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Game learning analytics for understanding reading skills in transparent writing system

Abstract
Serious games are designed to improve learning instead of providing only entertainment. Serious games analytics can be used for understanding and enhancing the quality of learning with serious games. One challenge in developing computerized support for learning is that learning of skills varies between players. Appropriate algorithms are needed for analyzing the performance of individual players. This paper presents a novel clustering-based profiling method for analyzing serious games learners. GraphoLearn, a game for training connections between speech sounds and letters, serves as the game-based learning environment. The proposed clustering method was designed to group the learners into profiles based on game log data. The obtained profiles were statistically analyzed. For instance, the results revealed one profile consisting of 136 players who had difficulties with connecting most of the target sounds and letters, whereas learners in the other profiles typically had difficulties with specific sound-letter pairs. The results suggest that this profiling method can be useful for identifying children with a risk of reading disability and the proposed approach is a promising new method for analyzing serious game log data.
Main Authors
Format
Articles Research article
Published
2020
Series
Subjects
Publication in research information system
Publisher
Wiley-Blackwell
The permanent address of the publication
https://urn.fi/URN:NBN:fi:jyu-202002192125Käytä tätä linkitykseen.
Review status
Peer reviewed
ISSN
0007-1013
DOI
https://doi.org/10.1111/bjet.12916
Language
English
Published in
British Journal of Educational Technology
Citation
  • Niemelä, M., Äyrämö, S., Ronimus, M., Richardson, U., & Lyytinen, H. (2020). Game learning analytics for understanding reading skills in transparent writing system. British Journal of Educational Technology, 51(6), 2376-2390. https://doi.org/10.1111/bjet.12916
License
In CopyrightOpen Access
Funder(s)
Research Council of Finland
Research Council of Finland
Foundation Botnar
Research Council of Finland
Funding program(s)
Academy Programme, AoF
Research profiles, AoF
Others
Academy Programme, AoF
Akatemiaohjelma, SA
Profilointi, SA
Muut
Akatemiaohjelma, SA
Research Council of Finland
Additional information about funding
This study was supported by a grant from the Academy of Finland for the Unesco professor Heikki Lyytinen (decision numbers 292493 and 311737), the professor Tommi Kärkkäinen (decision numbers 311877 and 315550), and the professor Ulla Richardson (decision number 274050). The study was also supported by a grant from the Foundation Botnar for the professor Ulla Richardson (decision number 6066). All the authors gratefully acknowledge the postdoctoral researcher Harri Ketamo for the valuable discussions related to serious games and data analytics.
Copyright© 2020 British Educational Research Association

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