Serious Games, Interaction and Simulation. 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers

Research Article

Learning Analytics Model in a Casual Serious Game for Computer Programming Learning

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  • @INPROCEEDINGS{10.1007/978-3-319-51055-2_6,
        author={Adilson Vahldick and Ant\^{o}nio Mendes and Maria Marcelino},
        title={Learning Analytics Model in a Casual Serious Game for Computer Programming Learning},
        proceedings={Serious Games, Interaction and Simulation. 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers},
        proceedings_a={SGAMES},
        year={2017},
        month={1},
        keywords={Novice programmers Learning analytics Fuzzy systems},
        doi={10.1007/978-3-319-51055-2_6}
    }
    
  • Adilson Vahldick
    António Mendes
    Maria Marcelino
    Year: 2017
    Learning Analytics Model in a Casual Serious Game for Computer Programming Learning
    SGAMES
    Springer
    DOI: 10.1007/978-3-319-51055-2_6
Adilson Vahldick1,*, António Mendes1,*, Maria Marcelino1,*
  • 1: University of Coimbra
*Contact email: adilson.vahldick@udesc.br, toze@dei.uc.pt, zemar@dei.uc.pt

Abstract

Games have been used by teachers as a support tool to engage students in learning tasks. As they often record student’s performance as learning progresses, it interesting and useful to discuss how that information can be used to assess learning and to improve the learning experience. For instance, teachers can use that information to give personalized attention in classes. In computer programming learning, games can provide an alternative way to introduce concepts and, mainly, to practice them. This paper proposes a model to identify the students’ progress considering their performance in programming tasks. The model is demonstrated by an implementation in a casual computer programming serious game.