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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...

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Autores principales: Gomez, Manuel J., Ruipérez-Valiente, José A., Martínez, Pedro A., Kim, Yoon Jeon
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2021
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.
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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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