TY - GEN
T1 - A Learning Analytics Approach to Build Learner Profiles Within the Educational Game OMEGA+
AU - Chandrasekaran, Deepak
AU - Chang, Maiga
AU - Graf, Sabine
N1 - Publisher Copyright:
© 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.
PY - 2022
Y1 - 2022
N2 - Educational games can act as excellent learning environments, where learners play and learn at the same time. However, typically, once a game has been developed, it is launched and then maybe evaluated for learning effectiveness but details on how learners actually use the game as well as how they play and learn in the game are rarely investigated. In addition, which groups of learners are more attracted or less attracted by the game is seldom looked at. However, such investigations are essential to ensure that the game is used in the way it was intended, that the game is fun and provides learning opportunities at the same time, that learners can benefit the most from the game and to make the game interesting for many different groups of players. In this paper, we introduce a learning analytics approach that builds learner profiles based on learners’ characteristics and behaviour in the educational game OMEGA+. The approach is rather generic and can be easily adapted to other educational games. By using the proposed learning analytics approach, clusters of learners are built that provide insights into how learners use the game, how they play and how they learn. In addition, when considering demographic attributes when analysing the clusters, insights can be gained on which groups of learners are more and which groups are less attracted to the game.
AB - Educational games can act as excellent learning environments, where learners play and learn at the same time. However, typically, once a game has been developed, it is launched and then maybe evaluated for learning effectiveness but details on how learners actually use the game as well as how they play and learn in the game are rarely investigated. In addition, which groups of learners are more attracted or less attracted by the game is seldom looked at. However, such investigations are essential to ensure that the game is used in the way it was intended, that the game is fun and provides learning opportunities at the same time, that learners can benefit the most from the game and to make the game interesting for many different groups of players. In this paper, we introduce a learning analytics approach that builds learner profiles based on learners’ characteristics and behaviour in the educational game OMEGA+. The approach is rather generic and can be easily adapted to other educational games. By using the proposed learning analytics approach, clusters of learners are built that provide insights into how learners use the game, how they play and how they learn. In addition, when considering demographic attributes when analysing the clusters, insights can be gained on which groups of learners are more and which groups are less attracted to the game.
KW - Clustering
KW - Educational games
KW - Game learning analytics
KW - Game-based learning
KW - Learner profiling
KW - Learning analytics
UR - http://www.scopus.com/inward/record.url?scp=85134155634&partnerID=8YFLogxK
U2 - 10.1007/978-3-031-09680-8_13
DO - 10.1007/978-3-031-09680-8_13
M3 - Published Conference contribution
AN - SCOPUS:85134155634
SN - 9783031096792
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 139
EP - 147
BT - Intelligent Tutoring Systems - 18th International Conference, ITS 2022, Proceedings
A2 - Crossley, Scott
A2 - Popescu, Elvira
T2 - 18th International Conference on Intelligent Tutoring Systems, ITS 2022
Y2 - 29 June 2022 through 1 July 2022
ER -