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...

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Detalles Bibliográficos
Publicado en:Journal of Computer Assisted Learning Vol. 36; no. 3; pp. 350 - 359
Autores principales: Alonso‐Fernández, Cristina, Martínez‐Ortiz, Iván, Caballero, Rafael, Freire, Manuel, Fernández‐Manjón, Baltasar
Formato: case study pictorial questions and answers research tables/charts Journal Article
Publicado: Wiley-Blackwell Jun2020
Acceso en línea:Ver este registro en EBSCOhost