How to Evaluate Competencies in Game-Based Learning Systems Automatically?
Serious games are increasingly used in schools, universities or in vocational training. When they are used in the classroom, teachers often have to deal with the lack of tools for monitoring the students during the game and assessing them after the game. So they often tend to add assessment questionnaires to the fun sequence of “learning by playing”, to ensure that students have learned during the session. Our goal is to enable the teacher to do without this type of questionnaires by providing them an automated tool for monitoring and analyzing the actions performed by learners. The system combines an “expert Petri Net” and a domain and game action ontology. Our first experiment conducted on a sample of fifteen students showed that the diagnostic tool gives relatively close results to those of an online assessment questionnaire proposed by the teacher.
KeywordsSerious games Game-based learning Assessment Petri Nets User tracking
Unable to display preview. Download preview PDF.
- 2.Virvou, M., Katsionis, G., Manos, K.: Combining Software Games with Education: Evaluation of its Educational Effectiveness. Education Technology & Society 8 (2005)Google Scholar
- 4.Hollnagel, E.: Barriers and accident prevention. Ashgate Publishing, Ltd. (2004)Google Scholar
- 5.del Blanco, Á., Torrente, J., Marchiori, E.J., Martínez-Ortiz, I., Moreno-Ger, P., Fernández-Manjón, B.: Easing assessment of game-based learning with e-adventure and LAMS. In: Proceedings of the Second ACM International Workshop on Multimedia Technologies for Distance Leaning, pp. 25–30. ACM, New York (2010)CrossRefGoogle Scholar
- 6.Shute, V.J., Masduki, I., Donmez, O.: Conceptual Framework for Modeling, Assessing and Supporting Competencies within Game Environments. Science 8, 137–161 (2010)Google Scholar
- 8.Hollnagel, E.: Cognitive reliability and error analysis method: CREAM. Elsevier (1998)Google Scholar
- 11.Natkin, S., Vega, L.: Petri Net Modelling for the Analysis of the Ordering of Actions in Computer Games. In: Présenté à 4th International Conference on Intelligent Games and Simulation, GAME-ON 2003 (2003)Google Scholar
- 12.Araujo, M., Roque, L.: Modeling Games with Petri Nets. In: Breaking New Ground: Innovation in Games, Play, Practice and Theory, West London, United Kingdom (2009)Google Scholar
- 13.Brom, C., Šisler, V., Holan, T.: Story Manager in ‘Europe 2045 ’ Uses Petri NetsGoogle Scholar