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dc.contributor.authorGomez, Manuel J.
dc.contributor.authorRuip?rez-Valiente, Jos? A.
dc.contributor.authorMartinez, Pedro A.
dc.contributor.authorKim, Yoon Jeon
dc.date.accessioned2025-02-11T16:38:31Z
dc.date.available2025-02-11T16:38:31Z
dc.date.issued2020-10-21
dc.identifier.isbn978-1-4503-8850-4
dc.identifier.urihttps://hdl-handle-net.ezproxyberklee.flo.org/1721.1/158189
dc.descriptionTEEM’20, October 21–23, 2020, Salamanca, Spainen_US
dc.description.abstractGames have become one of the most popular mediums across cultures and ages and the use of educational games is growing. There is ample evidence that supports the benefits of using games for learning and assessment. However, we do not usually find games incorporated into educational environments. One of the main problems that teachers face is to actually know how students are interacting with the game as they cannot analyze properly the effect of the activity on the students. To improve this issue, we can use the data generated by the interaction of students with such educational games to analyze the sequences and errors by transforming raw data into meaningful sequences that are interpretable and actionable for teachers. In this study we use a data collection from our game Shadowspect and implement learning analytics with process and sequence mining techniques to generate two metrics that aim to help teachers make proper assessment and better understand the process.en_US
dc.publisherACM|Eighth International Conference on Technological Ecosystems for Enhancing Multiculturalityen_US
dc.relation.isversionofhttps://doi-org.ezproxyberklee.flo.org/10.1145/3434780.3436562en_US
dc.rightsArticle is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use.en_US
dc.sourceAssociation for Computing Machineryen_US
dc.titleExploring the Affordances of Sequence Mining in Educational Gamesen_US
dc.typeArticleen_US
dc.identifier.citationGames have become one of the most popular mediums across cultures and ages and the use of educational games is growing. There is ample evidence that supports the benefits of using games for learning and assessment. However, we do not usually find games incorporated into educational environments. One of the main problems that teachers face is to actually know how students are interacting with the game as they cannot analyze properly the effect of the activity on the students. To improve this issue, we can use the data generated by the interaction of students with such educational games to analyze the sequences and errors by transforming raw data into meaningful sequences that are interpretable and actionable for teachers. In this study we use a data collection from our game Shadowspect and implement learning analytics with process and sequence mining techniques to generate two metrics that aim to help teachers make proper assessment and better understand the process.en_US
dc.identifier.mitlicensePUBLISHER_POLICY
dc.eprint.versionFinal published versionen_US
dc.type.urihttp://purl.org/eprint/type/ConferencePaperen_US
eprint.statushttp://purl.org/eprint/status/NonPeerRevieweden_US
dc.date.updated2025-02-01T08:54:35Z
dc.language.rfc3066en
dc.rights.holderThe author(s)
dspace.date.submission2025-02-01T08:54:36Z
mit.licensePUBLISHER_POLICY
mit.metadata.statusAuthority Work and Publication Information Neededen_US


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