dc.contributor.author | Karimov, Ayaz | |
dc.contributor.author | Saarela, Mirka | |
dc.contributor.author | Kärkkäinen, Tommi | |
dc.contributor.editor | Feng, Mingyu | |
dc.contributor.editor | Käser, Tanja | |
dc.contributor.editor | Talukdar, Partha | |
dc.date.accessioned | 2024-02-28T12:45:07Z | |
dc.date.available | 2024-02-28T12:45:07Z | |
dc.date.issued | 2023 | |
dc.identifier.citation | 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.), <i>Proceedings of the 16th International Conference on Educational Data Mining</i> (pp. 234-243). <a href="https://doi.org/10.5281/zenodo.8115666" target="_blank">https://doi.org/10.5281/zenodo.8115666</a> | |
dc.identifier.other | CONVID_202894620 | |
dc.identifier.uri | https://jyx.jyu.fi/handle/123456789/93739 | |
dc.description.abstract | 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. | en |
dc.format.mimetype | application/pdf | |
dc.language.iso | eng | |
dc.relation.ispartof | Proceedings of the 16th International Conference on Educational Data Mining | |
dc.rights | CC BY-NC-ND 4.0 | |
dc.subject.other | clustering | |
dc.subject.other | educational games | |
dc.subject.other | educational technology | |
dc.subject.other | serious game analytics | |
dc.subject.other | legends of learning | |
dc.title | Clustering to define interview participants for analyzing student feedback : a case of Legends of Learning | |
dc.type | conferenceObject | |
dc.identifier.urn | URN:NBN:fi:jyu-202402282210 | |
dc.contributor.laitos | Informaatioteknologian tiedekunta | fi |
dc.contributor.laitos | Faculty of Information Technology | en |
dc.contributor.oppiaine | Human and Machine based Intelligence in Learning | fi |
dc.contributor.oppiaine | Hyvinvoinnin tutkimuksen yhteisö | fi |
dc.contributor.oppiaine | Tietotekniikka | fi |
dc.contributor.oppiaine | Resurssiviisausyhteisö | fi |
dc.contributor.oppiaine | Tekniikka | fi |
dc.contributor.oppiaine | Koulutusteknologia ja kognitiotiede | fi |
dc.contributor.oppiaine | Human and Machine based Intelligence in Learning | en |
dc.contributor.oppiaine | School of Wellbeing | en |
dc.contributor.oppiaine | Mathematical Information Technology | en |
dc.contributor.oppiaine | School of Resource Wisdom | en |
dc.contributor.oppiaine | Engineering | en |
dc.contributor.oppiaine | Learning and Cognitive Sciences | en |
dc.type.uri | http://purl.org/eprint/type/ConferencePaper | |
dc.relation.isbn | 978-1-7336736-4-8 | |
dc.type.coar | http://purl.org/coar/resource_type/c_5794 | |
dc.description.reviewstatus | peerReviewed | |
dc.format.pagerange | 234-243 | |
dc.type.version | publishedVersion | |
dc.rights.copyright | © 2023 Copyright is held by the author(s). | |
dc.rights.accesslevel | openAccess | fi |
dc.relation.conference | International Conference on Educational Data Mining | |
dc.relation.grantnumber | 356314 | |
dc.subject.yso | koululaiset | |
dc.subject.yso | opiskelijat | |
dc.subject.yso | palaute | |
dc.subject.yso | pelaaminen | |
dc.subject.yso | hyötypelit | |
dc.subject.yso | oppimispelit | |
dc.subject.yso | oppiminen | |
dc.subject.yso | opetusteknologia | |
dc.subject.yso | motivaatio | |
dc.subject.yso | tiedonlouhinta | |
dc.format.content | fulltext | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p16485 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p16486 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p1236 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p14483 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p29628 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p23092 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p2945 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p4418 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p4734 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p5520 | |
dc.rights.url | https://creativecommons.org/licenses/by-nc-nd/4.0/ | |
dc.relation.doi | 10.5281/zenodo.8115666 | |
dc.relation.funder | Research Council of Finland | en |
dc.relation.funder | Suomen Akatemia | fi |
jyx.fundingprogram | Academy Research Fellow, AoF | en |
jyx.fundingprogram | Akatemiatutkija, SA | fi |
dc.type.okm | A4 | |