Game Learning Analytics for Educators

Game Learning Analytics for Educators

Game Learning Analytics for Educators

The paper “Game Learning Analytics for Educators” has been accepted for publication and presentation at the IEEE Global Engineering Education Conference (EDUCON 2019).

The Conference will be held in Dubai, UAE, during the dates April 9-11, 2019. The theme of the conference is “Engineering Education Through Student Engagement”.

​Overview of the conference:
The IEEE Global Engineering Education Conference (EDUCON) 2019 is the tenth in a series of conferences that rotate among central locations in IEEE Region 8 (Europe, Middle East and North Africa). EDUCON is the flagship conference of the IEEE Education Society.

Abstract of the paper:
Serious games have proven several advantages when used in education improving students learning. However, games are still complex to deploy in the class for average teachers. Many teachers still do not see games as a powerful tool to improve their teaching work. To this end, it is essential to humanize the game technology making the use of games more transparent to teachers in a way that they get the benefits and avoid most of the game deployment complexity. We consider that Game Learning Analytics is one of the keys to help teachers in the application of serious games in the classrooms. Game Learning Analytics allows to capture data from students’ interactions with games and derive information that simplify teachers’ tasks. Doing it in a transparent way within the game environment (i.e. stealth assessment) can provide evidence-based data about the learners’ knowledge at each point of time. Combining both game learning analytics in near real-time and offline, and stealth assessment for games, it could be possible to leverage their use in classroom settings at real-time making their use easier for teachers.