Evaluación de competencias en Serious games mediante analítica de aprendizaje con Process Mining

  1. Juan Antonio Caballero-Hernández
  2. Manuel Palomo-Duarte
  3. Juan Manuel Dodero
  4. Tatiana Person
Llibre:
Aprendizaje, innovación y cooperación como impulsores del cambio metodológico. Actas del V congreso internacional sobre aprendizaje, innovación y cooperación, CINAIC 2019
  1. Maria Luisa Sein-Echaluce Lacleta
  2. Ángel Fidalgo Blanco
  3. Francisco José García Peñalvo

Editorial: Servicio de Publicaciones ; Universidad de Zaragoza

ISBN: 978-84-16723-77-5

Any de publicació: 2019

Pàgines: 198-203

Congrés: Congreso Internacional sobre Aprendizaje, Innovación y Cooperación (5. 2019. Madrid)

Tipus: Aportació congrés

Resum

Serious games or educational games are video games with educational purposes. Players carry out multiple interactions to apply the developed skills. Relevant information about these interactions can be registered as sequences of events. Unfortunately, assessment in serious games is a more complex process than in others e-Learning tools due to a set of features and particularities, like game context or genre. In addition, manual assessment methods present limitations to carry out a detailed analysis of large data sets. Process Mining is a set of techniques of Sequence Analysis to automatically extract knowledge from event logs. In this paper, we propose to apply Process Mining techniques to assess players’ interactions made in a serious game. In this game, players apply skills related to a DataBase course including in a Computer Engineering Degree. These interactions are stored in an event log used by Process Mining techniques to model discovery. Finally, we present obtained results about that provide evidence on player behaviour on different skills.