使用游戏分析来评估严肃游戏中的谜题设计和关卡进程

Andrew Hicks, Michael Eagle, Elizabeth Rowe, J. Asbell-Clarke, Teon Edwards, T. Barnes
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引用次数: 23

摘要

我们之前的研究表明,那些认为游戏更具挑战性的玩家更有可能从游戏中学到更多东西。然而,并非所有的挑战来源都是如此。在对一款名为《量子幽灵》的科学学习游戏的研究中,我们发现学生在通过游戏第一个区域的过程中似乎遇到了一个“障碍”,当他们不能(或不想)进一步前进时就会退出。之前我们已经在学习游戏《Quantum Spectre》中发现了两种主要类型的错误:与游戏核心教育内容相关的科学错误;谜题错误与游戏规则有关,但与科学知识无关。利用这一先验分析,以及分析时间序列数据和辍学率的生存分析技术,我们探索了玩家的游戏模式,以帮助我们理解《量子幽灵》中的玩家辍学率。这些结果表明,为玩家行为建模对于评估学习和为学习环境设计复杂的问题解决内容都很有用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Using game analytics to evaluate puzzle design and level progression in a serious game
Our previous work has demonstrated that players who perceive a game as more challenging are likely to perceive greater learning from that game [8]. However, this may not be the case for all sources of challenge. In this study of a Science learning game called Quantum Spectre, we found that students' progress through the first zone of the game seemed to encounter a "roadblock" during gameplay, dropping out when they cannot (or do not want to) progress further. Previously we had identified two primary types of errors in the learning game, Quantum Spectre: Science Errors related to the game's core educational content; and Puzzle Errors related to rules of the game but not to science knowledge. Using this prior analysis, alongside Survival Analysis techniques for analyzing time-series data and drop-out rates, we explored players' gameplay patterns to help us understand player dropout in Quantum Spectre. These results demonstrate that modeling player behavior can be useful for both assessing learning and for designing complex problem solving content for learning environments.
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