Automatic Game Experience Identification in Educational Games
Author(s) -
Wilk Oliveira,
Luiz Rodrigues,
Armando M. Toda,
Paula T. Palomino,
Seiji Isotani
Publication year - 2019
Publication title -
anais do xxx simpósio brasileiro de informática na educação (sbie 2019)
Language(s) - English
Resource type - Conference proceedings
DOI - 10.5753/cbie.sbie.2019.952
Subject(s) - educational game , computer science , identification (biology) , field (mathematics) , game design , game developer , human–computer interaction , educational data mining , video game development , multimedia , data science , botany , mathematics , pure mathematics , biology
One of the main challenges in the field of educational games is the automatic and implicit users’ game experience identification. To face this challenge, we present an exploratory study by using a data-driven based approach for collecting and identifying this experience. We used two different data-mining techniques aiming to associate the user’s data logs from an educational game with their game-like experience. Our main results indicate that it is possible to extract the automatic and implicit acquisition of the student’s game experience in educational games and demonstrate how user’s data logs drive their experiences. We also provided different associations between user data logs in educational games and the student’s game experience.
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