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Downtown, A Subway Adventure: Using Learning
Analytics to Improve the Development of a Learning
Game for People with Intellectual Disabilities
Ana R. Cano
Baltasar Fernández-Manjón, Álvaro J. García-Tejedor
Grupo e-UCM: www.e-ucm.es
anarcano@ucm.es @anaruscano
ICALT 2016. Austin, TX 07/25/2016
http://www.slideshare.net/AnaRusCano/
1. What is LA and GLA?
2. The GLA problem
3. Our Model: GLAID
4. Case Study: Downtown
2
LA & GLA 101
• Learning Analytics: Improving education based on Data Analysis
̶ Data driven
̶ Evidence-Based Education
• Game Learning Analytics application of LA to Serious Games
̶ Interaction data in a Serious Game is collected and analyzed for improving the
learning process supported by the game
̶ Educational game not as “black boxes”
But LA & GLA is not “informagic”
̶ We need to relate data with what happens in the game and with the
educational design!
The GLA Problem
• Ok, we are collecting ALL the interaction data in a video game but…
IT IS A HUGE AMOUNT OF DATA!
Now what?
• What are the relevant observables?
• How do I analyze the data collected?
• How do I translate interaction data
into useful information about the
learning process?
And the problem gets bigger…
…If the user has an intelectual condition or disability
(e.g. Down Syndrome)
User Special Needs:
• Interaction with the game (motor skills)
• Ordering thoughts and language in a “logical” layout
• Listening and taking turns in conversations
• Communication in an interactive sense
• Relating objects and actions to spoken or written words
H2020 Beaconing project
• BEACONING stands for ‘Breaking Educational Barriers with Contextualised,
Pervasive and Gameful Learning’
• Started in january 2016, 15 partners, 9 countries, 6M
• Global goal is learning ‘anytime anywhere’
• Exploitation of technologies for contextual pervasive games and use of gamification
techniques
• Problem based approach to learning
• Enriching the Gaming Learning Analytics data model with
the contextual, geolocalized and accessibility information
• Large pilots in real settings: formal and informal learning
across virtual and physical spaces
• GLA is a key element in the games and pilots evaluation
• Addressing accessibility for people with cognitive disability
Our approach: The GLAID Model
Present
Individualized
Learning Analysis
Collective
Learning Analysis
Predictive
Learning Analysis
….
Group 1
Group 2
Group 3
Game Sessions
LearningProgress
d1.a d1.n
d2.a
d3.a
d2.n
d3.n
*d = Data collected during a game session
GLAID (Game Learning Analytics for Intellectual Disabilities) Model
Analytics Framework
User 1
User 2
User n
User 1
User n
User 3 User 2
User 5
User 4
User 1
Data Handling
Designer Perspective Educator Perspective
User cognitive
restrictions
Formal
Requirements
Game & Learning
Design
Group of
Observables
Group of
Observables
Descriptive
Analytics
Clustering
Analytics
Predictive/Prescriptive
Analytics
First Step: From the User Restrictions to a Game Design
• Challenges:
1) Transform the user characteristics
into formal requirements
2) Develop a learning game design
adequate for users with intelectual
disabilities (such as Down Syndrome,
mild cognitive impairments, ASD
Autism Spectrum Disorders,…)
3) Select a group of
observables/variables that help to
evaluate the learning outcome of
the user for future assessment
….
*
User
User
User
User cognitive
restrictions
Formal
Requirements
Game & Learning
Design
Group of
Observables
Group of
Observables
1st Level Analysis: Individualized Learning Analysis
• Goal: Describe and analyze historical
learning data from the student’s
perspective
• Outcome: Gives an overview of the user’s
learning behaviour through several game
sessions
• Observables collected individually
• Timestamps
• Level changes
• Achievements vs. Fails
• User interactions (number of clicks, heatmaps,
time between clicks,…)
Individualized
Learning Analysis
….
d1.a d1.n
d2.a
d3.a
d2.n
d3.n
*d = Data collected during a game session
User 1
User 2
User n
2nd Level Analysis: Collective Learning Analysis
• Goal: Identify causes of trends and learning
outcomes for a group of users segmented
by disability or cognitive skills
• Outcome: Learning patterns
• Observables collected collectively
• Timestamps
• Level changes
• Achievements vs. Fails
• User interactions (number of clicks, heatmaps,
time between clicks,…)
Collective
Learning Analysis
Group 1
Group 2
Group 3User 1
User n
User 3 User 2
User 5
User 4
Data Handling: stakeholders
• 2 Data handling perspectives:
Game Designer’s Perspective
• Collect and analyze all the states that
the user can reach in a game session
• Are the mechanics of the game
appropriate for the user?
Educator’s Perspective
• Learning experience of each user
• Are the users learning or struggling
with the game?
Case Study: Collecting data with xAPI
• We can collect the relevant data in a standard format using xAPI
• We are working in a xAPI serious games profile with ADL
• This will simplify the analysis and visualization of data (e.g. dashboards)
xAPI
Case study: Downtown
• Serious Game designed and develop
to teach young people with Down
Syndrome to move around the city
using the subway
• Status: Designed and developed.
Analysis pending
• Type of game: Serious Game
• Audience: People between 15 and 30 y/o with
Down syndrome
• Platform: PC and Android (work in progress)
Case Study: Downtown
Case Study: Data Report
32
User Restrictions
51
Game & Learning
Design decisions
14
Observables
Divided by:
• Intelligence, memory
and perception (6)
• Learning experience (14)
• Personality (6)
• Biological and motor
skills (6)
Divided by:
• Intelligence, memory and
perception (10)
• Learning experience (25)
• Personality (6)
• Biological and motor skills
(8)
1. Difficulty level
2. Total time
3. Total inactivity time
4. Fails in minigames
5. Time completing missions
6. Clicks in Map
7. Clicks in Menu
8. Clicks in Help
9. Clicks in accessibility menu
10. Options in accessibility menu
11. Number of gems
(gamification)
12. Heatmaps
13. Clicks in repetition button
14. Login attemps
Case Study: From user requirements to a game design
User Restriction Game Requirement Game Design & Mechanics Observable
Limited
intellectual
autonomy
The game should be able to
guide the user during the
learning session through
interactive help, pop-up tips or
other mechanics
There will be a "help" button
permanently in the screen where the
user can ask for help at anytime during
the game session
Clicks in the Help
buttons during a
game session
If the user doesn't perform any
interaction for more than 2 minutes, a
pop-up aid will appear providing guide,
tips and advices
Total inactivity time
Inactivity time after
pop-up help appears
The phone will act as a help
button. If the user needs tips or
advices, he can call the police
asking for clues to complete the
ongoing task
Case Study: From user requirements to a game design
User Restriction Game Requirement Game Design Observable
Difficulty in the process
of abstractions,
conceptualization,
generalization and
learning transfer
The game should explain any
action to do, even the easiest,
without assuming that the
user already know how to
complete it
Tutorials: The description about how
to achieve the goals in the game will
be performed as a video explanation
before the task starts
Time consumed in
completing the task
Previous research prove that
visual explanations help to
understand the assignments
better than hearing or
reading.
Savidis, Grammenos and Stephanidis "Developing
inclusive e-learning and e-entertainment“. 2007
Next steps: Formative Assessment
• Identify correlations between the game and
learning design and the game experience of the
user
• Apply the 1st and 2nd level of the GLAID
Analysis
• Define dashboards for educators
Case study: Assessment Dashboard
User: John Doe
Segment: Group 1, Down Syndrome
Age: 19
5
Game
Sessions
15
Completed
Missions
Vs.
3
Failed
Missions
Completion Rate
95%
Overall Education
Progress
83,2%
Individualized Learning Analysis Collective Learning Analysis
0
1
2
3
4
0 1 2 3
Overall Achievement Rate
Rank by Skill (0 to 10)
0 10 0 10
0 100 10
General Comprehension Short-term memory
Spatial vision Path accuracy
8,2 9,1
5,8 10
Motivation
Engagement
Activity Time
0%
20%
40%
60%
80%
100%
Session 1 Session 2 Session 3 Session 4 Session 5
Performance Evolution
Thanks!
Questions?Mail: anarcano@ucm.es
Twitter: @anaruscano
GScholar: https://scholar.google.com/citations?user=8vXG8X8AAAAJ&hl=en
ResearchGate: https://www.researchgate.net/profile/Ana_R_Cano
Slideshare: http://www.slideshare.net/AnaRCano

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Downtown, A Subway Adventure: Using Learning Analytics to Improve the Development of a Learning Game for People with Intellectual Disabilities

  • 1. Downtown, A Subway Adventure: Using Learning Analytics to Improve the Development of a Learning Game for People with Intellectual Disabilities Ana R. Cano Baltasar Fernández-Manjón, Álvaro J. García-Tejedor Grupo e-UCM: www.e-ucm.es anarcano@ucm.es @anaruscano ICALT 2016. Austin, TX 07/25/2016 http://www.slideshare.net/AnaRusCano/
  • 2. 1. What is LA and GLA? 2. The GLA problem 3. Our Model: GLAID 4. Case Study: Downtown 2
  • 3. LA & GLA 101 • Learning Analytics: Improving education based on Data Analysis ̶ Data driven ̶ Evidence-Based Education • Game Learning Analytics application of LA to Serious Games ̶ Interaction data in a Serious Game is collected and analyzed for improving the learning process supported by the game ̶ Educational game not as “black boxes” But LA & GLA is not “informagic” ̶ We need to relate data with what happens in the game and with the educational design!
  • 4. The GLA Problem • Ok, we are collecting ALL the interaction data in a video game but… IT IS A HUGE AMOUNT OF DATA! Now what? • What are the relevant observables? • How do I analyze the data collected? • How do I translate interaction data into useful information about the learning process?
  • 5. And the problem gets bigger… …If the user has an intelectual condition or disability (e.g. Down Syndrome) User Special Needs: • Interaction with the game (motor skills) • Ordering thoughts and language in a “logical” layout • Listening and taking turns in conversations • Communication in an interactive sense • Relating objects and actions to spoken or written words
  • 6. H2020 Beaconing project • BEACONING stands for ‘Breaking Educational Barriers with Contextualised, Pervasive and Gameful Learning’ • Started in january 2016, 15 partners, 9 countries, 6M • Global goal is learning ‘anytime anywhere’ • Exploitation of technologies for contextual pervasive games and use of gamification techniques • Problem based approach to learning • Enriching the Gaming Learning Analytics data model with the contextual, geolocalized and accessibility information • Large pilots in real settings: formal and informal learning across virtual and physical spaces • GLA is a key element in the games and pilots evaluation • Addressing accessibility for people with cognitive disability
  • 7. Our approach: The GLAID Model Present Individualized Learning Analysis Collective Learning Analysis Predictive Learning Analysis …. Group 1 Group 2 Group 3 Game Sessions LearningProgress d1.a d1.n d2.a d3.a d2.n d3.n *d = Data collected during a game session GLAID (Game Learning Analytics for Intellectual Disabilities) Model Analytics Framework User 1 User 2 User n User 1 User n User 3 User 2 User 5 User 4 User 1 Data Handling Designer Perspective Educator Perspective User cognitive restrictions Formal Requirements Game & Learning Design Group of Observables Group of Observables Descriptive Analytics Clustering Analytics Predictive/Prescriptive Analytics
  • 8. First Step: From the User Restrictions to a Game Design • Challenges: 1) Transform the user characteristics into formal requirements 2) Develop a learning game design adequate for users with intelectual disabilities (such as Down Syndrome, mild cognitive impairments, ASD Autism Spectrum Disorders,…) 3) Select a group of observables/variables that help to evaluate the learning outcome of the user for future assessment …. * User User User User cognitive restrictions Formal Requirements Game & Learning Design Group of Observables Group of Observables
  • 9. 1st Level Analysis: Individualized Learning Analysis • Goal: Describe and analyze historical learning data from the student’s perspective • Outcome: Gives an overview of the user’s learning behaviour through several game sessions • Observables collected individually • Timestamps • Level changes • Achievements vs. Fails • User interactions (number of clicks, heatmaps, time between clicks,…) Individualized Learning Analysis …. d1.a d1.n d2.a d3.a d2.n d3.n *d = Data collected during a game session User 1 User 2 User n
  • 10. 2nd Level Analysis: Collective Learning Analysis • Goal: Identify causes of trends and learning outcomes for a group of users segmented by disability or cognitive skills • Outcome: Learning patterns • Observables collected collectively • Timestamps • Level changes • Achievements vs. Fails • User interactions (number of clicks, heatmaps, time between clicks,…) Collective Learning Analysis Group 1 Group 2 Group 3User 1 User n User 3 User 2 User 5 User 4
  • 11. Data Handling: stakeholders • 2 Data handling perspectives: Game Designer’s Perspective • Collect and analyze all the states that the user can reach in a game session • Are the mechanics of the game appropriate for the user? Educator’s Perspective • Learning experience of each user • Are the users learning or struggling with the game?
  • 12. Case Study: Collecting data with xAPI • We can collect the relevant data in a standard format using xAPI • We are working in a xAPI serious games profile with ADL • This will simplify the analysis and visualization of data (e.g. dashboards) xAPI
  • 13. Case study: Downtown • Serious Game designed and develop to teach young people with Down Syndrome to move around the city using the subway • Status: Designed and developed. Analysis pending • Type of game: Serious Game • Audience: People between 15 and 30 y/o with Down syndrome • Platform: PC and Android (work in progress)
  • 15. Case Study: Data Report 32 User Restrictions 51 Game & Learning Design decisions 14 Observables Divided by: • Intelligence, memory and perception (6) • Learning experience (14) • Personality (6) • Biological and motor skills (6) Divided by: • Intelligence, memory and perception (10) • Learning experience (25) • Personality (6) • Biological and motor skills (8) 1. Difficulty level 2. Total time 3. Total inactivity time 4. Fails in minigames 5. Time completing missions 6. Clicks in Map 7. Clicks in Menu 8. Clicks in Help 9. Clicks in accessibility menu 10. Options in accessibility menu 11. Number of gems (gamification) 12. Heatmaps 13. Clicks in repetition button 14. Login attemps
  • 16. Case Study: From user requirements to a game design User Restriction Game Requirement Game Design & Mechanics Observable Limited intellectual autonomy The game should be able to guide the user during the learning session through interactive help, pop-up tips or other mechanics There will be a "help" button permanently in the screen where the user can ask for help at anytime during the game session Clicks in the Help buttons during a game session If the user doesn't perform any interaction for more than 2 minutes, a pop-up aid will appear providing guide, tips and advices Total inactivity time Inactivity time after pop-up help appears The phone will act as a help button. If the user needs tips or advices, he can call the police asking for clues to complete the ongoing task
  • 17. Case Study: From user requirements to a game design User Restriction Game Requirement Game Design Observable Difficulty in the process of abstractions, conceptualization, generalization and learning transfer The game should explain any action to do, even the easiest, without assuming that the user already know how to complete it Tutorials: The description about how to achieve the goals in the game will be performed as a video explanation before the task starts Time consumed in completing the task Previous research prove that visual explanations help to understand the assignments better than hearing or reading. Savidis, Grammenos and Stephanidis "Developing inclusive e-learning and e-entertainment“. 2007
  • 18. Next steps: Formative Assessment • Identify correlations between the game and learning design and the game experience of the user • Apply the 1st and 2nd level of the GLAID Analysis • Define dashboards for educators
  • 19. Case study: Assessment Dashboard User: John Doe Segment: Group 1, Down Syndrome Age: 19 5 Game Sessions 15 Completed Missions Vs. 3 Failed Missions Completion Rate 95% Overall Education Progress 83,2% Individualized Learning Analysis Collective Learning Analysis 0 1 2 3 4 0 1 2 3 Overall Achievement Rate Rank by Skill (0 to 10) 0 10 0 10 0 100 10 General Comprehension Short-term memory Spatial vision Path accuracy 8,2 9,1 5,8 10 Motivation Engagement Activity Time 0% 20% 40% 60% 80% 100% Session 1 Session 2 Session 3 Session 4 Session 5 Performance Evolution
  • 20. Thanks! Questions?Mail: anarcano@ucm.es Twitter: @anaruscano GScholar: https://scholar.google.com/citations?user=8vXG8X8AAAAJ&hl=en ResearchGate: https://www.researchgate.net/profile/Ana_R_Cano Slideshare: http://www.slideshare.net/AnaRCano