Incorporating Learning Analytics in an Educational Game to Provide Players with
Information about how to Improve their Performance*
J. X Seaton, Sabine Graf, Maiga Chang, & Arta Farahmand
School of Computing & Information Systems
Athabasca University
Edmonton, Canada
j.xseaton@gmail.com, sabineg@athabascau.ca, maigac@athabascau.ca, & arta.farhmand@gmail.com
Abstract—Educational games aim to balance learning and
playing. However, for people to benefit from an educational
game, they must be encouraged to play the game often.
Providing players with information about how to improve their
performance could help in achieving this goal. This paper
examines how a learning analytics dashboard can be
incorporated into an educational game to encourage players to
play more often and continuously. The proposed dashboard
provides players with a variety of information such as how
their performance and skills change over time. Such
information allows players to see their performance and play
habits, and find strategies on how to improve their
performance, and therefore their learning, in the game.
*
Keywords-learning analytics; educational game; dashboard;
metacognitive skills
I. INTRODUCTION
A challenge to educational games is that it can be hard for a
player to connect the feedback in a game to how they can
further improve in the game. As players progress to more
challenging problems, often they learn by failing and re-
attempting the challenge. Feedback about a failed attempt
can obscure how that failed attempt helped the player
become better at playing the game.
Incorporating learning analytics through visualizing
gameplay data, including the player’s scores, position, or
decisions made in the game, can provide meaningful
information about how the player progressed through the
game [1]. For example, the game CMX is an educational
Massively Multiplayer Online Role Playing Game
(MMORPG) that teaches computer programming [2]. The
game incorporates learning analytics by creating reports for
instructors about how players are progressing within the
game (e.g., how many learning activities students have
completed, how many errors they made, etc).
Educational games can also use learning analytics to
provide feedback to learners. For example, the educational
game eAdventure [3] provides students with reports that
assess their learning. eAdventure provides learners with
information about how they are doing in the game, including
how much time they are spending playing the game; the time
it took them to finish the game (or a subsection of the game),
and their score in the game.
* The authors wish to acknowledge the support of Canadian Internet
Registration Authority (CIRA)’s Community Investment Program, Natural
Sciences and Engineering Research Council of Canada (NSERC), and
Athabasca University.
While most related works use learning analytics in games
with the purpose of assessing and reporting on students’
performance and progress, the aim of this paper is to
introduce a learning analytics dashboard that focuses on
motivating players and helping them to understand how they
can perform better in the game. The dashboard has been
evaluated in a proof of concept evaluation with three months
of simulated gameplay data.
II. LEARNING ANALYTICS DASHBOARD
The learning analytics dashboard has been incorporated
into an educational game that aims to improve players’
metacognitive skills. The game consists of ten subgames,
which each targets improving a metacognitive skill. In the
game, players play matches of three subgames against other
players. Both players are scored by how they performed
individually and against their opponent based on their
performance score in each subgame. The player that
performs best over a match receives points and the loser
loses points, which allow players to be ranked against other
players. In addition, a metacognitive skill score is calculated
based on the player’s performance score in each subgame.
The player’s metacognitive skill score is calculated as a
percentage value of his/her performance across all subgames
that target the same metacognitive skill.
The learning analytics dashboards presented in this paper
utilize two different charts: (1) line graphs, which visualize
metacognitive skill scores; and (2) scatter plots, which
visualize performance scores. The dashboard also features
two tabs: (1) a “Brain” tab, which visualizes data about each
metacognitive skill; and (2) a “Game” tab, which visualizes
data about subgames. The player can filter the data displayed
by toggling on and off metacognitive skills or subgames; and
changing the date range displayed (see Fig. 1).
Figure 1. Line graph of metacognitive skill improvement with Associative
Reasoning exploded
In the following paragraphs, different visualizations of
the dashboard as well as their use cases and benefits for
players are explained in more detail.
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2018 IEEE 18th International Conference on Advanced Learning Technologies
2161-377X/18/$31.00 ©2018 IEEE
DOI 10.1109/ICALT.2018.00121