learning analytics serious games cognitive disabilities

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GLAID: Designing a Game Learning Analytics Model to Analyze the Learning Process in Users with Cognitive Disabilities Baltasar Fernández-Manjón Ana R. Cano, Álvaro J. García-Tejedor Grupo e-UCM: www.e-ucm.es [email protected] @BaltaFM SGames Conference, Porto, 16/06/2016 http://www.slideshare.net/BaltasarFernandezManjon/

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Page 1: Learning Analytics Serious Games Cognitive Disabilities

GLAID: Designing a Game Learning Analytics Model to Analyze the Learning Process in Users with Cognitive

DisabilitiesBaltasar Fernández-Manjón

Ana R. Cano, Álvaro J. García-Tejedor

Grupo e-UCM: [email protected] @BaltaFM

SGames Conference, Porto, 16/06/2016http://www.slideshare.net/BaltasarFernandezManjon/

Page 2: Learning Analytics Serious Games Cognitive Disabilities

LA & GLA 101• Learning Analytics: Improving education based on Data Analysis

7 Data driven7 Evidence-Based Education

• Game Learning Analytics application of LA to Serious Games7 Interaction data in a Serious Game is collected and analyzed for improving the

learning process supported by the game7 Educational game not as “black boxes”

7But LA & GLA is not “informagic”7 We need to relate data with what happens in the game and with the

educational design!

Page 3: Learning Analytics Serious Games Cognitive Disabilities

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 it into useful

information about the learning process?

Page 4: Learning Analytics Serious Games Cognitive Disabilities

And the problem gets bigger……If the user has an intelectual condition or disability (e.g. Down Syndrome)

User Features:• 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

Page 5: Learning Analytics Serious Games Cognitive Disabilities

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 with content providers• Formal and informal learning across virtual and physical spaces

• GLA is a key element in the games and pilots evaluation• Using RAGE infrastructure and extending it for these

new requirements and applications

Page 6: Learning Analytics Serious Games Cognitive Disabilities

Our approach: The GLAID Model

Present

Individualized Learning Analysis

Collective Learning Analysis

Predictive Learning Analysis

….

Group 1

Group 2

Group 3

Game Sessions

Lear

ning

Pro

gres

s

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 1User n

User 3 User 2

User 5User 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/PrescriptiveAnalytics

Page 7: Learning Analytics Serious Games Cognitive Disabilities

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 measure the learning outcome of the user for future assessment Present

Individualized Learning Analysis

Collective Learning Analysis

Predictive Learning Analysis

….

Group 1

Group 2

Group 3

Game Sessions

Lear

ning

Pro

gres

s

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 1User n

User 3 User 2

User 5User 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/PrescriptiveAnalytics

Page 8: Learning Analytics Serious Games Cognitive Disabilities

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

Page 9: Learning Analytics Serious Games Cognitive Disabilities

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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 1User n

User 3 User 2

User 5User 4

Page 10: Learning Analytics Serious Games Cognitive Disabilities

3rd Level Analysis: Predictive Learning Analysis• Goal: Analyze current and historical data to make

predictions about future learning outcomes• Outcome: assure the effectiveness of a game as a

learning tool for a user with an specific disability• Observables colected individually and

collectively• Timestamps• Level changes• Achievements vs. Fails• User interactions (number of clicks, heatmaps, time

between clicks,…)

Predictive Learning Analysis

Game Sessions

Lear

ning

Pro

gres

s

User 1

Page 11: Learning Analytics Serious Games Cognitive Disabilities

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

appropiate for the user?

Educator’s Perspective• Learning experience of each user• Are the users learning or struggling

with the game?

Page 12: Learning Analytics Serious Games Cognitive Disabilities

12

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

Page 13: Learning Analytics Serious Games Cognitive Disabilities

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)

Page 14: Learning Analytics Serious Games Cognitive Disabilities

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Case Study: Downtown• From user requirements to a game

design and its observables• Standards: W3C cognitive

accessibility, accessibility guidelines

Page 15: Learning Analytics Serious Games Cognitive Disabilities

Case Study: From user requirements to a game designUser

Requirement Game Restrictions 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

Page 16: Learning Analytics Serious Games Cognitive Disabilities

Case Study: From user requirements to a game designUser Requirement Game Restrictions 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

Page 17: Learning Analytics Serious Games Cognitive Disabilities

ExampleCase Study: Applying GLAID to the game• Observable: Clicks in the “Help” button during a game session

Session #1 Session #nUser #1 3 clicks 1 clickGroup of users #1 5 clicks (avg) 4 clicks (avg)

GLAIDIndividualized Learning Analysis Collective Learning Analysis

•Game designer’s persp: The user improved in the use of the game through sessions•Educator’s persp: The learning experience of

the user seems to improve through sessions (measure with other observables)

•Game designer’s persp: Users with XX disability slightly improved in the use of the game through sessions. May reconsider game design and mechanics for certain tasks•Educator’s persp: The learning experience of

the user slightly improved through sessions. May reconsider the learning experience

User#1 Assessment:•The user is able to use the game as a learning tool better than other users•His intellectual autonomy seems to be above the average for his type of disability•His learning experience seems to be improving through game sessions

Page 18: Learning Analytics Serious Games Cognitive Disabilities

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Just another BEACONING initiative …

Page 19: Learning Analytics Serious Games Cognitive Disabilities

Thanks!Questions?Mail: [email protected]: @BaltaFM GScholar: https://scholar.google.es/citations?user=eNJxjcwAAAAJ&hl=en&oi=ao ResearchGate: www.researchgate.net/profile/Baltasar_Fernandez-ManjonSlideshare: http://www.slideshare.net/BaltasarFernandezManjon