Projects per year
Abstract
The engaging and goal-oriented nature of serious games has been proven to increase student motivation. Games also allow learning assessment in a non-intrusive fashion. To increase adoption of serious games, their full lifecycle, including design, development, validation, deployment and iterative refine
ment must be made as simple and transparent as possible. Currently
serious games impact analysis and validation is done on a case-by-case basis.
In this paper, we describe a generic architecture that integrates a game authoring tool, uAdventure, with a standards-based Game Learning Analytics framework, providing a holistic approach to bring together development, validation, and analytics, that allows a systematic analysis and validation of serious games impact.
This architecture allows game developers, teachers and students access to different analyses with minimal setup; and improves game development and
evaluation by supporting an evidence-based approach to assess both games and
learning. This system is currently being extended and used in two EU H2020
serious games projects.
ment must be made as simple and transparent as possible. Currently
serious games impact analysis and validation is done on a case-by-case basis.
In this paper, we describe a generic architecture that integrates a game authoring tool, uAdventure, with a standards-based Game Learning Analytics framework, providing a holistic approach to bring together development, validation, and analytics, that allows a systematic analysis and validation of serious games impact.
This architecture allows game developers, teachers and students access to different analyses with minimal setup; and improves game development and
evaluation by supporting an evidence-based approach to assess both games and
learning. This system is currently being extended and used in two EU H2020
serious games projects.
Original language | English |
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Title of host publication | Serious Games |
Subtitle of host publication | Third Joint International Conference, JCSG 2017, Valencia, Spain, November 23-24, 2017, Proceedings |
Editors | Mariano Alcañiz, Stefan Göbel , Minhua Ma, Manuel Fradinho Oliveira, Jannicke Baalsrud Hauge , Tim Marsh |
Publisher | Springer |
Pages | 73-84 |
ISBN (Electronic) | 978-3-319-70111-0 |
ISBN (Print) | 978-3-319-70110-3 |
DOIs | |
Publication status | Published - Nov 2017 |
Externally published | Yes |
Event | Joint Conference on Serious Games: JCSG2017 - Valencia, Spain Duration: 23 Nov 2017 → 24 Nov 2017 http://i3b.webs.upv.es/webs/jcsg2017/ |
Publication series
Series | Information Systems and Applications, incl. Internet/Web, and HCI |
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Volume | 10622 |
Conference
Conference | Joint Conference on Serious Games: JCSG2017 |
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Abbreviated title | JCSG 2017 |
Country/Territory | Spain |
City | Valencia |
Period | 23/11/17 → 24/11/17 |
Internet address |
Keywords
- Learning Analytics
- Serious Games
- E-learning
- xAPI
- uAdventure
Fingerprint
Dive into the research topics of 'Full Lifecycle Architecture for Serious Games: Integrating Game Learning Analytics and a Game Authoring Tool'. Together they form a unique fingerprint.Projects
- 1 Finished
-
Rage: Realising an Applied Gaming Eco-system
Westera, W. (PI), Georgiadis, K. (CoI), Saveski, G. (CoI), van Lankveld, G. (CoI), Bahreini, K. (CoI), van der Vegt, W. (CoI), Berkhout, J. (CoI), Nyamsuren, E. (CoI), Kluijfhout, E. (CoI) & Nadolski, R. (CoI)
1/02/15 → 31/07/19
Project: Research