Serious Games Analytics Methodologies for Performance Measurement, A
This first-of-its-kind reference moves the concepts and methodologies of game analytics and learning analytics into the emerging field of serious games. The book calls for more validated and standardized research into serious games analytics, backing up t
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Christian Sebastian Loh Yanyan Sheng Dirk Ifenthaler Editors
Serious Games Analytics Methodologies for Performance Measurement, Assessment, and Improvement
Advances in Game-Based Learning
Series editors Dirk Ifenthaler Scott Joseph Warren Deniz Eseryel
More information about this series at http://www.springer.com/series/13094
Christian Sebastian Loh • Yanyan Sheng Dirk Ifenthaler Editors
Serious Games Analytics Methodologies for Performance Measurement, Assessment, and Improvement
Editors Christian Sebastian Loh Virtual Environment Lab (V-Lab) Southern Illinois University Carbondale, IL, USA
Yanyan Sheng Department of Counseling, Quantitative Methods, and Special Education Southern Illinois University Carbondale, IL, USA
Dirk Ifenthaler University of Mannheim Mannheim, Germany Curtin University Perth, Australia Deakin University Melbourne, Australia
Advances in Game-Based Learning ISBN 978-3-319-05833-7 ISBN 978-3-319-05834-4 DOI 10.1007/978-3-319-05834-4
(eBook)
Library of Congress Control Number: 2015940118 Springer Cham Heidelberg New York Dordrecht London © Springer International Publishing Switzerland 2015 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. Printed on acid-free paper Springer International Publishing AG Switzerland is part of Springer Science+Business Media (www.springer.com)
Preface
In 2013, Springer published the edited volume on Game Analytics: Maximizing the Value of Player Data (Seif El-Nasr, Drachen, & Canossa, 2013). On the surface, it would appear that game analytics is applicable to serious games also. However, this is not true because the motivation for game analytics is monetization (hence, maximizing monetary value of data), but the purpose of Serious Games Analytics is to measure the performance of play-learners for assessment and improvement. Serious games is an emerging field where the games are supposed to be using sound learning theories and instructional design principles to maximize learning and training success. But why
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