of the game: (1) learning stage, and (2) challenge stage. The learning
stage provided students with Concrete Experience and Reflective Observation from
Kolb’s [2] experiential learning theory, whereas the challenge stage provided students
with Abstract Conceptualization and Active Experimentation.
In designing the learning content of the learning stage, learning materials related
to each internal organ were selected from these textbooks and summarized to portray
important learning information for each organ. These materials were then classified
into (1) the appearance and location of the internal organs, (2) the function or role of
the organs, and (3) some additional information, such as the description of the daily
activities involving the usage of the organs, ways to keep these organs healthy, and
preventive measures taken to ensure the organs are healthy. The prepared learning
content and materials were discussed with elementary school teachers of the “Health
and Physical” classes to ensure the accuracy of the prepared learning content and its
appropriateness for the students.
As an example, for the lungs, the information on the appearance and location of
the lungs and its function or role was provided as follow:
This organ is on both sides of the chest. It is like a sponge, just that for a sponge it absorbs
water, and the lungs it absorbs air. How do the lungs breathe? When the air enters the trachea
through the nose or mouth, and arrives to the lungs. (translated from Mandarin, see upper
part of Fig. 5)
The learning contents selected for this study were intended to be closely related to
the students’ daily life with the aim of providing students with Concrete Experience
and Reflective Observation as mentioned in the experiential learning theory. Using
the lungs as an example, students of this age understood the action of breathing and
would have experienced having cough or a cold in the past. The learning contents
for each organ were designed using context which students could have experienced
in the past and provided them an opportunity to re-evaluate their understanding of
their existing experience.
With the content of the learning stage completed, the items for the challenge stage
were designed. There were a total of five patients’ conditions provided for students
to provide their diagnosis on each patient’s condition. Students were provided with
the conditions faced by the patients similarly with when one was to consult a doctor
when they were unwell. After listening to the patient’s condition, students were then
required to determine the organ which was in need of attention and the suggested
consultation to be provided to the patient. The health conditions of the patients were
designed in accordance with the learning contents provided in the learning stage.
This stage was designed in accordance with Abstract Conceptualization and Active
Experimentation as mentioned in the experiential learning theory where students had
to understand the conditions of the patients, identify the source of their illness, and
provide them with the appropriate consultation.
With the learning topics and the learning content prepared, the research further ven-
ture into using the “Human Body Model” toy in portraying the learning activity by
designing an electronic board game called the “Organ Savior Game.” The “Organ
Savior Game” was designed to provide students with an interactive game play where
instantaneous feedback was given in accordance with the interactions that the students
made with the “Human Body Model” toy. This instantaneous feedback mechanism
9 Designing a 3D Board Game on Human Internal … 171
was enabled in the “Organ Savior Game” with the embedment of a single-board com-
puter (i.e., Raspberry Pi) along with the support of different sensors used on each
3D internal organ parts and playing cards of the game (i.e., touch sensor, near-field
communication technology: NFC reader and NFC tags) as shown in Fig. 2. In order
to enable an audio feedback mechanism throughout the game play process, external
speakers were used. The designed “Organ Savior Game” consisted of two stages (i.e.,
learning stage and challenge stage). Throughout both stages, the designed instrument
setup of the “Organ Savior Game” was used.
The designed scenario of the “Organ Savior Game” was set at the Organ Savior
Hospital where students were greeted by Dr. Organ, the president of the hospital. The
goal of the game was to have students to learn about the eight human internal organs
(i.e., learning stage) through a series of game play interaction with the instrument
setup of the game. Thereafter, students were required to complete the challenge
presented by Dr. Organ in determining whether learners were ready to be a doctor (i.e.,
challenge stage). In the following section, the instrument setup and the description
of both stages (i.e., learning stage and challenge stage) of the “Organ Savior Game”
are discussed.
The design of the “Organ Savior Game” was heavily based on the “Human Body
Model” toy manufactured by MegaHouse (Japan). Hence, one of its core instruments
used in the game was the “Human Body Model” toy which is a 3D anatomy of the
human body with eight internal organ pieces provided. By utilizing the existing
toy, the research further enriched the “Human Body Model” toy by introducing
172 Y.-J. Zheng et al.
and implementing the Raspberry Pi, touch sensors, and near field communication
technology (i.e., NFC reader and NFC tags) in the toy and in the game itself.
Beginning with the “Human Body Model” toy and its 3D internal organ parts (as
shown in Fig. 2), inside of the human body model, there were designated piece holders
for each internal organ parts. These piece holders were then covered with individual
touch sensors which were used to determine whether the correct internal organ parts
were placed in its correct location by the students throughout the gaming process. In
order for the touch sensors to be activated, each 3D internal organ parts were coated
with silver conductive adhesive paint to enable the conduction of electricity when
these internal organ parts were placed into each place holders.
As the “Organ Savior Game” was designed as an electronic board game, playing
cards were designed where there were the “Health cards,” the “Organ cards,” and
the “Repeat card” (as shown in Fig. 2). These cards were prepared to each have an
individual NFC tag embedded in them except for the “Organ cards.” The “Health
cards” consisted of cards portraying different healthy lifestyles and preventive activ-
ities that students would learn about while learning about the internal organs (as
shown in Fig. 3a). Throughout the game, students would utilize the “Health cards”
in completing the designed tasks. The NFC reader was designed in a medical box
where students were instructed to place their playing cards on to verify their answers.
The “Organ cards” were used to help students in the group to determine whose turn
it was to participate in the game (see Fig. 3b).
Throughout the game, in order to provide instantaneous feedback from students’
interaction data and signal received by the different sensors, a Raspberry Pi was
designed to be embedded behind the human body model where it functions as a
computer or processor of the “Organ Savior Game.” The designed learning contents
were transformed into audio scripts which were pre-recorded and were programmed
to be broadcasted in response to the actions taken by the students during the game
playing process. The operating program in the Raspberry Pi was the Python which
was written in Python language. The Raspberry Pi was used to read signals received
from the touch sensors which were placed inside of the human body model and
provide the relevant audio recording as the given response toward the placement
of each internal organ pieces to its designated location in the human body model.
Furthermore, the Raspberry Pi was also used to communicate between the playing
cards of the game which had individual NFC tags and the NFC reader with the
designed program for the electronic board game. In response to the placement of each
card to the NFC reader during each task, the Raspberry Pi would provide its relevant
response. The audio scripts were broadcast through an attached external speaker to
the Raspberry Pi. The designed program for the “Organ Savior Game” consisted of
a back end platform which enabled the monitoring process of each student’s live
learning performance, and these results were recorded in the platform throughout
the game playing process. Teachers and educators could utilize the learning process
data collected to determine learning topics that students usually have difficulty in
answering, learning topics that students required repetition to understand the material,
and activities that students commonly answer wrongly during the learning process.
Prior to the commerce of the game, the “Organ cards” and the “Health cards” were
distributed among the group. The “Organ Savior Game” began with a greeting from
Dr. Organ, the president of Organ Savior Hospital. The pre-recorded greeting by
Dr. Organ was broadcasted to introduce students about the background of the game.
Students were informed that the game was to begin with a learning stage. During
this stage, Dr. Organ would provide the information on the name, the appearance, the
location, and the function or role of a randomly selected internal organ to students.
Students with “Organ card” referring to the provided information would be required
to make the move for the group. This design of the game was to ensure that all students
of the group were participating in the game. Thereafter, the students had to identify
which internal organ was being referred to among the given eight 3D internal organ
parts. Students were required to place the 3D internal organ parts on the designated
place holders in the human body model. With each attempt of placing an internal
organ into a place holder with its touch sensor, the game would revert back with an
immediate feedback on whether the selected internal organ was correct, or whether
the organ was placed on the correct location based on the students’ interaction.
The game would seek for students to continuously find the correct internal organ
in reference to the given information and have them place the correct organ in the
correct location in the human body model. For example, when Dr. Organ mentioned
about the “heart,” students with the heart “Organ card” would be required to identify
the 3D internal organ part of the heart and place it in the correct location inside the
human body model.
Once they had managed to find the correct internal organ and placed it in its
designated location in the human body model, the game will continue on by sharing
additional information on the internal organ which included ways to keep that internal
organ healthy, activities to avoid damaging the performance of the internal organ, and
more. After listening to the given additional information, the game would broadcast
questions in regards to the given additional information on the internal organ. Students
were required to answer these questions by placing the provided “Health cards” on
174 Y.-J. Zheng et al.
Question on the
Placement of the 3D
additional
• Name internal organ part • Maintaining the health and
protecting the internal organ
information
• Appearance
• Location • Internal organ • Activities to prevent • Answering questions by
• Function/Role • Location in the human body using the "Health cards"
• "Organ card" to determine model
students' turn
Fig. 4 Segments of the learning stage in the “Organ Savior Game” for each internal organ
the medical box (i.e., the NFC reader). On each “Health card” was information
on different healthy lifestyles and preventive activities which were used to answer
these questions. In reference to the different “Health cards” students placed on the
medical box, the game would inform students on whether they answered the questions
correctly. There were questions that had multiple different answers which were placed
on different “Health cards,” hence students were required to find all the correct cards
in order to complete the questions. Students could utilize the “Repeat card” anytime
by placing it on the medical box (i.e., the NFC reader) throughout this process
to replay the information given for the particular internal organ to assist them in
completing this task.
After completing the question for the particular internal organ, the game would
carry on with the next randomly selected internal organ, and the learning process
was repeated for each internal organ until all eight internal organs were completed
by the students. The different segments of the learning stage in the “Organ Savior
Game” were as shown in Fig. 4. Throughout the learning process in the game playing
process, the game provided students with a new learning experience where students
gained new knowledge about the human internal organs, and they had to reinter-
pret their existing knowledge and experience in regards to the topic. By undergoing
this process, students could modify their own understanding on the human internal
organ when they encounter any inconsistencies between their existing understand-
ing and experience with the information provided during the game playing process.
The learning stage was designed based on the Concrete Experience and Reflective
Observation learning modes proposed by Kolb [2].
With the completion of the learning stage of the “Organ Savior Game,” the game
would continue with the challenge stage of the game. At the beginning of this stage,
students would be greeted again by Dr. Organ where they were congratulated by
Dr. Organ for completing the learning stage. Students were then informed about
the scenario of the challenge stage by Dr. Organ. In the challenge stage, students
9 Designing a 3D Board Game on Human Internal … 175
would play the role of a doctor where audio recordings of patients seeking for their
consultation were played. After listening to the patients’ condition and health issues,
students were required to utilize the knowledge that they had learnt in the learning
stage in regards to each internal organ and provide each patient a diagnosis. For
example, one of the patient’s conditions in the game was “Doctor! I recently felt that
my heart is pumping quickly, and I feel pressured around my chest.”
There were a total of five patients designed in the challenge stage of the “Or-
gan Savior Game.” For each patient, students had to identify the internal organ in
question by placing the 3D internal organ parts in the relevant location inside of
the human body model. Similarly, the game would provide students with an instan-
taneous response on whether they had selected the correct internal organ for each
patient. After identifying the internal organ which was related to the patient’s health
issue, students would then utilize the “Health cards” to provide each patient their
diagnosis and relevant health recommendations. For each patient, student had one
minute to identify the correct internal organ and two minutes to provide the correct
diagnosis and health recommendations. The students’ performance for each patient
was recorded in the game.
By providing students with the simulation of playing the role of a doctor and
providing patients with the relevant diagnosis in accordance to their health condi-
tions, students were given the opportunity to utilize the knowledge they had learnt
in the learning stage. The challenge stage was designed to provide students with
the opportunity to reflect on the knowledge that they had on human internal organ,
generate new ideas and understanding on the topic, and assist students in modify-
ing their understanding of an abstract concept. Furthermore, students could apply
their knowledge on the human internal organ and verify their understanding through
this game playing process. The challenge stage was designed based on the Abstract
Conceptualization and Active Experimentation learning modes proposed by Kolb
[2].
4 Experimental Process
The research’s objective was to explore the effectiveness of using a 3D board game
for elementary school students in learning about human internal organs. In order to
explore the effectiveness of the designed 3D board game “Organ Savior Game,” a
conventional 2D board game was designed using the same learning topic and learning
material as a comparison.
The conventional 2D board game was design in a manner where students were
to complete the game on a playing board. The “Organ cards” were used in the
conventional 2D board game in replacement of the 3D internal organ parts as shown
in Fig. 3b. The conventional 2D board game was similar with the 3D board game
where there were two similar stages (i.e., learning stage and challenge stage). For
the learning stage, all the basic information (i.e., the appearance, the location, and
the function or role of the internal organ) was displayed on the board in wordings,
176 Y.-J. Zheng et al.
and audio recording was also played during the game playing session (see Fig. 5).
Students would then go through the internal organ playing cards to determine which
internal organ does the given information refers to by placing the card on the board.
As there were a total of eight learning topics (i.e., eight different internal organs), a
total of eight information boxes were prepared on the board for the learning stage.
As for the challenge stage, a different board was prepared where the patients’
condition and health issues were listed in wordings and the similar audio recording
was played during the game play process. On the board, a human anatomy was
printed where students had to place the internal organ that they deemed to be involved
in accordance with the patient’s condition and health issues (see Fig. 6). For this,
additional 2D human internal organ parts were prepared. Students had to identify the
correct internal organ and place the 2D internal organ part on the correct location
on the printed 2D human anatomy. Thereafter, on the lower portion of the board,
students had to use the “Health cards” to provide patients with their diagnosis and
relevant health recommendations by placing the card in place on the board. There
were a total of five patients for the challenge stage, hence five information boxes
were prepared on the board.
Fig. 5 Designed boards for the conventional 2D board game for the learning stage
9 Designing a 3D Board Game on Human Internal … 177
Fig. 6 Designed boards for the conventional 2D board game for the challenge stage
4.1 Participants
The learning content of this research was designed for elementary Grade 4 students
to learn about the human internal organs. The participating students of this research
were all Grade 4 students from an elementary school in Kaohsiung, Taiwan. A total of
74 Grade 4 students participated in the research with 36 students randomly assigned
to the control group and 38 students randomly assigned to the experiment group.
Students of the control and experiment group each formed individual groups of three
or four which resulted in nine individual groups formed in the control group, and ten
individual groups formed in the experiment group. The gender distribution of each
group was shown in Table 1.
The questions for the pretest and posttest were questions designed in accordance
with the learning topics and learning content used in the research with reference to
the questions used in textbook of the “Health and Physical” classes of elementary
school students in Taiwan. The designed questions were then evaluated by teachers
of the “Health and Physical” classes to ensure that the questions are suitable and
appropriate for the students. Both tests were prepared in a similar manner which
consisted of multiple choice questions and fill in the blank questions with option
of answers provided. The students completed the pretest before the research and
posttest after the research whereby 15 min was provided for each session.
The research was conducted at the classroom of the students in school. The control
group completed the research using the conventional 2D board game which consists
of game boards, 2D human internal organ parts, “Organ cards,” and “Health cards.”
The experiment group completed the research using the 3D board game which con-
sists of the 3D human model, 3D internal organ parts, “Organ cards,” “Health card,”
“Repeat card,” “external speaker,” and a medical box (i.e., NFC reader). The learning
contents designed for both the control and experiment group were similar with the
difference in the game playing mechanism. Each individual group of both groups
was assigned with an observing researcher. For the control group, the observing
researchers would play the role of determining whether the group had answered the
questions in both learning stage and challenge stage correctly, and they would record
down the performance of the students in each individual group.
Prior to the commerce of the research, students completed the pretest individually.
After completing the pretest, students were then randomly assigned into individual
groups of three or four. For both control and experiment group, each individual
group was to ensure that they had all the items required for the game. A briefing
session on the goal of the game was conducted before the game began. During the
briefing session, students were instructed to distribute all the playing cards among
the individual group members (i.e., “Health cards” for both control and experiment
group; internal organ playing cards for control group only). Thereafter, students
began the playing the game among their own groups. The control group completed
the game using a conventional 2D board game (see Fig. 7a), and the experiment
group completed the game using a 3D board game (see Fig. 7b). After completing
the game, students then completed the posttest. The total time of the research was
90 min with the experiment procedure shown in Fig. 8.
9 Designing a 3D Board Game on Human Internal … 179
5 Results
The research was conducted to explore the effectiveness of using a 3D board game for
elementary school students in learning about human internal organs. For comparison,
the 3D board game was compared with a 2D board game which was designed using
similar game instructions and contents. A t-test was conducted on the pretest results
which showed that there was a slight difference between the two groups where p <
0.10. Hence, the results of the posttest were analyzed using ANCOVA with the pretest
results used as the covariate variable. Prior to the ANCOVA analysis, the homogeneity
test was conducted with the results of F = 3.23, p = 0.076 (>0.05) which indicated
that the results had fulfilled the assumption of homogeneity of regression.
The results of the ANCOVA analysis on the posttest results were shown in Table 2.
The results indicated that there was a significant effect on the grouping of the students
(i.e., control group and experiment group) with F = 4.58 (p = 0.036, η2 = 0.061).
180 Y.-J. Zheng et al.
With the adjusted mean of the experiment group (=55.28) higher than the control
group (=49.54) showed that the students learnt more effectively using the 3D board
game as compared to the 2D board game. Based on Cohen’s [25] suggestion, the
effect size (η2 ) for the ANCOVA analysis of the different board games was large (η2
> 0.138)
6 Discussion
The research explored into using a 3D board game to improve the learning process
of elementary Grade 4 students in learning about the human internal organs. The
results of the research indicated that the design was effective in assisting students in
improving their learning performance with comparison with a conventional 2D board
game. It implies that by using the 3D board game designed with an immediate and
interactive feedback based on students’ interaction with the toy can assist in improv-
ing students’ learning achievements on learning about the human internal organ and
the health information compare to conventional 2D board game. One of the main
contributions of this research was the introduction to a new method to better improve
the learning experience and learning performance of elementary school students.
By integrating a computer software into a conventional board game, students were
able to enjoy the learning process through an enjoyable game playing process, with
instantaneous feedback and results provided by the software in order to determine
whether the moves that they had taken was correct. Furthermore, researchers, teach-
ers, and educators were able to monitor the learning process data provided in the
backend system to identify learning topics that students find difficult to understand
and require further elaboration or material to facilitate their learning, learning topics
that require more attention as students commonly make mistakes in completing the
learning activities, etc. These data provided teachers and educators with information
about the effectiveness of the designed learning topics and their students’ perfor-
mance during the learning process which could enable further enhancement to the
designed learning activities.
Several research design decisions were made in order to improve on existing
issues faced in the classroom, including (1) the usage of “organ cards” for students
to take turn making a move, (2) the usage of human voice recorded narratives and
matching sound effects, (3) using the system to evaluate the students’ work instead of
a tutor, and (4) using board games items to induce learning. During the game playing
9 Designing a 3D Board Game on Human Internal … 181
process, students in each group were given the “organ cards” at random. For each
round, students who had the particular “organ card” of the aforementioned internal
organ were responsible to make a move for the group when the question provided
was related to that particular organ. This game play mechanism was introduced to
prevent the learning session being controlled by one or two students in the group,
leaving out other members of the group in the participation of the game or learning
process. For this research, students in the group were working together to learn about
the learning contents of the game. In the future, the game play mechanism could be
modified to allow for internal competition among group members to encourage more
active participation of students in the game.
Besides on the game playing mechanism during the game, throughout the game
playing process, all audio files were designed to enrich students’ learning experience
by using recorded audios. Instead of using computerized virtual voice, these recorded
audios were recorded using an actual human voice which was filled with emotions
and intonation, providing students with a better visualization of the whole situation.
For example, the patient in pain would speak slowly, sound weak and some may
even cough. Patients who were conveying a positive health information, a happy, and
uplift tone was used as compared to a low and discouraging tone on the sharing of
activities which would deteriorate one’s health. Additionally, matching sound effects
of the situation was also utilized to build up the situation for students during the game
play process. For example, during the “Challenge stage,” before each patient begins
sharing about their health conditions, the sound effect of a door opening was played.
It was observed during the research that students were excited and happy when this
sound effect was played, and students were getting ready to pay attention to listen to
the patient. The sound effect assisted students in better visualizing the actual situation
of being a doctor in the consulting room, and as the patient was entering the room
to consult them for their diagnosis. This indicated that by using recorded audios and
proper sound effects of the given situation, it would enrich the learning experience
for students and enable students to not only be better engaged in the game playing
process, but also to provide students with the anticipation on the events that were
about to occur.
Throughout the research process, there were certain observations that were dis-
tinct and worthy of mentioning and discussed in this chapter. The results of this
research indicated that there was a significant difference between the control group
and the experimental group (i.e., 2D board game and 3D board game, respectively).
This may be contributed by the fact that in the game play mechanism for the 2D board
game, an observing researcher was assigned to each group to facilitate in determin-
ing whether the group’s move (i.e., card placement) for each learning activity was
correct. As a comparison, for the 3D board game, the verification mechanism was
completed instantaneously by the designed software, which means that the observing
researchers of the 3D board game group were not involved in the game playing pro-
cess directly. This may also contribute to the lower performance of the control group
as the observing researchers may had interrupted the students’ game playing process
when they were providing the groups feedback on their moves. Initially, when the
182 Y.-J. Zheng et al.
7 Conclusion
other important elements on the design of the learning activities and learning process
were encountered. The introduction of complementary software along with different
sensors to the existing toy “Human Body Model” manufactured by MegaHouse had
shown to be effective in enhancing the learning experience in elementary school stu-
dents and instill their interest on the topic itself. Although the design of the improved
game play had indicated significant improvements, the research had also uncovered
some other issues which would require much attention in the improvement of the
future research. These include the design of the game to ensure the participation of
all students, methods to enrich the learning experience throughout the game using
rich media, the benefit of using new methods and mediums to convey the learning
topics to students, the importance of the tutor in the learning process, and students’
autonomy during the game playing process. These few elements are crucial items
that were uncovered from this research which could be useful to the future research
and for teachers and educators who are looking into new methods to teach their stu-
dents. This research provided an alternative approach to teachers and educators in
teaching about the human internal organ, and also for other learning topics by using
different games or toys and incorporating these sensors to facilitate the students’
“playing” process. For example, educators could utilize the shopping cart toy set to
allow students to learn about mathematics by having students purchasing groceries
of different prices and calculate the total. The research design could be adopted to
fulfill the needs and requirements for other learning topics which could be conveyed
in a game playing process enrich with an interactive software and different sensor
throughout the learning process.
Acknowledgements This work was supported by the Intelligent Electronic Commerce Research
Center from The Featured Areas Research Center Program within the framework of the Higher
Education Sprout Project by the Ministry of Education (MOE) in Taiwan and by the Ministry
of Science and Technology, Taiwan, under project numbers MOST-108-2511-H-224-008-MY3,
MOST-107-2511-H-224-007-MY3, and MOST-106-2511-S-224-005-MY3.
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Part IV
Modeling Learners and Finding Individual
Differences by Educational Games and
Gamification Systems
Chapter 10
Learner Modeling and Learning
Analytics in Computational Thinking
Games for Education
1 Introduction
about the correctness of a program, it points more to a “value system” for software
development [35].
The automatic assessment of code quality measures and the definition of indi-
cators and metrics for such characteristics of software artifacts have a long history
in computer science. The first grading system for assessing students’ programming
has been developed by Hollingsworth [18]. The students received specific tasks,
and the “automatic grader” checked the correctness of the solution and gave feed-
back whether the solution is correct or not. However, the system was not completely
automatic. Overflow, storage selection, too much time for executing, and operator
decisions needed a manual entry. While such a system can support instructors in
finding correct solutions, it is not beneficial for learners who struggle with program-
ming. In contrast to recent research in assessment tools in learning contexts, it did
not provide any guidance or learner support such as hints to improve programming.
With LOGO, a popular system was created to support learners getting started in
programming [43]. Research has shown that students learned programming fast and
easily [11]. Although LOGO was designed specifically to benefit learners, they still
had to face challenges such as syntactic constraints [32]. While syntactic mistakes
usually lead to non-executable programs, it shifts the learners’ focus from the seman-
tics of a program to its syntax. Sometimes, this requires the learner to understand
very technical or even obscure error messages, instead of implementing a meaning-
ful algorithm in first instance. With the popularization of computational thinking
(CT), visual block-based programming tools became a standard way for beginner
courses in schools and beyond [60]. Learning environments like Scratch handle the
problem of syntactic constraints. In contrast to LOGO, “the code blocks only lock
in syntactically valid ways, therefore ‘bugs’ are always semantic errors” [32].
Brennan and Resnick [3] developed a framework for assessing projects developed
with Scratch. With project portfolio analysis, artifact-based interviews, and design
scenarios, they assessed computational concepts, practices, and perspectives. How-
ever, Moreno-León and Robles presented one of the first approaches of assessing
Scratch projects automatically [40]. For different computational skills, they have
defined metrics, which count the presence of specific computational constructs, for
example, the use of a conditional statement (“if”). Depending on the complexity of
the used constructs, 0–3 points are assigned to the targeted concept so that learners
can get a clear and quick feedback on their programming performance. In the example
of a conditional statement, the differentiation on the level of complexity is distin-
guished by using “if” (1 pt.), “if-else” (2 pt.), or the use of logical operations (3 pt.).
To achieve a maximal score, a table of necessary programming fragments is given. If
the students use these programming constructs, they can receive all points, although
the programming artifact does not necessarily have a good quality on a semantic level.
Such an approach results from the trade-off between authoring efforts for reference
solutions and the generalizability of automatic indicators. The indicators included in
the work of Dr. Scratch can be used for any Scratch project without any adaptation
costs.
There are also other approaches to assess programming artifacts in the context
of CT. However, the transfer to CT is often not clear, because CT contains long-
10 Learner Modeling and Learning Analytics … 189
microworld are observable, for instance, open task environments and goal-oriented
environments (Table 1).
The open task environments contain sandboxes where students can author own
games or stories. These environments have a higher degree of freedom for students
because they are less restricted through explicit given tasks to progress and encourage
teachers to be more proactive in designing the exercises.
The goal-oriented environments usually involve a level system or a task that
needs to be completed. Such environments follow a stricter learning progression,
usually with less degrees of freedom or particular constraints.
RoboCode and RoboBuilder are environments with open sandboxes for robot
fights against other players. A solution counts as “good,” if the robot can defeat
the enemies, which are controlled through the other players’ programs. Light-
Bot and Pirate Plunder contain level systems, which the student has to complete.
The ctGameStudio environment takes advantage of both microworld characteristics
(Fig. 2). It includes both, a level system and an open sandbox, where the learners
develop their own algorithms in order to prepare for robot fights. Following this
approach, ctGameStudio combines a task-oriented environment (“RoboStory”) with
an open sandbox (“RoboStrategist”). The users control a virtual robot in a microworld
using a visual block-based programming tool [61, 63]. In order to learn the basic
CT concepts and programming constructs, a scaffolded learning progression sup-
ports the learner. The system includes “RoboStory,” it is a level-based environment
which focuses in each unit with different sub-levels on a specific abstraction type
(loop abstraction, etc.) and uses different microworld constructs (geometric concepts,
etc.). Additionally, advanced learners can develop own algorithms and strategies in
the open sandbox. In contrast to the pre-defined levels and goals, in this environment,
the learners are motivated through a tournament mode where they compete against
other learners in a virtual robot fight. The tournament is still situated in the same
microworld using the same representations of source code in the visual block-based
tool. In this sense, the goal-oriented environment “RoboStory” blends seamlessly
into the open sandbox “RoboStrategist.” It contains an open stage, where students
compete in a tournament. In this mode, they can develop different algorithms to fight
against other robots from other students.
Text-based environments are CT environments that primarily feature a text-
based input, for example, a code editor. The logical artifacts that learners create are
text-based and usually correspond to source code. Such environments are close to
integrated development environments (“IDEs”), but support learners through tailored
and more specific interfaces. For example, a reduced set of commands or code tem-
plates support students during their programming processes. By using these support
mechanisms, the students have a low threshold to start programming, but syntactic
errors are possible (and likely).
Visual block-based programming tools offer a solution to avoid the aforemen-
tioned shortcomings of text-based environments regarding the hurdle of expressing
a syntactically correct solution. The logical artifacts that learners create in such envi-
ronments are similar to the text-based artifacts, but are masked by a user interface,
which prevents mistakes on a syntax level. Common environments (cf. 1) use a puz-
zle metaphor for the composition of the logical artifacts. In this sense, blocks are
the puzzle pieces that stand for a certain command, for example, a statement or an
expression in programming. Each puzzle pieces dragged into the editor only snaps if
the combination leads to a syntactically valid composition. Additionally, in analogy
to syntax highlighting in text-based editors, a color coding of blocks can be used
to group according to (semantic) categories of commands. However, block-based
visual programming tools are less powerful, potentially more cumbersome to use for
larger projects, and inauthentic for students.
Each of the programming tools with visual alternatives presented in Table 1
has its own approach regarding the type of logical artifacts the learners create and the
computational model they use to operate on. For example, Kara builds on finite-state
automata, while KidSim and ctMazeStudio work with (visual or textual) reactive
rule-based programming tools, which “use representations in the computer that are
analogous to the objects being represented and to allow those representations to be
10 Learner Modeling and Learning Analytics … 193
Learning computational thinking and acquiring all the related competences poses
challenges for learners and facilitators of such environments. Therefore, we propose
the use of a certain learning progression as an underlying model for the design of CT
environments. For game-based environments, studies had shown the effectiveness
of games in the context of CT. For example, ctGameStudio is a scaffolded learning
environment for understanding CT concepts and abstractions in subsequent levels,
which motivates the students to progress in the game [61, 63]. The concept of Scratch
to author own games and to tell stories brings the learners to express their ideas in
a creative way [13, 32]. LightBot offers a puzzle-like approach, which lets students
reflect on their ideas and refine their solutions on a motivational level [12].
With assessment schemes like Variables-Expressions-Loops (VEL) [13] and the
CT test (CTt) [10], questionnaires are given to measure the level of the learned CT
competences. However, the studies of Grover and Basu [13] and Werneburg et al.
[61, 63] have shown that computational constructs like variables and computational
abstractions like loops are a high hurdle for students when they start programming.
Therefore, it is necessary to support learners in adapting new computational models
or constructs with an appropriate mechanisms of guidance and scaffolding in such
learning environments.
Level systems in game-based learning environments give the opportunity to imple-
ment models like the Use-Modify-Create progression presented by Lee et al. [31].
With an adaption of this model (see Fig. 3), it is foreseen to introduce in a first level
a new concept. The students can use and analyze given code (as a template) to study
its behavior, which is visualized through virtual agents in the given microworld. In
a next step, learners modify the given code or vary parameters to solve the first level
in the progression.
194 S. Manske et al.
Grover et al. identified three major strategies when students program with Blockly
games: “(1) basic iterative refinement […]; (2) breaking down a problem into sub-
problems and recombining the partial solutions into an overall solution; and (3)
testing and debugging” [14]. Especially in the Customize-Create-Challenge model,
the behavior (3) is observable by many learners in the Customize phase and primarily
behavior (1) in the Create phase [61].
For behavior (2), there are two possible approaches: top-down or bottom-up. Stu-
dents can define all sub-problems at the beginning and solve them after this planning
phase or they start bottom-up with solving a sub-problem before they structure the
following sub-problems.
Kiesmüller [28] designed a framework for Kara to give appropriate feedback
(Table 2). For example, “hill climber” use behavior (1). If their code has a bad
quality, they get hints to structure the code. Students using the “trial-and-error”
approach (3) get an introduction to structured problem solving, and students using
the “divide-and-conquer” approach (2) get hints if a branch is missing or if there is
an error in the currently edited branch. Kara uses an alternative representation as a
programming tool (Table 1). In the case of the presented study, providing specific
tasks makes the environment goal-oriented. The visual representation as a finite-state
automaton allows the easy preparation of incoming conditions in the description of
the individual states at the beginning. Simple clicks allow the addition of individual
new restrictions, so that learners can quickly learn the top-down method.
Table 2 Individual feedback depending on the solving strategy according to Kiesmüller [27]
Problem-solving strategy Quality of the solution
Very bad Bad Medium Good Very good
Hill climbing Hints to structure the Technical error message and hints for
code first the current sequence
Trial and error Hints to structured problem solving Technical error message
and hints for faulty
sequence
Top-down Number of branches Technical error message and
correct: notes on motivating remark
faulty sub-branch
Branch number
wrong: marking the
missing sub-branch
Bottom-up Number of branches Technical error message hints for
correct: notes on faulty sequences
faulty sub-branch
Branch number
wrong: marking the
missing sub-branch
196 S. Manske et al.
ing CT, particularly when evaluating and creating code, a structured and automated
analysis of their programming artifacts and processes is necessary. The automated
analysis of these artifacts traditionally employs code metrics, which originates in the
discipline of software science [6]. Applications in educational contexts exist, which
apply metrics to identify the programming behavior by counting particular computa-
tional constructs and concepts the learners used [28, 40, 63]. Such counting metrics
are a first step, but the characteristics of code are manifold. Automated assessment
tools typically use a decomposition of source code into specific features that capture
the respective code characteristics. Lately, the emerging field of learning analytics
is framing the research in CT by combining computational methods of process and
artifact analysis. The following sections give an overview about the use of code met-
rics in this context and present how learning analytics brought a new take on CT
assessment. Finally, we present a framework for learning analytics, which combines
a model for CT processes with code metrics. Such a framework can be adapted in
order to improve learning by placing direct interventions or by generating feedback
for learners.
Traditionally, software metrics estimate the software complexity and measure costs
for developing and sustaining software [15]. Ten years after the pioneering work from
Halstead, there were 500 interdisciplinary references including software metrics,
control structure complexity, logical complexity, and psychological complexity [56].
In the following, we focus on metrics with respect to the context of computational
thinking in education. We explicitly exclude productivity-oriented measures that
mainly focus on aspects of software engineering in corporate contexts.
Software Metrics are (mathematical) functions to quantify certain characteristics
of source code. Some examples employ counting tokens in the source code, include
program length, volume, difficulty, and language level, and combine that into an inte-
grated and comprehensive system of formulas [15]. In addition to counting particular
structural elements, such as operators, a typical metric is “lines of code,” which exists
in many variations. For example, such metrics can be used for the detection of code
smells like long methods or empty blocks. In the context of Scratch, long meth-
ods and code duplicates decrease the comprehension and potentially complicate the
modifiability of Scratch programs [17].
in this graph. Dealing with a lower complexity can be supportive for learners in devel-
oping their logical artifacts as it possibly prevents side effects that might occur due
to high level of branching.
in 2006 with the first definition of CT by Wing. We reduced the set of papers to
an amount of 29 by filtering after reading the abstracts. Figure 4 shows that most
papers concentrate on Scratch as a prototypical example for using visual block-based
programming tools in an open-world environment. Moreno et al. contributed with
Dr. Scratch a fundamental work for analyzing Scratch projects [40]. It utilizes static
code metrics and the appearance of specific code constructs in order to assess com-
putational thinking based on code artifacts. The evaluation of code artifacts poses
challenges for the research in automatic assessment of CT skills and code quality.
Limitations exist when it comes to assessing the correctness of a solution or the
accomplishment of a task with a certain code artifact.
Therefore, we categorize a microworld concept as an open task or as goal-oriented.
Apart from the microworld concept, the research in the field of CT assessment is
framed by using different programming tools that depend on different representations
of the code artifacts. We classified popular examples of CT learning environments
depending on the microworld concept and the used programming tool according to
the typology elaborated earlier on in Table 1.
It is challenging for software tools in open task environments to check the cor-
rectness of a code artifact automatically due to the degrees of freedom and the lack
of a computational, closed solution. Defining milestones, requirements and condi-
tions are helpful to create a framework for the assessment. Such requirements might
include the appearance of a specific programming concept or the integration of a cer-
tain code feature. As a caveat, the assessment has to be interpreted with care because
a code artifact can be “good” due to the existence of a certain code feature but the
solution can be insufficient to the respective task specification, it contains semantic
errors, or even unveils a low understanding on the part of the learner.
By setting concrete goals for a task that can be checked automatically, such envi-
ronments enable the incorporation of correctness with respect to specific features as
a characteristic to the assessment. This gives the opportunity to compare different
solutions automatically and to define more specific indicators to assess the quality
of a solution.
Visual Block-Based Programming Tool As can be seen in Fig. 4, most of the papers
which are in the intersection of the categories “visual block-based programming tool”
and “open task environment” were dominated by Scratch. The work of Moreno et al.
[40] is a central point in this collection. They designed metrics for different compu-
tational practices, which count the use of certain syntactical programming constructs
to identify the students’ CT level. Ota et al. [42], Seiter, and Foreman [52] follow
similar approaches. Meerbaum-Salant et al. [37] identified as bad habit “extremely
fine-grained programming”—students used few scripts while programming and the
authors recommend decomposition strategies. Werneburg et al. [63] presented dif-
ferent features for analyzing students’ programming behavior in the goal-oriented
environment ctGameStudio. Activity metrics are used to define features, for exam-
ple to describe the advanced planning behavior with the feature # changes per run
(Table 3).
Weintrop and Wilensky [59] also analyzed visual block-based programming tools
for a goal-oriented environment using metrics to count blocks added to a program. A
difference between successful and unsuccessful runs could be observed. In each time
slice, they added 1.6 blocks to the program and increased its complexity. Between
successful battles, the learners added 3.3 blocks. This example shows that such simple
metrics might serve as an indicator to predict the quality of the outcome.
Learning analytics (LA) can be seen as the use of analytic methods on learning data
targeting various stakeholders with the aim to improve learning processes and envi-
202 S. Manske et al.
ronments [8]. Typically, three different types of computational methods are used in
LA according to Hoppe [20]: (1) the analysis of content, (2) the analysis of processes
using methods of sequence analysis, and (3) the analysis of social network structures.
The latter is of minor interest, as the scenarios and examples of computational think-
ing environments that have been part of this investigation do not incorporate social
or collaborative aspects.
However, this model needs to be adapted to an application-specific context. Pro-
gramming activities are iterative processes, where the learners create executable
software artifacts in each iteration, which can lead to a complete or a partial solution
for a given problem or task. This interleaves the aspects product and process of the
model by Hoppe [20]. Therefore, we align this model to the process of programming
according to the creation cycle in the Use-Modify-Create progression (Fig. 3) and
incorporate product- and process-oriented analyses.
In the cyclic process of programming, learners create code artifacts, execute them,
and evaluate the respective results corresponding to their expectation and to their
respective goal orientation. If the results satisfy their reception of a goal or provide a
solution to a given, closed problem, the learners might decide to end their program-
ming. If it does not satisfy the given conditions, they might want to refine the code
and re-enter the cycle.
Early approaches for the automated assessment focus on the use of static code
metrics in order to analyze programming artifacts. In addition to the analysis of static
code features, dynamic metrics have the potential to capture runtime information
of code artifacts. Therefore, analytical models for computational thinking might
comprise programming behavior of the learner (analysis of processes) and runtime
behavior of a program (analysis of products). In this sense, the analysis of runtime
behavior is still located in the “product” aspect of the learning analytics model; it
counts as a method of content analysis using dynamic code analysis.
To improve learning through the embedding of a learning analytics framework,
it is necessary to incorporate the results into the learning situation, for example, by
providing direct interventions or feedback. Corresponding to the cyclic programming
model that consists of the phases programming, evaluating, and executing, various
analytics methods can affect specific phases.
Figure 5 shows the alignment of analytics methods to this model and outlines
the different possibilities to provide feedback to the learner. During the execution,
the learner has to realize whether he has solved the problem, for example, when he
has found a (task-specific) solution. Particularly in open-ended environments, this
is difficult to check. Goal-oriented environments circumvent this by offering a more
structured path, for example, through a story mode or a level structure.
However, in open task environments, unit tests have the potential to support the
evaluation of solutions. In addition, partial solutions could be identified by calculating
similarities to reference solutions. Source code similarities have been part of the
research in the field of software metrics, for example, on calculating differences on
abstract syntax tree [46], but also in the field of plagiarism detection [5, 24].
Psychological aspects of coding can be beneficial for the evaluation process.
Such aspects targeting the psychological complexity improve the readability and
10 Learner Modeling and Learning Analytics … 203
maintainability of the code. When learners have to debug their solutions, a higher
complexity limits the advances to find proper solutions. In addition to aspects like
the meaningful naming of variables or the co-existence of comments, this consists
of structural aspects such as redundant or dead code. The programming phase can be
supported by using software metrics. Such metrics can be embedded in a way that they
prompt the learners to create an awareness of possible problems or flaws. Examples
can be long methods or incorrect branching in conditional statements. For such cases,
typical static code metrics such as cyclomatic complexity can be facilitated. However,
the specific composition of metrics and the design of interventions and feedback are
highly domain-specific and need to be adapted to the particular tool.
one of the largest science festivals in Germany.1 During the study, participants used
the ctGameStudio in a self-regulated learning scenario after a brief introduction about
computational thinking and the game-based environment.
Fig. 6 Distribution of the time spent in minutes, how long the students used ctGameStudio
algorithm for a particular aspect. The task design of the ctGameStudio follows the
previously introduced 3C model (“Customize-Create-Challenge”). Each level rep-
resents one of these computational constructs, such as loops. Every level consists
of sub-levels, where the first one follows the “customize” phase. For the example
of loops, a given template with a loop is presented to the learner and the level can
be solved customizing the given code. In the next sub-level, the “create” phase, the
learners have to write their own code from scratch using the particular concept. With
the final sub-level, the learners can master each concept by having a more difficult
task around this concept in a “challenge” phase.
During the experiment using the ctGameStudio, different kinds of data have been
collected through the system. According to Blikstein [2], we collected coding events
as well as non-coding events from the users. Examples of coding events are creating
a block while programming and non-coding events are for example clicking on the
“run” button to execute the code [61].
The feature # runs describes the testing and evaluation behavior of the learner
when creating programming code. One observation of a prior study was that students
needed less runs if the level was easy to solve [63]. The boxplots in Fig. 7 show the
distribution of the number of runs per sub-level.
The first sub-level of each unit (1.1, 2.1, and 3.1) contains the “customize” phase,
where the students use and modify given programming code. The learners should try
out the given code and then modify it in order to get a correct solution. Especially in
level 2.1 and 3.1, the boxplots show that much more runs were needed than in the
respective subsequent sub-levels, which contain the creation part of the Customize-
Create-Challenge progression model. Level 2.3 was the only challenge level, which
was tried out. The students needed more runs than before, because of the increasing
degree of difficulty. For example, the median of the number of runs was in level 2.1 at
8, fell down in level 2.2–3, and increased in level 2.3–5 by students who successfully
finished the level. Level 2.1 was not finished by 8 of 47 participants. The median for
this group was 13. To help students with more guidance, 8 runs can be a threshold
for this sub-level to provide interventions after this number of runs to guide them to
a correct solution. However, there were also students who left the game after 3 runs.
This can be regarded as a special case of the setting, as the subjects could always
cancel.
To analyze how the approach of the Customize and Create phases was adopted,
we captured all changes per run and with the feature # changes per run, the advanced
planning behavior can be analyzed. This includes creating a block, moving a block
in the structure of the program, deleting a block, and varying a parameter.
Level 2.1 is a level to customize a given source code related to loops. As can be
seen in Fig. 8, only a few persons did for the first run of level 2.1 many changes. In
average they did 3.02 changes in their first run (SD = 6.33). 57% of the participants
made no changes, and only 28% of the students did more than four changes. For the
second run, in average 5.6 changes were done by the participants (SD = 7.56) and
only 14% of the participants did no change for this run. In the following runs, the
participants did in average 2.4 changes (SD = 1.23). In summary, the idea of using
the given source code before modifying was applied by most of the users. They
analyzed the behavior of the robot acting in the microworld and modified the given
code after analyzing it for the second run. After the second run, mainly a refinement
of the code could be observed.
Level 2.2 is a level to create source code from scratch without starting from a
given code template. However, in the previous level, the learners explored the newly
introduced abstraction type “loop.” It could be observed that the users did in average
13.8 changes per run (SD = 11.89) before the first run, and before each of the
following runs 4.3 changes per run (SD = 5.55). In this case, they were able to
construct their idea to solve the level at the beginning and only did some refinements
of their solutions in the subsequent runs (Fig. 9).
Table 4 shows the results for all levels tested by the participants. It presents the
number of runs (minimum, average, maximum) in all sub-levels as well as the changes
per run as regression line.
The sub-levels of unit 1 were easy to solve for the students so that they incorporated
most of the changes before the first run. Changes for the following runs can be
seen primarily as refinements of the code and do not involve many changes in the
semantics. The first two sub-levels of unit 2 have been discussed in detail above.
However, level 2.3 was a level, which contained a “challenge” for the students. It is
based on the previous level (2.2) and requires the learners to build a similar algorithm,
but for a generalized problem. As expected, the students needed in average more
runs and made more changes per run after the first run. In unit 3, the abstraction type
“event” has been introduced. Although the learners could start with a given code
template in the first sub-level, it could not be observed that this had an impact on
the runs in the following levels. In this example, we can observe an abstraction gap,
which is a major hurdle for the learners. This unveils that additional mechanisms to
guide the learners are necessary in order to force the understanding of the specific
abstraction during the programming process. However, only 8 of the 15 students
who successfully finished level 3.1 started level 3.2. To evaluate the sub-levels that
are later in the learning progression, another study might be needed. As a limitation
of this study—in analogy to other work in this field—computational thinking is a
thought process and can only be captured and learned to some extent. In this case,
the duration of the experiment was limited to 60 min. More long-term studies are
needed to re-design curricula and environments in order to foster CT effectively.
Otherwise drawing definitive and generalizing conclusions from such experiments
needs to be handled with caution. Still, such conclusions are useful to design and
re-design levels or guidance mechanisms, and to fine-tune parameters like thresholds
for prompts and interventions.
5 Conclusion
In this work, we presented the state of the art of game-based environments to foster
computational thinking. With a classification of the game-based CT environments
related to microworld concepts as well as to the used programming tools, we identified
different learning strategies throughout programming processes. Additionally, we
presented in this paper various learning analytics techniques to characterize and
analyze the logical artifacts created by learners and the corresponding processes
these artifacts where created in. The programming process is influenced by the design
of the kind of task the learner has been assigned to. Particularly for task-oriented
environments, we proposed the use of a learning progression model (“Customize-
Create-Challenge”). An essential part of the Customize-Create-Challenge model is
the create phase, where students program, execute, and evaluate their solutions. For
this step of creating, we assigned different metrics to provide tools to analyze the
students’ behavior and to develop appropriate feedback. As a first step, we used
activity metrics and implemented features such as # runs and # changes per run
in the investigated CT game ctGameStudio. In an experimental study using this
environment, we have shown at which points students struggle while programming
during the ScienceNight Ruhr. To circumvent this, interventions have to be placed
to successfully improve learning and to observe a gain in CT. Additional metrics
to analyze the programming artifacts are the next step for a refinement for dynamic
and adaptive guidance, scaffolds, and feedback. The use of dynamic and static code
metrics for a similar use case has been proposed in the context of creative problem
solving with programming, which demands CT competences [34].
However, embedding such direct interventions that aim to interfere with the actual
learning needs a concrete alignment to the pedagogical model that underlies the level
and task design in addition to the guidance and scaffolding framework. Therefore,
we presented a three-layered approach that combines the (1) task design, (2) guid-
ance mechanisms, and (3) learning analytics. Following this model, the evaluation
10 Learner Modeling and Learning Analytics … 209
presented in this work can be used to parameterize the guidance framework of the
ctGameStudio. For example, the median of the number of runs in a cluster of low-
performing learners might serve as a threshold for direct interventions. In addition to
the assessment of computational thinking skills to the learners, such indicators can
be useful to fine-tune and tweak the guidance mechanisms for future use.
Acknowledgements We dedicate this publication to the memory of Sören Werneburg who designed
and developed the ctGameStudio and ctMazeStudio environments and conducted this study.
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Chapter 11
Motivational Factors Through Learning
Analytics in Digital Game-Based
Learning
Rafael Luis Flores, Robelle Silverio, Rommel Feria and Ada Angeli Cariaga
1 Introduction
[2]. These games are rich sources of educational data [3] and, thanks to their highly
interactive nature, are ideal for capturing students’ interaction data for the purposes
of better understanding their learning behaviors and processes [4].
That being said, it is possible to use learning analytics to measure students’ moti-
vation toward learning, which can be done by looking at behaviors indicating either
high or low motivation [5]. This paper presents motivation as a “second-order” vari-
able [6], being dependent on three factors: goal orientation, effort regulation, and
self-efficacy. The indicating behaviors defined in the LA model are classified based
on the aforementioned factors.
The LA system will output scores for overall motivation, as well as for each
factor based on its model. The students’ self-perceived motivation scores based on
their survey responses will also be evaluated using these factors, for comparison.
2 Related Works
Many scholars agree that there are two distinctive types of motivation: intrinsic
and extrinsic. Intrinsic motivation refers to the desire to do something for the
natural enjoyment aroused from the involvement in the activity per se, while extrinsic
motivation refers to the engagement in an activity as an instrumental means to an
end [7]. Motivation is generally considered a crucial factor in determining students’
success and achievement. A higher motivation to learn has been linked not only to
better academic performance but to greater conceptual understanding as well [8]. As
a psychological construct, it energizes, directs, and sustains behavior toward a certain
goal [5]. In the context of learners, it is no doubt important as it is a main driver toward
academic achievement. However, due to its nature, it cannot be directly observed but
inferred from overt behavior of the learner [9]. As such, it is very difficult to measure,
especially in online learning environments where interactions are largely virtual.
As a second-order variable, motivation can be measured based on factors such as
attitudes and perceived goals. According to Richardson, there are three key motiva-
tional factors [10]: (1) goal orientation, which is the learner’s perceived reason for
pursuing their achievement [11], (2) effort regulation, the learner’s engagement in
learning activities [12], and (3) self-efficacy, the belief in one’s own capabilities to
perform a task successfully [13]. All three factors must be taken into consideration
in order to accurately assess student motivation.
11 Motivational Factors Through Learning Analytics … 215
In recent years, numerous researchers have turned to digital games as tools for moti-
vating students to learn certain subjects (e.g., mathematics). Digital Game-Based
Learning is an e-learning trend that connects educational content and video games
and makes learning difficult topics more accessible, engaging and enjoyable [6, 14].
In general, educational games have a high impact on learners’ engagement and moti-
vation due to their entertainment aspect [15]. Moreover, the emergence of learning
analytics in the field of educational games has introduced an increasing demand for
the collection, analysis and presentation of the in-game data in multiple ways [3].
Learning Analytics as a discipline has opened new possibilities in the field of DGBL.
E-learning management systems as well as educational games can be used to generate
data that can potentially be harnessed and used to better understand student learning
[16]. The use of LA has implications in how educational games determine motivation,
as it can be observed through learner activity within the game environment rather than
using a typical questionnaire [17]. Although motivational factors have typically been
evaluated using questionnaires, this method has been heavily criticized by several
studies, as students’ self-perceived motivation may not correspond to reality [5]. A
study conducted by Cano et al. [18] introduced the GLAID (Game Learning Analytics
for Intellectual Disabilities) Model, which describes “how to collect, process and
analyze video-game interaction data in order to provide an overview of the user
learning experience, from an individualized assessment to a collective perspective
[18].” In other words, all user interactions within video games can be collected and
analyzed to be used for future assessment. Signals or game observables that can
give useful information about a player’s learning behavior are identified, such as
timestamps, level changes, achievements, fails and other user interactions. There is
still a need for empirical evidence as this is only a theoretical adaptation, and the
field of Game Learning Analytics is still performed mostly through ad hoc analysis,
without a systematic, standardized approach [4].
3 Methodology
This section includes the system architecture for the LA system, including the game
and learning analytics components. It also includes the experiment design for testing
and data collection.
216 R. L. Flores et al.
The game Fraction Hero was developed by the researchers using the RPG Maker
MV engine on Windows. The learning content of the game is based on the DepEd
(Department of Education) K-12 Basic Education Curriculum [19] in the Philip-
pines. The topics covered in the game are using the K-12 curriculum targets for Grade
6 students, or students in their sixth year of primary education, focusing on the fun-
damental operations involving fractions.
• Adds and subtracts simple fractions and mixed numbers without or with regroup-
ing; multiplies simple fractions and mixed fractions; divides simple fractions and
mixed fractions.
The game itself is an RPG/simulation game based around answering quizzes
through battles in which the player must correctly solve fraction arithmetic problems
in order to attack (see Fig. 1). The player has 5 health points (HP) and 3 magic points
(MP) at the start of each battle. Enemies start with 10 HP. The problems are multiple-
choice (four), with an additional choice to skip the problem (which costs 1 MP). For
every problem the player may choose the difficulty:
• Addition/Subtraction
– Easy: fractions are similar.
– Medium: fractions are dissimilar but have the same multiple.
– Hard: fractions are dissimilar (may include improper fractions).
– Expert: mixed numbers (fraction parts are dissimilar).
• Multiplication/Division
– Easy: fractions have low number range.
– Medium: fractions have moderate number range.
– Hard: fractions have high number range (may include improper fractions).
– Expert: mixed numbers (fraction parts have high number range).
If the player answers correctly, he/she will deal damage to the enemy and gain
credits based on the difficulty selected. Otherwise, the player will lose 1 HP. Players
may also use items and perks to help them during battle:
• Items (bought with credits):
– Eraser: restore 1 HP.
– Sharpener: restore 1 MP.
• Perks (cost 1 MP each):
– Open Notes: review one page from the notebook (one topic).
– Cramming Mode: extend the timer by 1 min.
– Bonus Points: deal extra damage on the next problem (if correct).
Battles end when either the player or enemy hits 0 HP, or after a 5-min time limit.
After each battle, the player will receive a score from 0 to 10 from the in-game
teacher NPC (non-player character) based on their performance. Outside of battles,
players may also review notes about the topic using the Notebook, buy items with
credits earned from battles, as well as look at their stats such as accuracy and average
solving time in the Student Record. The game consists of five levels, one for each
operation, with the last level having random operations.
Student motivation is evaluated through assigned weights for the three motivation
categories of self-efficacy, goal orientation, and effort regulation.
Figure 2 shows the LA model used for this study. It is constructed based on the
three motivation categories stated. Data from the game are assessed per individual
student’s play-through. The following game traces evaluated in the LA are:
1. Difficulty versus accuracy. Difficulty and accuracy were compared to assess
students’ behavior; the student’s choice of difficulty based on their result in the
previous problem (correct, wrong or skip). Integrating the two in-game data
variables yields seven possible scenarios:
a. The result is correct and the selected difficulty level for the next problem is
increased.
b. The result is correct and the selected difficulty level for the next problem is
decreased.
c. The result is incorrect and the selected difficulty for the next problem is
increased.
d. The result is incorrect and the selected difficulty for the next problem is
decreased.
e. The result is correct and the selected difficulty level for the next problem is
the same.
218 R. L. Flores et al.
In-game data
Self-Efficacy
(Difficulty vs Accuracy, Goal Orientation Effort Regulation
No. of Non-easy Chosen) (Difficulty vs Accuracy, (Accuracy vs Time, Perks
Skip vs Time) vs Accuracy)
Analytics Dashboard
f. The result is correct and the selected difficulty for the next problem is the
same (highest difficulty).
g. The result is incorrect and the selected difficulty for the next problem is the
same.
2. Number of non-easy problems chosen. This is the total number of selected
medium, hard and expert difficulty problems.
3. Number of non-skipped problems. Non-skipped problems were measured to
give students a reasonable score for this metric as skipping is generally considered
a negative factor.
4. Accuracy versus time. Accuracy and time were also compared to identify stu-
dents who only guess the answers. Combining these two data variables resulted
in four cases:
a. Fast-accurate. The student most likely solves the problem easily.
b. Slow-accurate. The student is most likely able to solve the problem but needs
sufficient time.
c. Slow-inaccurate. The student is most likely struggling in answering the prob-
lem (but still trying).
d. Fast-inaccurate. The student most likely guessed the answer.
5. Perks versus accuracy. Use of the Open Notes perk and accuracy were compared
to examine students’ engagement or mastery in solving a problem.
Calculation of the motivation score involves the assignment of proper weights
for each of the three categories. The total motivation score is measured over 100
points total, composed of 35% Self-Efficacy, 35% Goal Orientation and 30% Effort
Regulation as shown in Formula (1):
11 Motivational Factors Through Learning Analytics … 219
Formulas (4) and (5) are given weights of 15 and 20, respectively, and are added
for a total weight of 35 for Goal Orientation.
Lastly, Effort Regulation is the sum of Formulas (6) and (7):
AccuracyVSTime 15
× × 100 (6)
Total Problems 30
⎧
⎪ 15
⎪
⎪ , Open Notes ≥ 3
⎪
⎨ 30
100 × 7.5 (7)
⎪
⎪ , Open Notes < 3 and accuracy > 0.60
⎪
⎪ 30
⎩
0, otherwise
shows the overall motivation scores of the class for each topic. Figure 4 shows the
analytical results for individual students’ scores for each motivational factor and
motivation scores for each topic. The students’ Difficulty versus Accuracy and Time
versus accuracy results are also displayed.
Player
Administrator
A player interacts with the game environment which captures all his/her in-game
interactions. A data collector sends the data to an LA server where it will then be
stored in the database only accessible by the authorized persons. The participating
administrators are assigned usernames and passwords. Every time an administrator
logs in, the LA processes and analyzes the players’ data so they can view the results
on the dashboard. Figure 5 shows a model of the system architecture.
A quasi-experimental design is used for the study wherein all the subjects are tested
under the same conditions. A single group of respondents are chosen using purposive
sampling. This is because the learning material of the game is designed for Grade 6
students. In the experiment, the group is exposed to two different stimuli to compare
their outcomes. In this case, a single group of students from the same class are
asked to participate in both a survey and game session, with each measuring their
motivation level. The outcomes of the two stimuli are then analyzed for comparison.
This experimental design was chosen due to a limitation of available participants.
The survey is intended to measure the scores of each student per motivational
category: self-efficacy, goal orientation, and effort regulation. To satisfy this goal, a
Scale Response type of survey is used as it categorizes each respondent’s standing
in a certain concern and the like [20]. Furthermore, a Likert Scale is used to rate the
students’ motivation level. The range of values are 1–5 with 1 being the lowest and
5 being the highest.
The survey was developed by the researchers of this study with the guidance of Dr.
Belinda Cabrera Silverio, who is a research consultant, thesis/dissertation adviser,
panelist, and statistician of the University of Makati and Western Colleges in Cavite.
222 R. L. Flores et al.
To ensure validity and reliability, the research survey instrument was validated by Dr.
Lucia B. Dela Cruz, who is a lecturer and thesis/dissertation adviser at the graduate
school of the University of Makati. Additionally, Dr. Dela Cruz is regularly invited
by educational institutions and private organizations as a resource speaker for test
construction and development.
Thirty-one Grade 6 students from the University of the Philippines Integrated
School participated in the experiment. The students were given the 10-item Likert
Scale questionnaire that measured their self-perceived motivation toward solving
fraction problems. The items in the survey were patterned with the in-game’s moti-
vation data indicators as shown in Table 1.
After answering the survey, the students played the game within a 40-min session.
The students were then instructed to write a game code on their survey sheet for the
researchers to map their surveys to their in-game data files. The researchers encoded
and matched students’ survey data with their corresponding in-game data.
4 Results
The students’ LA motivation scores are considered passing if they are greater than or
equal to 60. The greater the student’s score is above the passing rate, the higher that
student’s level of motivation is. Otherwise, the student is unmotivated. Conversely,
the lower the result from the passing rate, the poorer that student’s level of motivation
is.
11 Motivational Factors Through Learning Analytics … 223
From the experiment, the students’ mean motivation score was 76.94. Only two
out of the thirty-one students were categorized as unmotivated. Table 2 shows the
mean results per category.
The students’ self-efficacy mean score in answering fraction problems was barely
above the passing rate (62.55). It is possible that many of them could not trust
themselves to handle the Expert difficulty problems in the game. On the other hand,
their goal orientation mean score of 78.77 implied that they were motivated to answer
and master solving the fraction problems. Lastly, the students were highly engaged
in solving the fraction problems as indicated by their effort regulation mean score of
89.01, which had the highest score among all the categories.
The LA mean scores for each motivational category were calculated based on the
formulas stated in the Learning Analytics System section. For the self-perceived
motivation scores, the survey responses of all students were totaled and averaged
based on the motivation category mapped to each item.
To determine whether there is a significant difference between the LA motivation
score and self-perceived motivation score with the sample sizes of two groups are
greater than 30, a test for Difference of Means based on Two Independent Samples
is used wherein z is the test statistic. The said test statistic is computed using this
formula:
((x̄ + ȳ) − d0 )
z=
Sx2 S2
n1
+ n 2y
where
x̄ = the mean LA motivation score,
ȳ = the self-perceived motivation score,
d0 = the mean difference of population means.
224 R. L. Flores et al.
The LA mean motivation score is computed by adding the mean scores of the three
categories; the sum is then divided by 3 which results in a score of 76.74. The same
method is applied to calculate the self-perceived mean motivation score which gives
a result of 65. To prove that the LA mean motivation score is higher than the self-
perceived mean score, it is necessary to check if they are significantly different.
To do so, we use a hypothesis testing of two independent samples (greater than or
equal to 30) where sigma squared in both samples are different. The two indicated
independent variables are proven to be significantly different using a 0.05 level of
confidence and a z-value of 3.2042. There is sufficient evidence to claim that the LA
mean score is higher than self-perceived mean motivation by 11.74, which implies
that their actual motivation is greater than their self-perceived motivation.
5 Conclusion
The student participants of this research experiment were mostly highly motivated in
solving fraction problems based on the obtained results. By comparing the motivation
scores from each test, we found that there is a significant difference between the
students’ overall self-perceived motivation scores and LA motivation scores in all
motivation categories. These results suggest that motivation measured through a
11 Motivational Factors Through Learning Analytics … 225
Learning Analytics system may be higher than when using traditional instruments
such as surveys or questionnaires.
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Ana Carolina Tomé Klock, Isabela Gasparini and Marcelo Soares Pimenta
Abstract Gamification defines the use of some game features in contexts other
than games. Because of its tendency to increase user motivation and engagement,
many areas are applying gamification to improve the user experience. Combined with
that, more and more positive outcomes can be found in the literature, predominating
over neutral or adverse effects. However, original or reformulated concepts to which
gamification is associated are introduced with every new result. This chapter aims to
organize and clarify these concepts according to seven different properties: personal,
functional, psychological, temporal, playful, implementable, and evaluative. This
work discourses about users and their profiles; computational systems and their
characteristics; the desired stimuli and incentives; the schedule of reinforcement and
the player journey; the game elements; the system development process, and; the
consequences and how to measure them. The main contribution of this chapter is the
comprehensive view of the gamification through a user-centered approach.
1 Introduction
Gamification is the use of game elements and design for purposes unrelated to games
in order to get people motivated to achieve specific goals [12]. Nick Pelling first
coined the word “Gamification” in 2002, but it only started to become famous in
2010 [8]. In recent years, gamification has been applied in many different areas, and
it has motivated people to change behaviors, to develop skills, and to drive innovation
[50].
Nowadays, gamification is applied in several different parts of our lives, just like:
shopping, hanging out, working out, recycling, and learning [13]. The e-commerce
eBay, for instance, implements points to show users status and badges for the best
sellers. The mobile application Swarm creates a sense of progression when the users
“check-in” in a place and share their experience (represented by levels). Nike+ also
is an example of a mobile application that rewards users for their training with points
that unlock awards, achievements, and surprises. RecycleBank is a website that gives
points to users when they use less water or energy. Another example is Duolingo, a
website and mobile application that helps students learn a new language using points,
levels, and rankings.
With this large-scale application by computational systems in their various con-
texts, everyday new or reformulated concepts from other areas are incorporated into
gamification. So, this chapter aims to organize and clarify these concepts, group-
ing them according to seven different properties explored in the literature: personal,
functional, psychological, temporal, playful, implementable, and evaluative. These
groups were defined based on the chronological order of the gamification process:
after identifying the user profile and goals, we can determine their tasks over the
system, as well as the appropriate stimuli to each user according to the purpose of
the gamification in the system. These stimuli should be reinforced from time to time
with suitable game elements. With all this project in hands, the developer team can
implement the gamification, which should be evaluated afterward.
For this, the chapter is structured as follows: the Sect. 2 explores the users and their
profiles (Sect. 2.1), the systems and their characteristics (Sect. 2.2), the desired stimuli
and incentives (Sect. 2.3), the schedule of reinforcement and the player journey
(Sect. 2.4), the game elements and design (Sect. 2.5), the system development and
quality control (Sect. 2.6), and the consequences and how to measure them (Sect. 2.7).
Finally, Sect. 3 describes the final remarks about this work.
2 Gamification Properties
Based on peer-reviewed works about gamification wrote from 2010 onwards and pub-
lished on many academic search engines (e.g., ACM Digital Library, IEEE Xplore,
Science Direct, Scopus, SpringerLink, Wiley Online Library, Web of Science), the
multiple concepts explored by the literature were classified according to seven groups
of properties. All the procedures covered by the gamification process in the literature
were extracted and later grouped by affinity. These groups were divided as follows:
(i) personal, related to the user profile; (ii) functional, related to the tasks to be
performed; (iii) psychological, related to stimuli to achieve the purpose of gamifica-
tion; (iv) temporal, related to the interventions that occur during the interaction; (v)
playful, related to the game elements and design; (vi) implementable, related to the
application of gamification to the system; and (vii) evaluative, related to the analysis
of the results of the gamification.
12 Designing, Developing and Evaluating … 229
Chronologically, once the users of the system and their objectives are known (i),
it is possible to identify the tasks to be performed by them (ii) and the appropriate
stimuli to each profile (iii). Continuous reinforcements should be adopted to stimulate
users, and the evolution of interaction should be considered (iv) to select the most
suitable game elements for each characteristic (v). With the project completed, the
development (vi) and the evaluation of the results obtained with the gamification
(vii) begin. In this way, seven ordered groups were named as: (i) Who?; (ii) What?;
(iii) Why?; (iv) When?; (v) How?; (vi) Where?; and (vii) How much?, as illustrates
1. Each group analyzes the several similar concepts that can be taken into account
during the design, development, or evaluation of gamification. The following sections
describe the purpose, the concepts considered, and the actors that can be involved in
each group application.
The purpose of the first group is to identify the users who are part of the target
audience and which characteristics of these individuals interfere in gamification.
As proposed by many works available at the literature, some characteristics influ-
ence users experience during their interaction with gamified systems (e.g., age, sex,
motivational style, culture, and player type), as described below.
Age The age of the user is one of the characteristics that influence the gamification.
The work of Attali and Arieli-Attali [5], for example, conducted two controlled
experiments to analyze the effect of experience points on students’ performance
during an assessment of basic math concepts. The first experiment did not show a
significant influence on the points regarding the accuracy of the responses. It was
performed with 1218 adults aged between 18 and 74 years. However, adults who
had access to experience points answered the questions more quickly compared to
the control group. The second experiment conducted with 693 adolescents from
the last years of elementary school found the same results regarding the accuracy
and speed of responses. Still, the adolescents from the experimental group had a
higher satisfaction rate than the participants in the first experiment [5]. Thus, Attali
and Arieli-Attali [5] suggest that adolescents tend to be more positively affected by
experience points in gamified systems than adults concerning their satisfaction.
Other works that used gamification outside the educational scope also evaluated
the influence of the age of users in gamified systems. The work of Bittner and Ship-
per [7] and Conaway and Garay [9] aimed to improve customer loyalty through
gamification and affirm that users engagement in gamified systems is inversely pro-
portional to their age (i.e., the younger the users, the more engaging is their experi-
ence with the game elements). Concerning game elements, Bittner and Shipper [7]
used customization, badges, feedback, narrative, points, relationships, and leader-
boards, while Conaway and Garay [9] implemented challenges, feedback, narrative,
progression, and relationships.
230 A. C. T. Klock et al.
In general, it is not possible to identify which and how the game elements applied
outside the educational context affected users. However, the work of Attali and Arieli-
Attali [5] provides evidence that the use of experience points is more satisfactory for
younger users.
Sex In addition to age, studies also indicate that the user’s sex influences gamifica-
tion. The work of Su and Cheng [47] carried out an experiment with three classes
of students of 4th grade. Despite not defining which game elements were applied
and not using a control group, Su and Cheng [47] identified that male students had a
better performance than female students in the gamified system. Another study, con-
ducted by Pedro et al. [39], proposes a gamified virtual learning environment with
feedback, badges, experience points and leaderboards to compare the motivation and
performance of students aged from 12 to 13 years. During a controlled experiment,
the students were divided into two groups: the experimental one, which used the
gamified version of the environment, and the control one, which used the environ-
ment without gamification. As a result, Pedro et al. [39] concluded that there was a
positive motivational effect for male students who used gamification, but it was not
possible to identify significant differences in the motivation of female students or the
performance of students of both sexes.
Conaway and Garay [9] identified that women are more motivated to use websites
if they are gamified with challenges, feedback, narrative, progression, and relation-
ships. Whereas the work of Koivisto and Hamari [26] defined that women are more
motivated to perform physical activities with the use of challenges, badges, levels,
points, and relationships. The works of Conaway and Garay [9] and Koivisto and
Hamari [26] have not identified the most motivating game elements for men.
In general, the work of Pedro et al. [39] suggests that the use of feedback, badges,
experience points, and leaderboards will help to motivate the male audience, whereas
the works of Conaway and Garay [9] and Koivisto and Hamari [26] suggest the use of
challenges, badges, feedback, narrative, levels, points, progression, and relationships
will motivate the female audience. However, these studies were carried out in a
specific domain with only some of the game elements, and other studies should be
performed to assess whether such results can be generalized.
Motivational Style The motivational style is another characteristic that influences
gamification, as explained by Hakulinen and Auvinen [22]. Hakulinen and Auvinen
[22] explore a concept of psychology called “Achievement Goal Theory” that char-
acterizes the motivational style of the users according to their goals orientation and
behaviors. Concerning the orientation, goals can be mastery or performance-oriented.
These goals can be further subdivided by the behavior of the user to achieve them:
• Mastery-approach: users focusing on overcoming challenges, improving their
competence and learning as much as possible;
• Mastery-avoidance: users avoiding the possibility of failing or doing worse than
they have done before;
• Performance-approach: users focusing on demonstrate and prove their abilities to
the others;
12 Designing, Developing and Evaluating … 231
Player Type Player type is the most explored characteristic in the literature, group-
ing users according to their gaming preferences. Among the various typologies,
the only one that analyzes the profile of the users of gamified systems is the one
proposed by Marczewski [33]. It describes six player types according to their moti-
vations for the use of gamified systems, being: Achievers, Disruptors, Free Spirits,
Philanthropists, Players, and Socializers.
• Achievers are motivated intrinsically by competence and mastery. These players
try to learn new things and improve themselves by overcoming challenges. As their
primary motivation is mastery, they are not interested in showing their progress to
other players. However, they often compete with others as a way to become better,
treating them as challenges to be overcome in the system;
• Disruptors are motivated by change. They try to deregulate the system and force
a change, either directly or through other players. This change may be negative
(e.g., chasing other players or discovering system failures that spoil the experi-
ence of others) or positive (e.g., influencing other players to behave differently or
improving the system by adjusting the flaws encountered);
• Free Spirits are intrinsically motivated by autonomy and self-expression. They like
to explore the system unrestrictedly and build new things (e.g., customizing their
environment with more extravagant avatars and creating more personal content);
• Players are extrinsically motivated by the rewards. In such cases, gamification
must reward them at the same time as it attempts to motivate them intrinsically.
Thus, players would have both intrinsic (e.g., developing skills, helping others)
and extrinsic (i.e., rewards) motivation to use the system;
• Philanthropists are motivated intrinsically by meaning and purpose. They are altru-
istic players, because they like and usually help other players without expecting a
232 A. C. T. Klock et al.
reward for it. They make the system meaningful to themselves and appreciate to
be considered as part of something more significant (i.e., part of a purpose);
• Socializers are players who are intrinsically motivated by relationships. They inter-
act with other users and aim to create social connections.
Such types are not mutually exclusive, and each user can be a combination of
several types. Marczewski [33] provided a questionnaire for correct identification
of the percentages of the users’ player type. Some works that use this typology are
Herbert et al. [24] and Gil et al. [19].
The work of Herbert et al. [24] presents a gamified virtual learning environment
called “Reflex”, which analyzes the variation of students motivation and their behav-
iors based on Marczewski’s typology [33]. The Reflex system presents the content
to students based on their curricular learning objectives and accompanies their inter-
actions. Herbert et al. [24] conducted experiments with second-year undergraduate
students in a Computer Science course and, based on the results of the questionnaire,
correlated students’ behaviors with their player types. Herbert et al. [24] suggest that
missions and levels motivate Achievers; customization and content unlocking moti-
vate Free Spirits; gifts movitate Philanthropists; badges, points, and virtual goods
motivate Players; and relationships motivate Socializers. The Disruptor player type
has not been evaluated.
The work of Gil et al. [19] presents a preliminary study on a gamified-based
educational system that evaluates the use of game elements by the intrinsically moti-
vated player types proposed by Marczewski [33]. For this, some game elements were
implemented in the learning activities of the system and an experiment was carried
out to verify the effectiveness of this implementation, and the relation between the
game elements and the player types. The 40 first-year undergraduate students of the
Computer Science course participated for 5 hours in the C Programming Language
and Abstract Data Types disciplines. As a result, Gil et al. [19] identified that the
elements used were in line with those recommended by Marczewski [33]: Achiever
appreciated challenges, Free Spirits appreciated unlocking content, Philanthropists
appreciated gifts, and Socializers appreciated the competition.
Other Considerations About Personal Properties Based on the previous subsec-
tions, it can be inferred that there are elements of games more suitable for each
user. Thus, it is essential to identify users and their characteristics (e.g., age, gen-
der, player type) to select the most appropriate game elements (if any) to stimulate
certain behaviors. To identify users and their characteristics, some methods from
the Human–Computer Interaction (HCI) area can be applied, such as data gathering
methods: questionnaires, interviews, focus groups, and user observation. As a conse-
quence, the actors involved in this group are final users, their supervisors or domain
specialists, and people with knowledge in applying the methods for identifying user
characteristics (e.g., HCI specialists).
The quantity and nature of these characteristics vary according to the needs of
the system and may, in the future, support adaptive gamification. As the theme is
still recent and few works are dealing with the different characteristics of users in
12 Designing, Developing and Evaluating … 233
the process of gamification, there may be other characteristics that have not yet been
identified and explored by the literature, like personality traits [11, 23].
The goal of the second group is to identify the behaviors that must be performed
by the target audience during interaction with the system to aid in the achievement
of the purpose of the system. This group comprises the tasks available that should
be performed by the users, guiding the creation of stimuli to carry them out and the
inclusion of the appropriate game elements. These functional properties may vary
according to the scope of the system: learning, shopping, recycling, exercising, each
context will have different purposes.
When talking about learning, for instance, behaviors can be related to interac-
tion, communication, performance, etc. Interaction, within the educational context,
encompasses the student’s various actions in the system (e.g., student-interface,
student-content) [34]. Communication is related to the tools that support discussions
between students and teachers to assist in solving exercises, and possible difficulties
with the system, which may occur synchronously (e.g., online chat) or asynchronous
(e.g., message board and discussion forum) [40]. Performance allows the evaluation
of the student and can be carried out through exercises and tests.
It is up to the domain specialists (e.g., teachers, personal trainers) and system
analysts to determine which of the available functionalities should be stimulated
(i.e., the user still does not do it, but must to), discouraged (i.e., the user should stop
doing it) or maintained (i.e., the user must continue to perform it).
The third group identifies the stimuli to be generated in the target audience to perform
the desired behaviors. Thus, the incentives to stimulate users during the interaction
with the system are defined. These incentives can persuade users to, for instance,
access the system more frequently, communicate with others, and perform better.
The primary purpose of persuasion, when applied to computational products, is
to change the behavior of the users [16]. For example, the system can persuade the
user to access more items through visual communication and feedback. It should be
remembered that strategies of persuasion, when applied in the technological area,
should take into account the ethical implications related mainly to data privacy (e.g.,
avoiding the player’s exposure in situations that may cause him/her embarrassment)
[31].
When using a gamified system, the user experience involves both sensory expe-
rience (sensory-motor aspects), as well as significant experience (cognitive aspects)
and emotional (motivational aspects) [32]. The sensory-motor aspect is related to the
234 A. C. T. Klock et al.
inputs and outputs of the interaction, where several emotional outputs of the users
are obtained through visual, auditory and tactile stimuli inserted in the gamified
system. The cognitive aspect is related to the direction and support to the user to
accomplish the task, by adapting the interaction to the user profile and feedback of
the relevant information (e.g., objectives, results). The motivational aspect is related
to the manipulation of emotions and the use of persuasion to engage users with the
purpose of the system (e.g., learning, buying). Thus, the main stimuli generated by
gamification are: fun, motivation and engagement [32].
Fun can be categorized into four types according to the emotion it gives rise
to: easy fun, hard fun, people fun, and serious fun. Easy fun is driven by curiosity
and creativity, hard fun is triggered by the evoked emotion of triumphing over an
opponent (i.e., Fiero), people fun is driven by entertainment with other users, and
serious fun is driven by satisfaction in changing the way the others think, feel or
act in order to achieve a higher purpose [28]. Fun can also be linked to the player
types [28]. For example, people Fun is most often triggered by users who have the
Socializer player type described by Marczewski [33].
Motivation consists of a set of biological and psychological mechanisms whose
objective is to guide an individual to continually perform certain behaviors until a
goal is reached [30]. Briefly, Ryan and Deci [44] define motivation as the stimulus
that an individual receives to achieve a goal, and it can, according to Gagné and
Deci [18], be divided between intrinsic, extrinsic and a motivation. Intrinsic moti-
vation refers to personal and internal motivation, in which the individual performs
the activity because he/she desires to. Extrinsic motivation refers to external motiva-
tion, in which the individual performs the activity for the tangible (e.g., money, good
grades) or intangible reward (e.g., praise, admiration) he/she receives. The a motiva-
tion refers to the lack of motivation, that is, the individual does not find endogenous
or exogenous benefits to perform the activity [18, 36]. The motivation can also be
analyzed according to its duration (i.e., short and long-term) [44].
Engagement is an affective and cognitive state that is related to commitment to
work, but does not focus on a particular object, event, individual, or behavior [45], its
peak being called the “flow state”. The flow state is defined by Csikszentmihalyi [10]
as a mental state in which the individual is so involved in an activity and considers it
so rewarding that he realizes it even if it is difficult, costly, or dangerous. During the
flow state, the concentration of the individual is totally turned to activity, the self-
consciousness disappears and the perception of time becomes distorted. To achieve
such a state, challenges must be compatible with the individual’s abilities. Otherwise,
the experience may become tedious (when the skills are far superior to the challenges)
or distressing (when the challenges are far superior to the skills).
Within the educational context, engagement can also be classified as cognitive,
behavioral and emotional [17]. Cognitive engagement encompasses the psychologi-
cal investment of the student in the learning process (i.e., the effort to understand the
content). Behavioral engagement encompasses students’ participation in curricular
and extracurricular activities. Emotional engagement, on the other hand, encom-
passes emotional reactions (e.g., interest, frustration) of students about the elements
of the educational environment (e.g., activities, other students, teachers).
12 Designing, Developing and Evaluating … 235
Depending on the need of the gamification project, other stimuli may be used.
Among other concepts, fun, engagement, and flow state make up the so-called “player
experience”, a gaming concept that describes a player’s physical, cognitive, and
emotional experience during the game [6]. Therefore, it is essential to involve game
designers and HCI specialists to identify which stimuli should be used to compose
player and user experiences during interaction with the system.
The temporal group identifies the most appropriate situations to stimulate the target
audience to perform the desired behaviors. These situations can be classified in two
ways: the player’s journey, which is directly related to the evolution of the user
about the desired tasks, and the frequency of reinforcement, where reinforcements
are applied to motivate the user and keep him/her motivated.
The player’s journey guides users through interaction with the system, indicating
the behaviors to be performed and providing the feeling of progress [20]. According
to the user experience with the tasks, the system must adopt more appropriate ways
to drive the user. Thus, the system should support the novice user so that he feels
interested in its use. By becoming more proficient in the task, the user must be
surprised and rewarded to continue exploring the system and, consequently, build a
habit. Finally, when gaining mastery over the tasks and contents, the user who has
invested a particular time in the system (i.e., expert) should be pleased to maintain
his loyalty and return occasionally. In addition to the player’s journey, it is essential
to apply reinforcements derived from Behavioral Theory to keep users motivated to
achieve the goals proposed by the system.
Behavioral Theory suggests that systematically applied rewards and punishments
motivate people, condition their actions, and reinforce their responses in anticipation
of new rewards or punishments [50]. Reinforcement stimulates the desired behaviors
through benefits and can be divided between positive and negative. Positive reinforce-
ment provides the individual with more items that he/she likes (e.g., rewards), while
negative reinforcement removes items he/she does not like (e.g., the need to perform
a specific task) [21]. Punishment, however, creates a series of conditions to avoid
unwanted behaviors and can also be divided between positive and negative. Positive
punishment provides the individual with more items that he/she does not like (e.g.,
reprimand) and negative punishment removes items he/she likes (e.g., freedom) [21].
These reinforcements are used to motivate both extrinsically, through rewards, and
intrinsically through feedback.
The frequency of reinforcements is classified in three ways: continuous, propor-
tional, and temporal [15]. The continuous frequency applies a reinforcement to the
user to each action performed. Proportional frequency applies a reinforcement to each
given number of actions, which can be a fixed number (e.g., every five activities) or a
variable one (e.g., first, fifth, and seventh activity). The temporal frequency applies a
boost to each given period, which may be fixed (e.g., every ten minutes) or also vari-
236 A. C. T. Klock et al.
able (e.g., within five, thirty, fifty minutes). Exemplifying in the educational context,
it can be said that there is a continuous reinforcement if the student receives feedback
for each answered exercise, a proportional reinforcement if the student receives a
badge in the first and tenth publication held in the discussion forum (i.e., variable
reinforcement) and a temporal reinforcement if the student receives a certain quantity
of points upon accessing the system every two days (i.e., fixed reinforcement).
To identify what stage of the journey the player is in and in which situations to
insert reinforcements, it is important that game designers, domain specialists, and
systems analysts work together. In this way, the player’s journey should be oriented
to the tasks that the domain specialist proposes, while the systems analyst evaluates
the viability of the implementation. The reinforcement moment is defined by the
domain specialist and the game designer, identifying the tasks to be reinforced and
the adequate frequency according to the importance and difficulty of the task.
The goal of the fifth group is to design the gamification to stimulate the desired
behaviors on the target audience in certain situations. Thus, it is chosen the most
appropriate game elements to apply gamification to the system based on the users,
the tasks, the stimuli, and the situations.
These game elements are a series of tools that, if used correctly, generate a sig-
nificant response of the players [51]. According to Werbach and Hunter [50], such
elements can be divided according to the MDC model (i.e., Mechanics, Dynam-
ics, and Components). In this model, Mechanics are processes that stimulate player
action and engagement (e.g., competitions), Dynamics are managed aspects that do
not belong directly to the game (e.g., relationships), and the Components are specific
instances of one or more mechanics or dynamics (e.g., leaderboards). Briefly, the
MDC model hierarchically organizes the game elements based on their abstraction,
as detailed below.
Dynamics At the highest abstraction level of the MDC model are the Dynamics,
which are aspects controlled by gamification, but which are not implemented directly.
Emotions, narratives, progressions, rules, and relationships are examples of dynam-
ics.
• Emotions are the perceptions of the users that directly influence their behavior [28].
Some examples of emotions that can be aroused are: curiosity, competitiveness,
frustration, happiness, fear, surprise, disgust and pride;
• Narratives (or stories) are plots that interconnect the other game elements imple-
mented. The narrative is an experience that can be appreciated by the player
and does not necessarily present a linear story, which may be the unfolding of
a sequence of events and even be altered according to the choices made by the
player [46];
12 Designing, Developing and Evaluating … 237
• Progressions express the player’s evolution over time [50]. Progression allows
players to track their development, demonstrating that each completed activity is
related to new content and not just a repetition of something already seen. The
progress of the player is strictly controlled by some mechanisms that block or
unblock access to specific content [1];
• Rules impose limits on what players can and cannot do during the game. Rules
are imposed characteristics (constraints or forced commitments) that players are
unable to change, forcing them to find alternative ways to achieve the goal [14];
• Relationships are social iterations that generate feelings of camaraderie, status,
and altruism [50]. Relationships are a way that players have to interact with others
(e.g., friends, team members, and opponents).
Mechanics In the second level of abstraction are the Mechanics, which are ways
to induce the player to perform certain activities within the system [50]. Chal-
lenges, chances, competitions, cooperations, customization, feedback, rewards, and
win states are examples of mechanics.
• Challenges are puzzles or other activities that require effort to be resolved [50].
They are important for guiding novice players while they can be used to add depth
and meaning to expert players [51]. Challenges are commonly used to provide a
sense of progression;
• Chances are elements of randomness within the game. Chances serve as a variable
proportional reinforcement that rewards the player after a series of activities. For
example, a player has a 10% chance of receiving 50 more experience points than
he/she usually gets while performing activities. This additional reward possibility
keeps the activities consistent, as players increasingly perform them in the hope of
receiving such a reward [48]. Chances can also be used to arouse various emotions
(e.g., surprise, frustration) in users;
• Competitions and Cooperations are used to promote interaction between players
[50]. In competition, players (or groups of players) compete against others, stimu-
lating the existence of a winner and a loser. In cooperation, players work together
to achieve a shared goal. Both can be used to stimulate the relationship between
users and arouse emotions;
• Customization is the possibility to modify some of the elements available in the
system, and can happen in several ways: even simpler interface elements provide
an opportunity for customization (e.g., avatar, player name). For example, by
changing the background color of the system, customization can add value to the
player’s experience [51]. Its use is mainly related to emotions;
• Feedback returns relevant information to the players [50]. This element is used to
generate a cycle of engagement, where the player is motivated to perform a given
activity, and this activity provides feedback that reinforces his/her motivation to
carry out new activities. The main uses of feedback involve the reinforcement of
system rules and the unfolding of narratives;
• Rewards are benefits given to players as a way of recognition for their efforts, such
as badges that indicate their achievements and items that allow the customization
of their characters. In addition to showing appreciation for the time players invest,
238 A. C. T. Klock et al.
offering something in return recognizes their success and insight. Rewards are
valuable because they create meaningful measures of progress, reinforce system
rules, and help maintain user interest over time [14].
• Win states are goals that make a player or a group of players winners or losers.
The victories are related to the results of a game that, based on rules, feedback, or
rewards, defines the win state [51]. They are directly linked to relationships.
Components At the most concrete and effectively implemented level are the Com-
ponents, which are specific ways of achieving the mechanics and, consequently, the
dynamics. Avatars, content unlocking, emblems, gifts, leaderboards, levels, missions,
points, and virtual goods are examples of components.
• Avatars are the visual representation of players in a virtual world. Avatars can
maintain privacy and anonymity while providing a form of individuality and self-
expression to the player [49]. They are commonly used as a form of customization;
• Content unlocking is the release of some aspect of the system conditioning the
performance of a particular activity by the player. In such cases, the system disables
some functionalities until the player completes specific challenges (i.e., reaches a
goal) [50]. Content unlocking is usually considered a reward and provides a sense
of progression;
• Emblems are visual representations of the player’s achievements, being awarded
when some goal is achieved and serving as a form of follow-up of the player’s
progression [51]. Emblems can be represented in a variety of ways (e.g., badges,
medals, and trophies) [50]. According to Antin and Churchill [4], the emblems
present five socio-psychological functions: goal setting, guidance, reputation, sta-
tus, and group identification. Goal setting determines which goals the player must
meet. The guidance helps the players about the possible types of activity within the
system. Reputation encapsulates the interests, knowledge, and past interactions of
a player. Status reports a player’s achievements in their profile, without having to
brag explicitly. Finally, group identification allows players to identify others with
similar goals, creating a sense of a group. Emblems can be assigned to users by
completing challenges as a form of reward and feedback;
• Gifts are possibilities to share the resources that a player has with others. According
to Schell [46], the player feels satisfaction in surprising another player with a gift.
This satisfaction is not only related to the fact that the other player is happy, but
the player who offered the gift was responsible for that happiness. Thus, its main
use is to encourage cooperation and altruism among players;
• Leaderboards show the achievements and progression of the player, giving mean-
ing to the other components (e.g., points and levels), contextualizing the scores
(i.e., indicating how good or bad the player is when compared to the others).
Leaderboards are also used to increase interest in the game design since it pro-
vides a goal to achieve (e.g., a specific position, be better than some other player)
[14]. Leaderboards, in general, encourage competition between players;
• Levels are markers that identify the progress of the player over time, usually
based on completed missions or experience points gained. Therefore, levels are
usually tied to challenges and may also appear as a form of feedback. According to
12 Designing, Developing and Evaluating … 239
After designing the gamification to stimulate the desired behaviors on the target
audience in certain situations, the process of implementing the game elements in the
system begins. To apply gamification to the system, we can follow models from the
HCI area (e.g., Star Model), Software Engineering area (e.g., Cascade Model) or even
a mixture of both areas, depending on the skills and knowledge of the development
team.
A model of the HCI area that can be adopted is the “Interaction Design Life
Cycle” proposed by Rogers et al. [42], which incorporates the activities of interaction
design. Interaction design activities encompass the establishment of requirements, the
design of alternatives, the prototyping, and the evaluation [42]. The establishment of
requirements identifies the users and the type of support that the interactive product
could provide, forming the basis of the product requirements and sustaining the
subsequent design and development. The design of alternatives consists of suggesting
ideas to satisfy the requirements, covering the conceptual design (what the users can
do in the product and which concepts should be understood for the interaction to
occur) and physical design (considers product details—e.g., colors, images, sounds).
Prototyping encompasses techniques that allow users to evaluate user interaction
with the product, and maybe of low fidelity (e.g., paper-based prototypes) or high
fidelity (e.g., functional prototypes). Finally, the evaluation of the design process can
determine the usability or user experience of the product by measuring a variety of
metrics or defined criteria. The results of this evaluation may require a review of the
design or requirements. This life cycle generates a final evolutionary product, where
the number of repetitions of the cycle is limited by the resources available, finalizing
the development through the positive evaluation of the design process.
In this way, those involved in the vary according to the model adopted. As the
needs and part of the project have already been surveyed during other groups (e.g.,
personal and functional properties), the final users may not be involved, except in
cases adopting participatory design or even in cases where the user participates in
the validation of the final product. Some examples of actors involved in this group
are system analysts, developers, HCI specialists, and test analysts.
The last group suggests the evaluation of how much the gamification in the system
was able to stimulate the desired behaviors on the target public in certain situations.
Unlike the evaluation of the system that found in software development processes,
the “How much?” group is responsible for evaluating only the effect of gamification
on final users, not covering the usability and functionality tests.
The methods adopted for the evaluation vary according to the type of research
[27]. Descriptive research, which is focused on describing a situation or set of events
12 Designing, Developing and Evaluating … 241
(e.g., X is happening), usually observes users, conducts field studies, focus groups,
or interviews. Relational research, which identifies relationships between variables
(e.g., X is Y-related), using methods such as user observation, field studies, and
questionnaires. For experimental research, which identifies the causes of a situation
or a set of events (e.g., X is responsible for Y), controlled experiments are preferred
[27]. In general, according to the comparative study performed by Ogawa et al. [38],
the most commonly adopted method to evaluate the influence of gamification on
students is the controlled experiment.
The controlled experiment usually begins with the hypothesis investigation, and
there must be at least one null hypothesis and an alternative hypothesis [27]. The
null hypothesis generally defines that there are no differences between what is being
tested (e.g., gamification does not influence student interaction), while the alternative
hypothesis always determines something mutually exclusive to the null hypothesis
(e.g., gamification influences student interaction). Thus, the goal of any controlled
experiment is to find statistical evidence that refutes the null hypothesis to support
the alternative hypothesis [43]. Also, a good research hypothesis must meet three
criteria: (i) use clear and precise language; (ii) focus on the problem that must be
tested by the experiment; and (iii) clearly define the dependent and independent
variables [27].
Dependent variables reflect the results that should be measured (e.g., interaction)
while independent variables reflect at least two conditions that affect these outcomes
(e.g., whether or not gamification is used) [37]. Dependent variables are usually
measured using quantitative metrics [27]. For example, to measure student interaction
with content and interface, we can analyze the number of accesses to concepts and
the duration of access to the system. To measure the communication, we can use
the number of messages sent and the number of topics created and answered in the
discussion forum. To measure performance, the students’ final grades are examples
of metrics that can be used. In addition to the “What?” group evaluation, we can
also create hypotheses to assess the stimuli that should have been generated by
gamification (i.e., “Why?” group). For instance, to measure engagement, it would be
possible to analyze the amount and duration of user accesses during a period [29].
The ideal condition is that the only variation within the experimental environment
is the independent variable and, to avoid external factors and remove potential biases,
a protocol must be defined to guide the experiment and make it replicable [41].
Following this protocol, the participants are divided, the experiment is executed to
collect the data to allow the measurement of the dependent variables, and the analysis
of the results using different statistical tests of significance is made to accept or refute
the hypotheses defined [27].
Regarding the division of participants, we can adopt the between-subject or
within-subject approach for experiments with only one independent variable. In the
between-subject approach, participants are randomly divided into groups, each group
is exposed to only one condition of the independent variable and, in the end, depen-
dent variables are compared between groups. In the within-subject approach, all
participants perform the activities in all conditions, and each dependent variable is
compared with all conditions of the same participant [41].
242 A. C. T. Klock et al.
Each approach has advantages and limitations that must be analyzed before the
choice. The between-subject approach avoids the learning effect, which would allow
the participant to perform the task more quickly the second time, and more effectively
controls confounding variables (i.e., biases), such as fatigue [27]. On the other hand,
this approach requires a larger sample, it is more difficult to achieve statistically
significant results, and individual differences have a more significant impact. The
within-subject approach contrasts the advantages and limitations of the between-
subject approach, as it is suitable for smaller samples, can adopt several statistical
tests and can isolate individual differences, but is impacted by the learning effect and
by confounding variables [27].
After dividing the participants according to the chosen approach, the execution
of the experiment begins and, consequently, the data collection. The data collected
can be quantitative and qualitative. Quantitative data are those representing num-
bers resulting from a count or measurement and are subdivided into: discrete and
continuous. Discrete is the one that assumes values within a finite and enumerable
set resulting from a count (e.g., number of hits to the system); while continuous
assumes values within the set of real numbers and are the result of a measurement
(e.g., the rate of exercises correctness) [35]. Qualitative data are those that categorize
some aspect related to what is being observed, being subdivided in: nominal, that
assume values without a predetermined ordination (e.g., male, female); and ordinals,
which have an ordering (e.g., high school, college) [35].
At the end of the data collection, the statistical analysis of the data starts. According
to the chosen approach, we must use adequate tests of significance that enable the
refutation of the null hypothesis. All significance tests are subject to errors [27].
The errors can be classified as type 1 (or false positive) error, in which a true null
hypothesis is refuted; and the error of type 2 (or false negative), in which a false
null hypothesis is accepted [43]. To avoid type 1 errors, a low probability (0.05) is
usually adopted so that the difference between the two groups compared (i.e., p-value)
is equal or not. Thus, the probability of erroneously rejecting the null hypothesis is
less than 0.05 [27]. To avoid type 2 errors, the use of a relatively large sample is
suggested [41].
In this last group, the main ones involved are the final users, who effectively
participate in the evaluation and generate the data to be analyzed. In addition to
them, their supervisors can carry out proper accompaniment and guidance. To obtain
qualitative data, it is important to involve HCI specialists and to analyze quantitative
and qualitative data a specialist or at least one person who is knowledgeable in
statistical techniques should be involved.
3 Final Considerations
The chapter organized and clarified many gamification concepts while described
various properties that can be considered during the gamification of computational
systems to assist in the proper design, development, and evaluation. These properties
12 Designing, Developing and Evaluating … 243
were divided into seven groups, and each of which encompasses several fundamental
concepts for gamification.
The first group, “Who?”, is responsible for personal properties and identifies the
gamification target audience. It explores some characteristics of the users that influ-
ence the gamification: age, sex, goal, culture, and player types. Since gamification
is influenced by these and probably other characteristics, it is possible to infer that
gamification is not suitable for all users.
The second group, “What?”, is responsible for functional properties and identifies
the behaviors that should be stimulated, discouraged, or maintained so that users
achieve the purpose of gamification in the system. Thus, the functionalities available
in the computational system are raised.
The third group, “Why?”, is responsible for the psychological properties and iden-
tifies which stimuli the gamification should generate in users so that they perform the
desired behaviors. These stimuli are directly related to gamification and its aesthet-
ics: user and player experience, persuasion, motivation, fun, engagement, and flow
state.
The fourth group, “When?”, is responsible for temporal properties and identifies
the most appropriate situations for users to be encouraged to perform the desired
behaviors. The situation can identify the user expertise with the tasks (player’s jour-
ney), classifying their experience as “novice”, “habit-builder” or “expert” and defin-
ing what the system should provide for each level. The situation can also identify
the most appropriate moments to include reinforcements, be it reward or feedback,
on the behaviors performed. Such reinforcements may be continuous, temporal, or
proportional.
The fifth group, “How?”, is responsible for playful properties and identifies the
game elements that should be used to encourage users to perform the desired behav-
iors in the given situations. From the users, the behaviors, the stimuli, and the situa-
tions defined in the previous groups, the game elements are modeled to achieve the
purpose of gamification in the system.
The sixth group, “Where?”, is responsible for the implementable properties and
identifies the changes that must be made to the system so that gamification can
stimulate users to perform the desired behaviors in the given situations. There are
several models that can be adopted to assist in this implementation, from Software
Engineering or/and HCI areas. It is up to those involved in this group to define which
methodology is most appropriate based on the skills of the development team.
The last group, “How much?”, is responsible for the evaluative properties and
analyzes if the implementation of gamification in the system stimulated the users to
perform the desired behaviors in the determined situations. This last group suggests
that hypotheses are defined based on the purpose of gamification in the system, the
metrics to evaluate such hypotheses, and a protocol to control the experiment. The
results will allow the improvement of the gamification.
The main contribution of this chapter is the comprehensive view of personal,
functional, psychological, temporal, playful, implementable, and evaluative proper-
ties of gamification, guiding its design, development, and evaluation. This grouping
can be used by both educators and researchers in order to define how to gamify a
244 A. C. T. Klock et al.
computational system, following the proposed order in Fig. 1. As future work, these
properties will be considered for the application of gamification in a computational
system, in order to verify the efficacy and fullness of these properties.
Acknowledgements We thank the partial financial support of FAPESC, public call FAPESC/CNPq
No. 06/2016 support the infrastructure of CTI for young researchers, project T.O. No.:
2017TR1755—Ambientes Inteligentes Educacionais com Integração de Técnicas de Learning Ana-
lytics e de Gamificação. We are also grateful for the financial support of CNPq National Council for
Scientific and Technological Development. This study was also financed in part by the Coordenação
de Aperfeiçoamento de Pessoal de Nível Superior—Brasil (CAPES)—Finance Code 001.
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Part V
Conclusion
Chapter 13
Data Analytics Approaches
in Educational Games and Gamification
Systems: Summary, Challenges,
and Future Insights
Abstract This chapter summarizes the reported findings of this book to facilitate the
adoption of data analytics in educational games and gamification systems. Specifi-
cally, this chapter presents the objectives of adopting data analytics which is finding
individual differences; doing learning assessments and knowing more about the learn-
ers. It then presents the collected metrics and applied analytics techniques in order
to achieve these objectives. Additionally, this chapter highlights several limitations
reported by other authors during the adoption of learning analytics. These limitations
should be considered by researchers and practitioners in their context to facilitate
learning analytics adoption. Finally, this chapter provides future insights about the
learning analytics field.
The inclusion of data analytics within educational games and gamification systems
can make them smart by achieving several objectives, highlighted in this book, as
follows:
• Finding individual differences: Traditional learner modeling instruments, such
as questionnaires, have been reported to be lengthy and not motivating. With the
help of data analytics, a system includes educational game is capable of modeling
learners implicitly. Furthermore, individual differences like competences (com-
putational thinking in particular) and motivation can also be found (see Chaps. 11
and 12 for more details). The modeling process is considered a crucial step in
order to provide personalized and adaptive learning services based on individual
differences that are further highlighted in this chapter).
A. Tlili (B)
Smart Learning Institute of Beijing Normal University, Beijing, China
e-mail: ahmed.tlili23@yahoo.com
M. Chang
School of Computing and Information Systems, Athabasca University, Athabasca, Canada
e-mail: maiga.chang@gmail.com
It has been seen that the more data is collected within educational games and gamifi-
cation systems, the more possibilities we will have to enhance the learning process.
Kinshuk et al. [1] highlight that to provide smart learning every bit of information
that each learner comes into contact with should be collected. For example, to predict
at-risk students, Tlili and his colleagues in Chap. 6 use the following five metrics,
namely: (1) Number of acquired badges which highlights the number of conducted
13 Data Analytics Approaches in Educational Games … 251
Fig. 1 Generic process of adopting data analytics in educational games and gamification systems
learning activities, since every time a student finishes a learning activity, he/she gets
a badge; (2) Activities grades which refer to the value assigned by teachers to assign-
ments and quizzes requested and delivered by students; (3) Student’s rank on the
leaderboard which is based on the acquired number of points (4) Course progress
which can be seen in the progress bar; and, (5) Forum and chat interactions which
refers to students’ participation in online discussions, such as the number of posts
read, posts created and replies.
To identify the motivation of students in an educational game, Flores, Silverio,
Feria, and Cariaga use in Chap. 12 the following five metrics, namely: (1) diffi-
culty versus accuracy: compared to assess students’ behavior; the student’s choice of
difficulty based on their result in the previous problem (correct, wrong or skip); (2)
number of non-easy problems chosen: the total number of selected medium, hard and
expert difficulty problems; (3) number of non-skipped problems: measured to give
students a reasonable score for this metric as skipping is generally considered a neg-
ative factor; (4) accuracy versus time: were also compared to identify students who
only guess the answers; and, (5) perks versus accuracy: were compared to examine
students’ engagement or mastery in solving a problem.
To assess computational thinking skills, Montaño, Mondragón, Tobar-Muñoz, and
Orozco use in Chap. 5 the following seven metrics, namely, (1) abstraction and pattern
recognition: focus on not having unused code, the use of functions in the code, and the
use of clones of blocks of code (a specific functionality of the Scratch environment);
252 A. Tlili and M. Chang
(2) flow control: assessment of the correct use of every control instruction (such as if
and for statements), and also the adequate use in nesting those statements; (3) input
control: assessment of the adequate use of statements designed to capture user input
into the code, the naming of variables, and the use of non-user-defined variables; (4)
data analysis: assessment of the treatment and transformation of the data through the
use of data transformation blocks or statements, and also their adequate nesting if
necessary; (5) parallelism and threading: assessment of the adequate use of threading
and multi-tasking enabling blocks; (6) problem-solving: assessment of the student’s
ability to decompose a problem into multiple smaller ones in order to address them
more easily; and, (7) algorithmic thinking: assessment of the student’s ability to
develop sequences of tasks, that would be translated into blocks of code, in order to
solve a problem.
While Ghergulescu and Muntean [2] mentioned that little is known about the
collected traces and used metrics in game-based learning environments, it has been
seen that different types of metrics could be collected by asking three questions as
Fig. 2 shows:
(1) What types of metrics should be collected? Two types of metrics (traces) can be
collected, namely, (1) generic metrics which can be found in most educational
games and gamification systems, such as the number of signing into an educa-
tional game or gamification system, and the time spent on the game or system;
and, (2) specific metrics which are defined based on the designed learning envi-
ronment, such as number of collected items (badges, points, coins, etc.) and the
selected game path.
(2) How the metrics are created? One kind of metrics (traces) is created when the
learners interact with the educational game or the gamification system, while
the others can be created when the learners are interacting with others within
the game or the system. For instance, chat frequency is created when learners
start to chat together within the game or the system to solve a particular learning
activity.
(3) When the metrics will be collected? Metrics (traces) can be collected at the
beginning, in the middle or at the end of the game-play or the usage of the
gamification system. For instance, the final score is collected at the end while the
number of times to sign in the game or the system is collected at the beginning.
To extract useful information from the collected metrics (discussed above), dif-
ferent analytics techniques are applied, as discussed in the next section.
3 Analytics Techniques
Based on the chapters included in this book, three analytics techniques are usually
adopted in educational games and gamification systems:
• Data Visualization: It uses visualization such as pie charts and histograms to
represent data. This can help to communicate information clearly and efficiently
to stakeholders (e.g., teachers, students, etc.). For instance, the authors in Chaps. 6
and 7 all adopt data visualization techniques to create dashboards for both teachers
and students.
• Data Mining: It aims to discover hidden information and meaningful patterns from
massive data. In this context, several algorithms are adopted. For example, Tlili and
his colleagues in Chap. 6 adopt association rules mining and Apriori Algorithm
to predict at-risk students.
• Sequential Analysis: It allows exploring, summarizing, and statistically test cross-
dependencies between behaviors that occur in interactive sequences. For example,
Moon and Liu in Chap. 2 conduct a systematic literature review on 102 articles
that work on sequential data analytics (SDA) in game-based learning.
Several studies also reported the abovementioned analytics techniques are com-
monly adopted in games [3–5]. Several challenges, on the other hand, are reported
by the authors, in their chapters, which might hinder the adoption of data analytics
in educational games and gamification systems. These challenges are discussed in
the next section.
254 A. Tlili and M. Chang
4 Challenges
Based on the chapters included in this book, several challenges are reported by the
authors. These challenges should be considered by researchers and practitioners in
their context to enhance the adoption of data analytics in educational games and
gamification systems.
Moon and Liu in Chap. 2 highlight two limitations while adopting data analytics
approaches, specifically sequential analysis, in educational games and gamification
systems, namely: (1) the need for high computational power in order to collect
and analyze big data; and, (2) sequential analysis is often performed as post hoc
analysis. Therefore, it is challenging to ensure the validity of the results without
cross-validating with the participants. In addition, the participants may not even recall
some certain behaviors because the data is captured at a fine granularity. Another
issue with post hoc analysis is if the scope of the study is biased, data collection will
be biased which in turn leads to an invalidated biased results.
Ifenthaler and Gibson in Chap. 3 and Montaño, Mondragón, Tobar-Muñoz, and
Orozco in Chap. 5 report that one of the challenges is collecting large enough data
so the applied data analytics approach within their gamified systems can be more
accurate. Tlili and his colleagues in Chap. 6 highlight the challenge of protecting
learners’ privacy while applying educational games and gamification systems. They
also discuss the importance of having a predefined time of keeping the learners’
stored data.
5 Conclusion
tion in particular; and, (2) investigating how Internet of Things (IoT), which is a new
technology that is gaining increasing attention from researchers and practitioners,
could help the application of data analytics in educational games and gamification
systems.
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