Skip to main content

Learning Analytics for a Puzzle Game to Discover the Puzzle-Solving Tactics of Players

  • Conference paper
  • First Online:
Adaptive and Adaptable Learning (EC-TEL 2016)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 9891))

Included in the following conference series:

Abstract

Games can be used as effective learning tools, proved to enhance players’ performance in a wide variety of cognitive tasks. In this context, Learning Analytics (LA) can be used to improve game quality and to support the achievement of learning goals. In this paper, we investigate the use of LA in digital puzzle games, which are commonly used for educational purposes. We describe our approach to explore the way players learn game skills and solve problems in an open-source puzzle game called Lix. We performed an initial study with 15 participants, in which we applied Process Mining and cluster analysis in a three-step analysis approach. This approach can be used as a basis for recommending interventions so as to facilitate the puzzle-solving process of players.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 79.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 99.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Erhel, S., Jamet, E.: Digital game-based learning: impact of instructions and feedback on motivation and learning effectiveness. Comput. Educ. 67, 156–167 (2013)

    Article  Google Scholar 

  2. Bohannon, J.: Game-miners grapple with massive data. Science 330(6000), 30–31 (2010)

    Google Scholar 

  3. Serrano-Laguna, Á., Torrente, J., Moreno-Ger, P., Fernández-Manjón, B.: Application of learning analytics in educational videogames. Entertainment Comput. 5(4), 313–322 (2014)

    Article  Google Scholar 

  4. Siemens, G., Baker, R.S.: Learning analytics and educational data mining: towards communication and collaboration. In: 2nd International Conference on Learning Analytics and Knowledge, pp. 252–254 (2012)

    Google Scholar 

  5. Trcka, N., Pechenizkiy, M., Van Der Aalst, W.: Process Mining from Educational Data. Chapman & Hall/CRC, London (2010)

    Book  Google Scholar 

  6. Vahdat, M., Oneto, L., Anguita, D., Funk, M., Rauterberg, M.: A learning analytics approach to correlate the academic achievements of students with interaction data from an educational simulator. In: Design for Teaching and Learning in a Networked World, pp. 352–366 (2015)

    Google Scholar 

  7. Bauckhage, C., Drachen, A., Sifa, R.: Clustering game behavior data. IEEE Trans. Comput. Intell. AI Games 7(3), 266–278 (2015)

    Article  Google Scholar 

  8. Liu, E.Z.F., Lin, C.H.: Developing evaluative indicators for educational computer games. Br. J. Educ. Technol. 40(1), 174–178 (2009)

    Article  Google Scholar 

  9. Becker, K.: How are games educational? Learning theories embodied in games. In: DiGRA: Changing Views - Worlds in Play (2005)

    Google Scholar 

  10. Naarmann, S.: Lix (2011). https://github.com/SimonN/Lix

  11. Carvalho, M.B., Bellotti, F., Hu, J., Baalsrud Hauge, J., Berta, R., Gloria, A.D., Rauterberg, M.: Towards a service oriented architecture framework for educational serious games. In: IEEE 15th International Conference on Advanced Learning Technologies (ICALT), pp. 147–151 (2015)

    Google Scholar 

Download references

Acknowledgments

This work was supported in part by the Erasmus Mundus Joint Doctorate in Interactive and Cognitive Environments, funded by the EACEA Agency of the European Commission under EMJD ICE FPA n 2010-0012.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Mehrnoosh Vahdat .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer International Publishing Switzerland

About this paper

Cite this paper

Vahdat, M., Carvalho, M.B., Funk, M., Rauterberg, M., Hu, J., Anguita, D. (2016). Learning Analytics for a Puzzle Game to Discover the Puzzle-Solving Tactics of Players. In: Verbert, K., Sharples, M., Klobučar, T. (eds) Adaptive and Adaptable Learning. EC-TEL 2016. Lecture Notes in Computer Science(), vol 9891. Springer, Cham. https://doi.org/10.1007/978-3-319-45153-4_89

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-45153-4_89

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-45152-7

  • Online ISBN: 978-3-319-45153-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics