Serious Games Analytics

Methodologies for Performance Measurement, Assessment, and Improvement

Nonfiction, Reference & Language, Education & Teaching, Teaching, Computers & Technology, Educational Theory, Educational Psychology
Cover of the book Serious Games Analytics by , Springer International Publishing
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: ISBN: 9783319058344
Publisher: Springer International Publishing Publication: June 13, 2015
Imprint: Springer Language: English
Author:
ISBN: 9783319058344
Publisher: Springer International Publishing
Publication: June 13, 2015
Imprint: Springer
Language: English

This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for performance measurement, assessment, and improvement. Chapter authors use empirical research methodologies, including existing, experimental, and emerging conceptual frameworks, from various fields, such as: computer science software engineering educational data mining statistics information visualization. Serious games is an emerging field where the games are created using sound learning theories and instructional design principles to maximize learning and training success. But how would stakeholders know what play-learners have done in the game environment, and if the actions performance brings about learning? Could they be playing the game for fun, really learning with evidence of performance improvement, or simply gaming the system, i.e., finding loopholes to fake that they are making progress? This volume endeavors to answer these questions.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for performance measurement, assessment, and improvement. Chapter authors use empirical research methodologies, including existing, experimental, and emerging conceptual frameworks, from various fields, such as: computer science software engineering educational data mining statistics information visualization. Serious games is an emerging field where the games are created using sound learning theories and instructional design principles to maximize learning and training success. But how would stakeholders know what play-learners have done in the game environment, and if the actions performance brings about learning? Could they be playing the game for fun, really learning with evidence of performance improvement, or simply gaming the system, i.e., finding loopholes to fake that they are making progress? This volume endeavors to answer these questions.

More books from Springer International Publishing

Cover of the book Security in Computing and Communications by
Cover of the book Biographies and Careers throughout Academic Life by
Cover of the book Sleep Disorders in Adolescents by
Cover of the book Enhancing Hubble's Vision by
Cover of the book Cardiovascular Biomechanics by
Cover of the book ZEMCH: Toward the Delivery of Zero Energy Mass Custom Homes by
Cover of the book Biosensors for Security and Bioterrorism Applications by
Cover of the book Frequency References, Power Management for SoC, and Smart Wireless Interfaces by
Cover of the book Lung Disease in Rheumatoid Arthritis by
Cover of the book Art, Disobedience, and Ethics by
Cover of the book Centrality of History for Theory Construction in Psychology by
Cover of the book Programming Machine Ethics by
Cover of the book On the Shores of Titan's Farthest Sea by
Cover of the book A Study of the Isoscalar Giant Monopole Resonance by
Cover of the book For Whose Benefit? by
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy