Game Analytics Evidence-Based Evaluation of a Learning Game for Intellectual Disabled Users.

Loading...
Thumbnail Image
Identifiers

Publication date

2019

Start date of the public exhibition period

End date of the public exhibition period

Advisors

Journal Title

Journal ISSN

Volume Title

Publisher

IEEE Access
Metrics
Google Scholar
Share

Research Projects

Organizational Units

Journal Issue

Abstract

Learning games are becoming popular among teachers as educational tools. However, despite all the game development quality processes (e.g., beta testing), there is no total assurance about the game design appropriateness to the students' cognitive skills until the games are used in the classroom. Furthermore, games designed speci cally for Intellectual Disabled (ID) users are even harder to evaluate because of the communication issues that this type of players have. ID users' feedback about their learning experience is complex to obtain and not always fully reliable. To address this problem, we use an evidence-based approach for evaluating the game design of Downtown, A Subway Adventure, a game created to improve independent living in users with ID. In this paper we exemplify the whole process of applying Game Analytics techniques to gather actual users' gameplay interaction data in real settings for evaluating the design. Following this process, researchers were able to validate different game aspects (e.g., mechanics) and could also identify game aws that may be dif cult to detect using formative evaluation or other observational-based methods. Results showed that the proposed evidence-based approach using Game Analytics information is an effective way to evaluate both the game design and the implementation, especially in situations where other types of evaluations that require users' involvement are limited.

Doctoral program

Description

Keywords

Evidence-based learning, Game analytics, Game design, Game evaluation, Intellectual disability, Learning games, Serious games

Citation

Collections