Abstract
This study intends to use data visualization to examine learners’ behaviors in a 3D immersive serious game for middle school science to understand how the players interact with various features to solve the central problem. The analysis combined game log data with measures of in-game performance and learners’ goal orientations. The findings indicated students in the high performance and mastery-oriented groups tended to use the tools more appropriately relative to the stage they were at in the problem-solving process, and more productively than students in low performance groups. The use of data visualization with log data in combination with more traditional measures shows visualization as a promising technique in analytics with multiple data sets that can facilitate the interpretation of the relationships among data points at no cost to the complexity of the data. Design implications and future applications of serious games analytics and data visualization to the serious game are discussed.
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Acknowledgments
We would like to acknowledge the help by Damilola Shonaike in creating the image in Figure 14 as part of her 2014 summer CERT REU internship program. We also appreciate the help from Divya Thakur and Kelly Gaither from the Texas Advanced Computing Center at the University of Texas at Austin in exploring the use of the Processing language to create visualizations in the specific game environment.
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Liu, M., Kang, J., Lee, J., Winzeler, E., Liu, S. (2015). Examining Through Visualization What Tools Learners Access as They Play a Serious Game for Middle School Science. In: Loh, C., Sheng, Y., Ifenthaler, D. (eds) Serious Games Analytics. Advances in Game-Based Learning. Springer, Cham. https://doi.org/10.1007/978-3-319-05834-4_8
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