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    • Revista IJIMAI
    • 2024
    • vol. 8, nº 6, june 2024
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    • Revista IJIMAI
    • 2024
    • vol. 8, nº 6, june 2024
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    Supporting Skill Assessment in Learning Experiences Based on Serious Games Through Process Mining Techniques

    Autor: 
    Caballero-Hernández, Juan Antonio
    ;
    Palomo-Duarte, Manuel
    ;
    Dodero, Juan Manuel
    ;
    Gaševic, Dragan
    Fecha: 
    06/2024
    Palabra clave: 
    educational data mining; learning analytics; game-based learning; serious games; IJIMAI
    Revista / editorial: 
    International Journal of Interactive Multimedia and Artificial Intelligence (IJIMAI)
    Citación: 
    Juan Antonio Caballero-Hernández, Manuel Palomo-Duarte, Juan Manuel Dodero, Dragan Gaševic (2024). "Supporting Skill Assessment in Learning Experiences Based on Serious Games Through Process Mining Techniques", International Journal of Interactive Multimedia and Artificial Intelligence, vol. 8, issue Regular Issue, no. 6, pp. 146-159. https://doi.org/10.9781/ijimai.2023.05.002
    Tipo de Ítem: 
    article
    URI: 
    https://reunir.unir.net/handle/123456789/14810
    DOI: 
    https://doi.org/10.9781/ijimai.2023.05.002
    Open Access
    Resumen:
    Learning experiences based on serious games are employed in multiple contexts. Players carry out multiple interactions during the gameplay to solve the different challenges faced. Those interactions can be registered in logs as large data sets providing the assessment process with objective information about the skills employed. Most assessment methods in learning experiences based on serious games rely on manual approaches, which do not scalewell when the amount of data increases. We propose an automated method to analyse students’ interactions and assess their skills in learning experiences based on serious games. The method takes into account not only the final model obtained by the student, but also the process followed to obtain it, extracted from game logs. The assessment method groups students according to their in-game errors and ingame outcomes. Then, the models for the most and the least successful students are discovered using process mining techniques. Similarities in their behaviour are analysed through conformance checking techniques to compare all the students with the most successful ones. Finally, the similarities found are quantified to build a classification of the students’ assessments. We have employed this method with Computer Science students playing a serious game to solve design problems in a course on databases. The findings show that process mining techniques can palliate the limitations of skill assessment methods in game-based learning experiences.
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