Serious games have become one of the powerful tools in the education field, view of their capability to transmit the knowledge to the players / students, but to judge if a given serious game is effective there must be a system that analyzes the performances and behaviors of the players, to see their level of understanding about a particular topic proposed by the serious game. In this perspective of research and development this paper presents a method for analysis concerning the performances of serious game players, based on educational data mining, with the aim of helping the instructors and the experts to improve their strategies of teaching. An evaluation of how our method proved successful with an outlook on future research concludes th...
Educational video games have the potential to be used as assessments of student understanding of com...
Video games have become one of the largest entertainment industries, and their power to capture the ...
This study uses information about in-game strategy use, identified through cluster analysis of actio...
learning analytics is an emerging discipline focused on the measurement, collection, analysis and re...
In this digital age, many statements have been made regarding the use of technology for teaching pur...
In this digital age, many statements have been made regarding the use of technology for teaching pur...
In this final master thesis, we apply data mining techniques to a dataset obtained from students pla...
Serious games adoption is increasing, although their penetration in formal education is still surpri...
Data science techniques, nowadays widespread across all fields, can also be applied to the wealth of...
What do students really learn as they play videogames for learning? Are they learning the content pr...
In this article, we determine how to facilitate the analysis of serious games so that teachers could...
International audienceIdentify the games that best meet the needs and expectations of teachers and o...
Serious games are highly motivational resources effective to teach, raise awareness, or change the p...
Although serious games are proven to serve as educational tools in many educational domains, there i...
Game-based learning has become a popular topic in all levels of education. A number of computer game...
Educational video games have the potential to be used as assessments of student understanding of com...
Video games have become one of the largest entertainment industries, and their power to capture the ...
This study uses information about in-game strategy use, identified through cluster analysis of actio...
learning analytics is an emerging discipline focused on the measurement, collection, analysis and re...
In this digital age, many statements have been made regarding the use of technology for teaching pur...
In this digital age, many statements have been made regarding the use of technology for teaching pur...
In this final master thesis, we apply data mining techniques to a dataset obtained from students pla...
Serious games adoption is increasing, although their penetration in formal education is still surpri...
Data science techniques, nowadays widespread across all fields, can also be applied to the wealth of...
What do students really learn as they play videogames for learning? Are they learning the content pr...
In this article, we determine how to facilitate the analysis of serious games so that teachers could...
International audienceIdentify the games that best meet the needs and expectations of teachers and o...
Serious games are highly motivational resources effective to teach, raise awareness, or change the p...
Although serious games are proven to serve as educational tools in many educational domains, there i...
Game-based learning has become a popular topic in all levels of education. A number of computer game...
Educational video games have the potential to be used as assessments of student understanding of com...
Video games have become one of the largest entertainment industries, and their power to capture the ...
This study uses information about in-game strategy use, identified through cluster analysis of actio...