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Evidence-Based Evaluation of a Serious Game to Increase Bullying Awareness
- Source :
-
Interactive Learning Environments . 2023 31(2):644-654. - Publication Year :
- 2023
-
Abstract
- Game Learning Analytics can be used to conduct evidence-based evaluations of the effect that serious games produce on their players by combining in-game user interactions and traditional evaluation methods. We illustrate this approach with a case-study where we conduct an evidence-based evaluation of a serious game's effectiveness to increase awareness of bullying. In this paper, we describe: (1) the full process of tracking in-game interactions, analyzing the traces collected using the standard xAPI-SG format, and deriving game learning analytics variables (to be used as "evidences"); and (2) the use of those variables to predict the increase in bullying awareness. We consider that this process can be generalized and replicated to systematize, and therefore simplify, evidence-based evaluations for other serious games based on the interaction data of their players.
Details
- Language :
- English
- ISSN :
- 1049-4820 and 1744-5191
- Volume :
- 31
- Issue :
- 2
- Database :
- ERIC
- Journal :
- Interactive Learning Environments
- Publication Type :
- Academic Journal
- Accession number :
- EJ1381994
- Document Type :
- Journal Articles<br />Reports - Research
- Full Text :
- https://doi.org/10.1080/10494820.2020.1799031