TY - GEN
T1 - Opening the black box of play
T2 - 3rd ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2016
AU - Horn, Britton
AU - Folajimi, Yetunde
AU - Hoover, Amy K.
AU - Smith, Gillian
AU - Barnes, Jackie
AU - Harteveld, Casper
N1 - Publisher Copyright:
© 2016 ACM.
PY - 2016/10/16
Y1 - 2016/10/16
N2 - A significant issue in research on educational games lies in evaluating their educational impact. Although game analytics is often leveraged in the game industry, it can also provide insight into player actions, strategy development, and the learning process in educational games separate from external evaluation measures. This paper explores the potential of game analytics for learning by analyzing player strategies of an educational game that is designed to support algorithmic thinking. We analyze player strategies from nine cases in our data, combining quantitative and qualitative game analysis techniques: hierarchical player clustering, game progression visualizations, playtraces, and think-aloud data. Results suggest that this combination of data analysis techniques provides insights into level progression and learning strategies that may have been otherwise overlooked.
AB - A significant issue in research on educational games lies in evaluating their educational impact. Although game analytics is often leveraged in the game industry, it can also provide insight into player actions, strategy development, and the learning process in educational games separate from external evaluation measures. This paper explores the potential of game analytics for learning by analyzing player strategies of an educational game that is designed to support algorithmic thinking. We analyze player strategies from nine cases in our data, combining quantitative and qualitative game analysis techniques: hierarchical player clustering, game progression visualizations, playtraces, and think-aloud data. Results suggest that this combination of data analysis techniques provides insights into level progression and learning strategies that may have been otherwise overlooked.
KW - Computational thinking
KW - Educational games
KW - Evaluation
KW - Playtrace analysis
UR - http://www.scopus.com/inward/record.url?scp=84995407024&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84995407024&partnerID=8YFLogxK
U2 - 10.1145/2967934.2968109
DO - 10.1145/2967934.2968109
M3 - Conference contribution
AN - SCOPUS:84995407024
T3 - CHI PLAY 2016 - Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play
SP - 142
EP - 153
BT - CHI PLAY 2016 - Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play
PB - Association for Computing Machinery, Inc
Y2 - 16 October 2016 through 19 October 2016
ER -