What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Modeling the Acquisition of Fluent Skill in Educational Action Games
UM '07 Proceedings of the 11th international conference on User Modeling
Modelling Learning in an Educational Game
Proceedings of the 2005 conference on Artificial Intelligence in Education: Supporting Learning through Intelligent and Socially Informed Technology
On Using Learning Curves to Evaluate ITS
Proceedings of the 2005 conference on Artificial Intelligence in Education: Supporting Learning through Intelligent and Socially Informed Technology
The challenge of assessing learning in open games: HORTUS as a case study
GLS'11 Proceedings of the 7th international conference on Games + Learning + Society Conference
The impact of tutorials on games of varying complexity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
RumbleBlocks: Teaching science concepts to young children through a Unity game
CGAMES '12 Proceedings of the 2012 17th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games (CGAMES)
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The field of Educational Games has seen many calls for added rigor. One avenue for improving the rigor of the field is developing more generalizable methods for measuring student learning within games. Throughout the process of development, what is relevant to measure and assess may change as a game evolves into a finished product. The field needs an approach for game developers and researchers to be able to prototype and experiment with different measures that can stand up to rigorous scrutiny, as well as provide insight into possible new directions for development. We demonstrate a toolkit and analysis tools that capture and analyze students' performance within open educational games. The system records relevant events during play, which can be used for analysis of player learning by designers. The tools support replaying student sessions within the original game's environment, which allows researchers and developers to explore possible explanations for student behavior. Using this system, we were able to facilitate a number of analyses of student learning in an open educational game developed by a team of our collaborators as well as gain greater insight into student learning with the game and where to focus as we iterate.