Serious Games Analytics Methodologies for Performance Measurement, Assessment, and Improvement

This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for performance measurement, assessment, and improvement. Chapter authors use empirical research methodologies, including existing, experimental, and emerging c...

Full description

Saved in:
Bibliographic Details
Other Authors: Loh, Christian Sebastian (Editor), Sheng, Yanyan (Editor), Ifenthaler, Dirk (Editor)
Format: Book
Published: Switzerland Springer 2015
Series:Advances in Game-Based Learning
Subjects:
Online Access:Click Here to View Status and Holdings.
Tags: Add Tag
No Tags, Be the first to tag this record!

MARC

LEADER 00000nam#a2200000#i 4501
001 wils-955481
005 2020028104351
008 200703s2015 SZ a## #001 #dENG#D
020 # # |a 9783319058337  |q hardback 
040 # # |a GW5XE  |b eng  |d UiTM  |e rda 
090 0 0 |a QA76.9.D343  |b S47 2015 
245 0 0 |a Serious Games Analytics  |b Methodologies for Performance Measurement, Assessment, and Improvement  |c Christian Sebastian Loh, Yanyan Sheng, Dirk Ifenthaler; Editors 
264 # 1 |a Switzerland  |b Springer  |c 2015 
264 # 4 |c ©2015 
300 # # |a xxxiii, 477 pages  |b illustration  |c 24 cm 
336 # # |a text  |2 rdacontent 
337 # # |a unmediated  |2 rdamedia 
338 # # |a volume  |2 rdacarrier 
490 0 # |a Advances in Game-Based Learning 
504 # # |a Includes bibliographical references and index 
520 # # |a This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for performance measurement, assessment, and improvement. Chapter authors use empirical research methodologies, including existing, experimental, and emerging conceptual frameworks, from various fields, such as: computer science software engineering educational data mining statistics information visualization. Serious games is an emerging field where the games are created using sound learning theories and instructional design principles to maximize learning and training success. But how would stakeholders know what play-learners have done in the game environment, and if the actions performance brings about learning? Could they be playing the game for fun, really learning with evidence of performance improvement, or simply gaming the system, i.e., finding loopholes to fake that they are making progress? This volume endeavors to answer these questions. 
526 0 # |a CGD562  |b AD233  |5 AD 
526 0 # |a Critical Analysis in Game  |b Bachelor of Creative Game Design (HONS)  |5 Faculty of Art 
650 # # |a Data mining 
650 # # |a Educational games 
650 # # |a Educational Technology 
650 # # |a Learning & Instruction 
700 1 # |a Loh, Christian Sebastian  |e editor 
700 1 # |a Sheng, Yanyan  |e editor 
700 1 # |a Ifenthaler, Dirk  |e editor 
830 # 0 |a Advances in Game-Based Learning 
856 4 0 |z Click Here to View Status and Holdings.  |u https://opac.uitm.edu.my/opac/detailsPage/detailsHome.jsp?tid=955481 
998 # # |a 00264#1a002.8.2||00264#1b002.8.4||00300##a003.4.1||00300##b003.6.1||00300##c003.5.1||00520##a007.2||00520##b007.2||