Applying Learning Analytics to Detect Sequences of Actions and Common Errors in a Geometry Game

Games have become one of the most popular activities across cultures and ages. There is ample evidence that supports the benefits of using games for learning and assessment. However, incorporating game activities as part of the curriculum in schools remains limited. Some of the barriers for broader...

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Main Authors: Gomez, Manuel J., Ruipérez-Valiente, José A., Martínez, Pedro A., Kim, Yoon Jeon
Other Authors: MIT Open Learning
Format: Article
Published: Multidisciplinary Digital Publishing Institute 2021
Online Access:https://hdl.handle.net/1721.1/131340
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author Gomez, Manuel J.
Ruipérez-Valiente, José A.
Martínez, Pedro A.
Kim, Yoon Jeon
author2 MIT Open Learning
author_facet MIT Open Learning
Gomez, Manuel J.
Ruipérez-Valiente, José A.
Martínez, Pedro A.
Kim, Yoon Jeon
author_sort Gomez, Manuel J.
collection MIT
description Games have become one of the most popular activities across cultures and ages. There is ample evidence that supports the benefits of using games for learning and assessment. However, incorporating game activities as part of the curriculum in schools remains limited. Some of the barriers for broader adoption in classrooms is the lack of actionable assessment data, the fact that teachers often do not have a clear sense of how students are interacting with the game, and it is unclear if the gameplay is leading to productive learning. To address this gap, we seek to provide sequence and process mining metrics to teachers that are easily interpretable and actionable. More specifically, we build our work on top of <i>Shadowspect</i>, a three-dimensional geometry game that has been developed to measure geometry skills as well other cognitive and noncognitive skills. We use data from its implementation across schools in the U.S. to implement two sequence and process mining metrics in an interactive dashboard for teachers. The final objective is to facilitate that teachers can understand the sequence of actions and common errors of students using <i>Shadowspect</i> so they can better understand the process, make proper assessment, and conduct personalized interventions when appropriate.
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spelling mit-1721.1/1313402023-02-23T21:08:57Z Applying Learning Analytics to Detect Sequences of Actions and Common Errors in a Geometry Game Gomez, Manuel J. Ruipérez-Valiente, José A. Martínez, Pedro A. Kim, Yoon Jeon MIT Open Learning Games have become one of the most popular activities across cultures and ages. There is ample evidence that supports the benefits of using games for learning and assessment. However, incorporating game activities as part of the curriculum in schools remains limited. Some of the barriers for broader adoption in classrooms is the lack of actionable assessment data, the fact that teachers often do not have a clear sense of how students are interacting with the game, and it is unclear if the gameplay is leading to productive learning. To address this gap, we seek to provide sequence and process mining metrics to teachers that are easily interpretable and actionable. More specifically, we build our work on top of <i>Shadowspect</i>, a three-dimensional geometry game that has been developed to measure geometry skills as well other cognitive and noncognitive skills. We use data from its implementation across schools in the U.S. to implement two sequence and process mining metrics in an interactive dashboard for teachers. The final objective is to facilitate that teachers can understand the sequence of actions and common errors of students using <i>Shadowspect</i> so they can better understand the process, make proper assessment, and conduct personalized interventions when appropriate. 2021-09-20T14:16:17Z 2021-09-20T14:16:17Z 2021-02-03 2021-02-05T14:15:48Z Article http://purl.org/eprint/type/JournalArticle https://hdl.handle.net/1721.1/131340 Sensors 21 (4): 1025 (2021) PUBLISHER_CC http://dx.doi.org/10.3390/s21041025 Creative Commons Attribution https://creativecommons.org/licenses/by/4.0/ application/pdf Multidisciplinary Digital Publishing Institute Multidisciplinary Digital Publishing Institute
spellingShingle Gomez, Manuel J.
Ruipérez-Valiente, José A.
Martínez, Pedro A.
Kim, Yoon Jeon
Applying Learning Analytics to Detect Sequences of Actions and Common Errors in a Geometry Game
title Applying Learning Analytics to Detect Sequences of Actions and Common Errors in a Geometry Game
title_full Applying Learning Analytics to Detect Sequences of Actions and Common Errors in a Geometry Game
title_fullStr Applying Learning Analytics to Detect Sequences of Actions and Common Errors in a Geometry Game
title_full_unstemmed Applying Learning Analytics to Detect Sequences of Actions and Common Errors in a Geometry Game
title_short Applying Learning Analytics to Detect Sequences of Actions and Common Errors in a Geometry Game
title_sort applying learning analytics to detect sequences of actions and common errors in a geometry game
url https://hdl.handle.net/1721.1/131340
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