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    The Case for Serious Games Analytics

    Autor: 
    Moreno-Ger, Pablo (1)
    ;
    Burgos, Daniel (1)
    Fecha: 
    2020
    Palabra clave: 
    game-based learning; educational games; gamification; Scopus(2)
    Tipo de Ítem: 
    bookPart
    URI: 
    https://reunir.unir.net/handle/123456789/10313
    DOI: 
    https://doi.org/10.1007/978-981-15-4526-9_13
    Dirección web: 
    https://link.springer.com/chapter/10.1007/978-981-15-4526-9_13
    Resumen:
    Learning analytics have become a solidly established line of research, leveraging the large amounts of data that students generate while interacting with online materials such as those stored in a learning management system (LMS). On the other hand, serious games are also experiencing a growing acceptance as a powerful medium for learning. But at the crossroads of learning analytics and serious games, there is great potential for intelligent analytics models that leverage the vast amounts of data that a single gameplay session can generate, which may be orders of magnitude larger than the data generated in an online study session with an LMS. In this chapter, we explore this potential, and outline relevant advances using serious games as a source for rich learning analytics.
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