TY - GEN
T1 - Potentiating digital educational environments through data analytics
AU - Faria, Flávio Lima
AU - Gil, Maitê
AU - Oliveira, Eva
AU - Sylla, Cristina
N1 - Publisher Copyright:
© 2021, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.
PY - 2021/6
Y1 - 2021/6
N2 - When we think of educational games or apps, data analysis is not what comes first to our mind. However, a fundamental feature of all types of games/apps is the data. When playing, the system is constantly collecting data from the users, about the current state of the game and making predictions and decisions based on that data. This is what data analytics is all about. Games are an amazing way for scientists and educators to communicate with multiple data sets, as well as a great way for developers to get a wealth of relevant information to inspire the development of new algorithms and theories. The main goal of this investigation is to propose and validate techniques that allow the application of data analysis concepts to improve digital educational environments, especially the ones related to storytelling. In this paper, we discuss the development and implementation process of specific analytical techniques applied to Mobeybou, a set of story apps for children, as a first step to develop a set of guidelines to support, inform and optimize the evaluation of the efficiency of educational games/apps using data analysis.
AB - When we think of educational games or apps, data analysis is not what comes first to our mind. However, a fundamental feature of all types of games/apps is the data. When playing, the system is constantly collecting data from the users, about the current state of the game and making predictions and decisions based on that data. This is what data analytics is all about. Games are an amazing way for scientists and educators to communicate with multiple data sets, as well as a great way for developers to get a wealth of relevant information to inspire the development of new algorithms and theories. The main goal of this investigation is to propose and validate techniques that allow the application of data analysis concepts to improve digital educational environments, especially the ones related to storytelling. In this paper, we discuss the development and implementation process of specific analytical techniques applied to Mobeybou, a set of story apps for children, as a first step to develop a set of guidelines to support, inform and optimize the evaluation of the efficiency of educational games/apps using data analysis.
KW - Children
KW - Data analytics
KW - Educational games
KW - Interactive story apps
UR - http://www.scopus.com/inward/record.url?scp=85112670198&partnerID=8YFLogxK
U2 - 10.1007/978-3-030-78448-5_3
DO - 10.1007/978-3-030-78448-5_3
M3 - Conference contribution
AN - SCOPUS:85112670198
SN - 9783030784478
T3 - Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST
SP - 40
EP - 47
BT - Design, learning, and innovation
A2 - Brooks, Eva Irene
A2 - Brooks, Anthony
A2 - Sylla, Cristina
A2 - Møller, Anders Kalsgaard
PB - Springer Science and Business Media Deutschland GmbH
T2 - 5th EAI International Conference on Design, Leaning and Innovation, DLI 2020
Y2 - 10 December 2020 through 11 December 2020
ER -