Clustering to define interview participants for analyzing student feedback : a case of Legends of Learning
Karimov, A., Saarela, M., & Kärkkäinen, T. (2023). Clustering to define interview participants for analyzing student feedback : a case of Legends of Learning. In M. Feng, T. Käser, & P. Talukdar (Eds.), Proceedings of the 16th International Conference on Educational Data Mining (pp. 234-243). https://doi.org/10.5281/zenodo.8115666
Päivämäärä
2023Oppiaine
Human and Machine based Intelligence in LearningHyvinvoinnin tutkimuksen yhteisöTietotekniikkaResurssiviisausyhteisöTekniikkaKoulutusteknologia ja kognitiotiedeHuman and Machine based Intelligence in LearningSchool of WellbeingMathematical Information TechnologySchool of Resource WisdomEngineeringLearning and Cognitive SciencesTekijänoikeudet
© 2023 Copyright is held by the author(s).
Within the last decade, different educational data mining techniques, particularly quantitative methods such as clustering, and regression analysis are widely used to analyze the data from educational games. In this research, we implemented a quantitative data mining technique (clustering) to further investigate students' feedback. Students played educational games within a week on the educational games platform, Legends of Learning and after a week, we asked them to fulfill the feedback survey about their feelings on the use of this platform. To analyze the collected data from students, firstly, we prepared clusters and selected one prototype student closest to the centroid of each cluster to interview. Interviews were held to explain the clusters more and due to time and resource limitations, we were unable to interview all (N=60) students, thus only the most representative students were interviewed. In addition to the students, we conducted an interview with the teacher as well to get her detailed feedback and observations on the usage of educational games. We also asked students to take an exam before and after the research to see the impact of games on their grades. Our results depict that though educational games can increase students' motivation, they may negatively impact some students' grades. And even though playing games made students feel interested and fun, they would not like to play them on a daily basis. Hence, using educational games for a certain duration such as subject revision weeks may positively influence students' grades and motivation.
...
Emojulkaisun ISBN
978-1-7336736-4-8Konferenssi
International Conference on Educational Data MiningKuuluu julkaisuun
Proceedings of the 16th International Conference on Educational Data MiningAsiasanat
Julkaisu tutkimustietojärjestelmässä
https://converis.jyu.fi/converis/portal/detail/Publication/202894620
Metadata
Näytä kaikki kuvailutiedotKokoelmat
Rahoittaja(t)
Suomen AkatemiaRahoitusohjelmat(t)
Akatemiatutkija, SALisenssi
Samankaltainen aineisto
Näytetään aineistoja, joilla on samankaltainen nimeke tai asiasanat.
-
Game learning analytics for understanding reading skills in transparent writing system
Niemelä, Marko, Kärkkäinen, Tommi; Äyrämö, Sami; Ronimus, Miia; Richardson, Ulla; Lyytinen, Heikki (Wiley-Blackwell, 2020)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 ... -
The impact of online educational platform on students’ motivation and grades : the case of Khan Academy in the under-resourced communities
Karimov, Ayaz; Saarela, Mirka; Kärkkäinen, Tommi (International Educational Data Mining Society, 2023)Even though Azerbaijan is considered a highly educated country from the perspective of schooling years and completed education level, student learning outcomes are underperforming, according to the World Bank. Due to limited ... -
“Sitting at the Stern and Holding the Rudder” : Teachers’ Reflections on Action in Higher Education Based on Student Agency Analytics
Heilala, Ville; Jääskelä, Päivikki; Saarela, Mirka; Kuula, Anna-Stina; Eskola, Anne; Kärkkäinen, Tommi (Palgrave Macmillan, 2022)Digital technologies in teaching and learning in higher education have the potential to enhance student agency. Student agency is an essential resource to nurture, especially at times when students face challenges emerging ... -
Supporting struggling readers with digital game-based learning
Ronimus, Miia; Eklund, Kenneth; Pesu, Laura; Lyytinen, Heikki (Springer US, 2019)This study investigates the effectiveness of a digital game—GraphoLearn (GL)—in supporting second-grade students who have persistent difficulties with acquiring accurate and fluent reading skills. The participants (N = 37) ... -
Exploring Technology Readiness Among Finnish University Students
Heilala, Ville; Kelly, Riitta; Järvinen, Miitta; Hämäläinen, Raija (International Society of the Learning Sciences, 2023)New technologies have the potential to support inclusive and collaborative learning processes. However, students’ technology readiness influences how they utilize learning technologies. This research examined technology ...
Ellei toisin mainittu, julkisesti saatavilla olevia JYX-metatietoja (poislukien tiivistelmät) saa vapaasti uudelleenkäyttää CC0-lisenssillä.