LEARNING ANALYTICS FOR AMI EDUCATIONAL GAMES TARGETING CHILDREN WITH COGNITIVE DISABILITIES

被引:1
作者
Rigaki, Anastasia [1 ]
Ntagianta, Anastasia [1 ]
Leonidis, Asterios [1 ]
Ioannidi, Danai [1 ]
Korozi, Maria [1 ]
Stephanidis, Constantine [1 ,2 ]
机构
[1] Fdn Res & Technol Hellas FORTH, Inst Comp Sci ICS, Iraklion, Greece
[2] Univ Crete, Dept Comp Sci, Iraklion, Greece
来源
13TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE (INTED2019) | 2019年
关键词
Ambient Intelligence; learning analytics; educational analytics; educational games; cognitive disabilities; assistive education; SERIOUS GAMES; FRAMEWORK; TABLETOP; ANALYZE; USERS;
D O I
10.21125/inted.2019.2220
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Home Game is an educational game aiming to familiarize cognitive impaired children with the overall house environment, as well as with the everyday activities taking place in its context. For the educators to be able to derive meaningful information from the data collected during each gaming session, a tool to analyse and present such data in a simple, yet effective way is necessary. To address this need, we present a web-oriented system, named ARISTEA, that collects learning analytics and statistics of students interacting with the Home Game. Educators can easily detect learning difficulties and monitor the progress of the students, while they actively participate in the learning process by providing assistance when required. This work presents the requirements of ARISTEA and how they shaped the main user interface components, as well as the overall design rationale towards facilitating educators in adjusting the learning process according to the needs of each student. Finally, it reports the findings of an expert-based evaluation of the tool.
引用
收藏
页码:8916 / 8926
页数:11
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