Using In-game Analytics to Explore Learning Dynamics of Information Literacy in a Social Media Simulator

Xavier Rubio-Campillo, Celia Corral-Vázquez, Kevin Marín-Rubio
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 The challenge of understanding the internal dynamics of GBL are illustrated by the open debate on gamified disinformation inoculators. These educational tools teach players how to identify disinformation by training them with a small set of fake news displayed within a gaming experience. There is an ongoing debate on what exactly is being learnt with these inoculators as some studies suggest a positive effect while other ones reveal that they promote scepticism instead of resistance against fake news. It is argued that new analytical methods are required to capture the learning process: detailed data collection on gameplay would be extremely useful to identify the most useful traits of Game-Based Learning, while detecting potential limitations or negative effects of this valuable learning resource.
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 This analytical framework is applied to a social media simulator included in the video game Julia: A Science Journey. Results suggest that the framework can reveal novel insights including aspects such as the level of engagement of the players, the impact of the type of content on the correct assessment of fake news, and the relation between reading speed and performance.","PeriodicalId":406917,"journal":{"name":"European Conference on Games Based Learning","volume":"15 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"European Conference on Games Based Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.34190/ecgbl.17.1.1464","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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Abstract

The emergence of Game-Based Learning (GBL) strategies to promote critical thinking has generated a growing need for analytical tools able to assess their effectiveness. Current methods typically apply qualitative approaches such as focus groups and survey-based questionnaires evaluating players’ knowledge, skills, and attitudes before and after playing the game; these methods are flexible, and they provide valuable information, yet new methods are needed to improve our understanding of what is happening during a gameplay session. The challenge of understanding the internal dynamics of GBL are illustrated by the open debate on gamified disinformation inoculators. These educational tools teach players how to identify disinformation by training them with a small set of fake news displayed within a gaming experience. There is an ongoing debate on what exactly is being learnt with these inoculators as some studies suggest a positive effect while other ones reveal that they promote scepticism instead of resistance against fake news. It is argued that new analytical methods are required to capture the learning process: detailed data collection on gameplay would be extremely useful to identify the most useful traits of Game-Based Learning, while detecting potential limitations or negative effects of this valuable learning resource. This work presents a novel framework to assess GBL dynamics grounded on data analytics. The approach uses the potential of the Unity in-game analytics platform to collect detailed data on how players tackle the challenges posed by the game mechanics; this diverse information may include the full set of decisions and interactions of the player as well as additional information such as the number of tries or time lapse between interactions. The behavioural data is then combined with content metadata information to infer general learning dynamics amongst players. This analytical framework is applied to a social media simulator included in the video game Julia: A Science Journey. Results suggest that the framework can reveal novel insights including aspects such as the level of engagement of the players, the impact of the type of content on the correct assessment of fake news, and the relation between reading speed and performance.
在社交媒体模拟器中使用游戏内分析来探索信息素养的学习动态
促进批判性思维的基于游戏的学习(GBL)策略的出现,促使人们越来越需要能够评估其有效性的分析工具。目前的方法通常采用定性方法,如焦点小组和基于调查的问卷,评估玩家在玩游戏前后的知识、技能和态度;这些方法是灵活的,它们提供了有价值的信息,但我们需要新的方法来提高我们对游戏过程中发生的事情的理解。 关于游戏化假信息接种者的公开辩论说明了理解GBL内部动态的挑战。这些教育工具通过在游戏体验中显示一小部分假新闻来训练玩家如何识别虚假信息。关于从这些疫苗中学到了什么,目前正在进行一场辩论,因为一些研究表明它们有积极的效果,而另一些研究则表明它们促进了对假新闻的怀疑,而不是抵制。有人认为需要新的分析方法来捕捉学习过程:关于游戏玩法的详细数据收集对于识别基于游戏的学习最有用的特征非常有用,同时检测这种宝贵的学习资源的潜在限制或负面影响。 这项工作提出了一个新的框架来评估基于数据分析的GBL动态。该方法利用Unity游戏内部分析平台的潜力来收集关于玩家如何应对游戏机制所带来的挑战的详细数据;这种多样化的信息可能包括玩家的全部决策和互动,以及额外的信息,如尝试次数或互动之间的时间间隔。然后,将行为数据与内容元数据信息结合起来,推断出玩家之间的一般学习动态。 这一分析框架被应用于电子游戏《朱莉娅:科学之旅》中的社交媒体模拟器。结果表明,该框架可以揭示一些新颖的见解,包括玩家的参与程度、内容类型对正确评估假新闻的影响,以及阅读速度与表现之间的关系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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