학술논문

Game Analytics Evidence-Based Evaluation of a Learning Game for Intellectual Disabled Users
Document Type
Periodical
Source
IEEE Access Access, IEEE. 7:123820-123829 2019
Subject
Aerospace
Bioengineering
Communication, Networking and Broadcast Technologies
Components, Circuits, Devices and Systems
Computing and Processing
Engineered Materials, Dielectrics and Plasmas
Engineering Profession
Fields, Waves and Electromagnetics
General Topics for Engineers
Geoscience
Nuclear Engineering
Photonics and Electrooptics
Power, Energy and Industry Applications
Robotics and Control Systems
Signal Processing and Analysis
Transportation
Games
Public transportation
Task analysis
Tools
Testing
Reliability
Autism
Evidence-based learning
game analytics
game design
game evaluation
intellectual disability
learning games
serious games
Language
ISSN
2169-3536
Abstract
Learning games are becoming popular among teachers as educational tools. However, despite all the game development quality processes (e.g., beta testing), there is no total assurance about the game design appropriateness to the students’ cognitive skills until the games are used in the classroom. Furthermore, games designed specifically for Intellectual Disabled (ID) users are even harder to evaluate because of the communication issues that this type of players have. ID users’ feedback about their learning experience is complex to obtain and not always fully reliable. To address this problem, we use an evidence-based approach for evaluating the game design of Downtown , A Subway Adventure , a game created to improve independent living in users with ID. In this paper we exemplify the whole process of applying Game Analytics techniques to gather actual users’ gameplay interaction data in real settings for evaluating the design. Following this process, researchers were able to validate different game aspects (e.g., mechanics) and could also identify game flaws that may be difficult to detect using formative evaluation or other observational-based methods. Results showed that the proposed evidence-based approach using Game Analytics information is an effective way to evaluate both the game design and the implementation, especially in situations where other types of evaluations that require users’ involvement are limited.