Abstract
Learning analytics have become a solidly established line of research, leveraging the large amounts of data that students generate while interacting with online materials such as those stored in a learning management system (LMS). On the other hand, serious games are also experiencing a growing acceptance as a powerful medium for learning. But at the crossroads of learning analytics and serious games, there is great potential for intelligent analytics models that leverage the vast amounts of data that a single gameplay session can generate, which may be orders of magnitude larger than the data generated in an online study session with an LMS. In this chapter, we explore this potential, and outline relevant advances using serious games as a source for rich learning analytics.
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Notes
- 1.
It is rare to find instructors who feel they can interact faster with an interactive digital board than with a traditional blackboard, and using digital ebooks instead of traditional textbooks implies additional technical challenges for all stakeholders.
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Acknowledgments
This work was partially funded by Universidad Internacional de La Rioja (UNIR, http://www.unir.net) through the Research Institute for Innovation & Technology in Education (UNIR iTED, http://ited.unir.net) and the IBM-UNIR Chair on Data Science in Education (http://research.unir.net/ibmchair).
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Moreno-Ger, P., Burgos, D. (2020). The Case for Serious Games Analytics. In: Burgos, D. (eds) Radical Solutions and Learning Analytics. Lecture Notes in Educational Technology. Springer, Singapore. https://doi.org/10.1007/978-981-15-4526-9_13
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