Predicting students' knowledge after playing a serious game based on learning analytics data: A case study.
Serious games have proven to be a powerful tool in education to engage, motivate, and help students learn. However, the change in student knowledge after playing games is usually measured with traditional (paper) prequestionnaires–postquestionnaires. We propose a combination of game learning analyti...
| Publicado en: | Journal of Computer Assisted Learning Vol. 36; no. 3; pp. 350 - 359 |
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| Autores principales: | , , , , |
| Formato: | case study pictorial questions and answers research tables/charts Journal Article |
| Publicado: |
Wiley-Blackwell
Jun2020
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| Acceso en línea: | Ver este registro en EBSCOhost |