During the IEEE Global Engineering Education Conference (EDUCON) 2018, held in Tenerife (Spain), Iván Martínez Ortiz presented the paper Learning analytics for location-based serious games. The presentation was part of the session on E·Assessment and new Assessment Theories and Methodologies.

The abstract of the paper is the following:

Pervasive gaming has experimented a huge commercial growth with location-based game successes such as Pokémon GO or Ingress. The serious game industry has an opportunity to take advantage of location-based mechanics to better connect games with the real world, creating more authentic immersive learning environments. Games such as historical tours, story-based exploration, laboratories, or flora explorations can greatly benefit from location-based mechanics. Location-based games usually include an augmented map to provide game context, which combines both traditional game-dependent elements such as avatars, and location-based elements such as areas or points of interest. For players, interacting with location-based elements may involve entering or exiting specific areas; or reaching a certain location and looking in a specific direction. To include standards-based learning analytics for location-based serious games (SGs), we have added support for player movement and location-based interactions to the pre-existing xAPI serious game profile. We have validated this approach through a case-study example that guided players through different sports-related facilities within a large outdoor area. This work have been carried out and it is available as part of the analytics infrastructure used in EU H2020 RAGE and BEACONING serious game projects.

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Full paper can be accessed openly in Zenodo.

More information about EDUCON 2018 can be found here.