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Learning analytics for enhancing the usability of serious games in formal education: A systematic literature review and research agenda
In recent years, the interest in the use of serious games as teaching and learning tools in traditional educational processes has increased significantly. Serious Educational Games (SEG) and Learning Analytics (LA) are gaining increasing attention from teachers and researchers, since they both can i...
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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Springer US
2022
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Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9061227/ https://www.ncbi.nlm.nih.gov/pubmed/35528757 http://dx.doi.org/10.1007/s10639-022-11087-4 |
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author | Daoudi, Ibtissem |
author_facet | Daoudi, Ibtissem |
author_sort | Daoudi, Ibtissem |
collection | PubMed |
description | In recent years, the interest in the use of serious games as teaching and learning tools in traditional educational processes has increased significantly. Serious Educational Games (SEG) and Learning Analytics (LA) are gaining increasing attention from teachers and researchers, since they both can improve the learning quality. In this article, we aimed to examine, summarize and characterize the current state of the art related to the application of LA to SEGs through a systematic literature review based on a methodological instrument called PRISMA. A qualitative analysis was performed in which 80 significant papers were selected from the ScienceDirect, SpringerLink, Web of Science, and IEEE-Xplore databases. From this analysis, we identified the main features of an efficient use of SEGs in terms of success factors and learning outcomes; we also discussed the benefits and challenges of integrating LA approaches into these environments. Consequently, a new multidimensional taxonomy for using SEGs to categorize these major features was proposed. The findings of this review reveal that SEGs have a beneficial effect on students’ behavior, cognition and emotion; but more future works and empirical studies investigating data science techniques are needed to improve the usability of educational games. This research and the suggested guideline recommendations may be of value to researchers and practitioners willing to deploy SEGs contributing thus to the continuous improvement of digital learning in formal education. |
format | Online Article Text |
id | pubmed-9061227 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Springer US |
record_format | MEDLINE/PubMed |
spelling | pubmed-90612272022-05-03 Learning analytics for enhancing the usability of serious games in formal education: A systematic literature review and research agenda Daoudi, Ibtissem Educ Inf Technol (Dordr) Article In recent years, the interest in the use of serious games as teaching and learning tools in traditional educational processes has increased significantly. Serious Educational Games (SEG) and Learning Analytics (LA) are gaining increasing attention from teachers and researchers, since they both can improve the learning quality. In this article, we aimed to examine, summarize and characterize the current state of the art related to the application of LA to SEGs through a systematic literature review based on a methodological instrument called PRISMA. A qualitative analysis was performed in which 80 significant papers were selected from the ScienceDirect, SpringerLink, Web of Science, and IEEE-Xplore databases. From this analysis, we identified the main features of an efficient use of SEGs in terms of success factors and learning outcomes; we also discussed the benefits and challenges of integrating LA approaches into these environments. Consequently, a new multidimensional taxonomy for using SEGs to categorize these major features was proposed. The findings of this review reveal that SEGs have a beneficial effect on students’ behavior, cognition and emotion; but more future works and empirical studies investigating data science techniques are needed to improve the usability of educational games. This research and the suggested guideline recommendations may be of value to researchers and practitioners willing to deploy SEGs contributing thus to the continuous improvement of digital learning in formal education. Springer US 2022-05-03 2022 /pmc/articles/PMC9061227/ /pubmed/35528757 http://dx.doi.org/10.1007/s10639-022-11087-4 Text en © The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2022 This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic. |
spellingShingle | Article Daoudi, Ibtissem Learning analytics for enhancing the usability of serious games in formal education: A systematic literature review and research agenda |
title | Learning analytics for enhancing the usability of serious games in formal education: A systematic literature review and research agenda |
title_full | Learning analytics for enhancing the usability of serious games in formal education: A systematic literature review and research agenda |
title_fullStr | Learning analytics for enhancing the usability of serious games in formal education: A systematic literature review and research agenda |
title_full_unstemmed | Learning analytics for enhancing the usability of serious games in formal education: A systematic literature review and research agenda |
title_short | Learning analytics for enhancing the usability of serious games in formal education: A systematic literature review and research agenda |
title_sort | learning analytics for enhancing the usability of serious games in formal education: a systematic literature review and research agenda |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9061227/ https://www.ncbi.nlm.nih.gov/pubmed/35528757 http://dx.doi.org/10.1007/s10639-022-11087-4 |
work_keys_str_mv | AT daoudiibtissem learninganalyticsforenhancingtheusabilityofseriousgamesinformaleducationasystematicliteraturereviewandresearchagenda |