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Applying Learning Analytics to Detect Sequences of Actions and Common Errors in a Geometry Game †
Games have become one of the most popular activities across cultures and ages. There is ample evidence that supports the benefits of using games for learning and assessment. However, incorporating game activities as part of the curriculum in schools remains limited. Some of the barriers for broader...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7913236/ https://www.ncbi.nlm.nih.gov/pubmed/33546167 http://dx.doi.org/10.3390/s21041025 |
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author | Gomez, Manuel J. Ruipérez-Valiente, José A. Martínez, Pedro A. Kim, Yoon Jeon |
author_facet | Gomez, Manuel J. Ruipérez-Valiente, José A. Martínez, Pedro A. Kim, Yoon Jeon |
author_sort | Gomez, Manuel J. |
collection | PubMed |
description | Games have become one of the most popular activities across cultures and ages. There is ample evidence that supports the benefits of using games for learning and assessment. However, incorporating game activities as part of the curriculum in schools remains limited. Some of the barriers for broader adoption in classrooms is the lack of actionable assessment data, the fact that teachers often do not have a clear sense of how students are interacting with the game, and it is unclear if the gameplay is leading to productive learning. To address this gap, we seek to provide sequence and process mining metrics to teachers that are easily interpretable and actionable. More specifically, we build our work on top of Shadowspect, a three-dimensional geometry game that has been developed to measure geometry skills as well other cognitive and noncognitive skills. We use data from its implementation across schools in the U.S. to implement two sequence and process mining metrics in an interactive dashboard for teachers. The final objective is to facilitate that teachers can understand the sequence of actions and common errors of students using Shadowspect so they can better understand the process, make proper assessment, and conduct personalized interventions when appropriate. |
format | Online Article Text |
id | pubmed-7913236 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
spelling | pubmed-79132362021-02-28 Applying Learning Analytics to Detect Sequences of Actions and Common Errors in a Geometry Game † Gomez, Manuel J. Ruipérez-Valiente, José A. Martínez, Pedro A. Kim, Yoon Jeon Sensors (Basel) Article Games have become one of the most popular activities across cultures and ages. There is ample evidence that supports the benefits of using games for learning and assessment. However, incorporating game activities as part of the curriculum in schools remains limited. Some of the barriers for broader adoption in classrooms is the lack of actionable assessment data, the fact that teachers often do not have a clear sense of how students are interacting with the game, and it is unclear if the gameplay is leading to productive learning. To address this gap, we seek to provide sequence and process mining metrics to teachers that are easily interpretable and actionable. More specifically, we build our work on top of Shadowspect, a three-dimensional geometry game that has been developed to measure geometry skills as well other cognitive and noncognitive skills. We use data from its implementation across schools in the U.S. to implement two sequence and process mining metrics in an interactive dashboard for teachers. The final objective is to facilitate that teachers can understand the sequence of actions and common errors of students using Shadowspect so they can better understand the process, make proper assessment, and conduct personalized interventions when appropriate. MDPI 2021-02-03 /pmc/articles/PMC7913236/ /pubmed/33546167 http://dx.doi.org/10.3390/s21041025 Text en © 2021 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/). |
spellingShingle | Article Gomez, Manuel J. Ruipérez-Valiente, José A. Martínez, Pedro A. Kim, Yoon Jeon Applying Learning Analytics to Detect Sequences of Actions and Common Errors in a Geometry Game † |
title | Applying Learning Analytics to Detect Sequences of Actions and Common Errors in a Geometry Game † |
title_full | Applying Learning Analytics to Detect Sequences of Actions and Common Errors in a Geometry Game † |
title_fullStr | Applying Learning Analytics to Detect Sequences of Actions and Common Errors in a Geometry Game † |
title_full_unstemmed | Applying Learning Analytics to Detect Sequences of Actions and Common Errors in a Geometry Game † |
title_short | Applying Learning Analytics to Detect Sequences of Actions and Common Errors in a Geometry Game † |
title_sort | applying learning analytics to detect sequences of actions and common errors in a geometry game † |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7913236/ https://www.ncbi.nlm.nih.gov/pubmed/33546167 http://dx.doi.org/10.3390/s21041025 |
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