There is currently no systematic overview of with what purpose Learning Analytics (LA) and Learning Analytics Dashboards (LAD) are evaluated on Adaptive Learning Platforms. This work in progress systematic review provides the preliminary results of this endeavor. The paper establishes an overview of the current research field from two reviews. From this foundation we provide an analysis of seven papers. The preliminary results show four different purposes for evaluating LA and LAD on Adaptive Learning Platforms. These are: 1) Evaluation of LA and LAD design and framework, 2) Evaluation of LA and LAD performance, 3) Evaluation of perceived value, and 4) Evaluation of adaptivity. Through examining these papers, we see that when LA and LAD are evaluated on Adaptive Learning Platforms there are both single and multiple purpose of applying an evaluation method. These categories might change as the work in progress develops and more papers gets added in the synthesis.
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This chapter focuses on the design and use of pervasive games, which is an open-ended game format, that invite players to play with the boundaries of the game framing across time, space and/or social relations. We explore how pervasive games provide learning experiences that may be relevant to both game designers and educators. More specifically, we describe how player narratives emerge when players try to enter or are forced to leave the semi-bounded reality of a pervasive game; the actions of entering and leaving a game provide valuable moments for off-game reflection, learning and empowerment that relate back to in-game actions.
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This paper presents a study on a current phenomenon conceptualized as BioSpil, which brings interactivity and gaming into a cinema context. The study focused on two questions, namely in what way BioSpil can be called a game, and how it functions as a social game. The study applied an ethnographic approach. The analysis showed that BioSpil had a game-like character, but were, to a certain extent, in conflict with two of Calliois’ categories that can define a game, namely being free and separate in time and space. The aspect of a game as being free, is not only dependent on accessibility in terms of devices, but also on cultural and contextual factors. This influenced the conditions of what constitute accepted and expected behaviors of visitors in a cinema-context. Furthermore, the analysis identified that BioSpil offered three kinds of social spaces; an active, a passive, and an external space.
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