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Loggbaserad användaranalys i spelbaserat lärande: En litteraturstudie över objektiva metoder för att mäta motivation och engagemang
KTH, School of Computer Science and Communication (CSC).
2015 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesisAlternative title
Log-based user analysis in gamebased learning : A Literature study of objective methods for measuring motivation and engagement (English)
Abstract [sv]

Spelbaserat lärande vill dra nytta av de egenskaper som gör att miljoner människor lägger tid, engagemang och pengar på datorspel. Studier visar att spelbaserat lärande har förutsättningar att både motivera studenter och förstärka lärandet, ändå rapporteras från vissa källor att användandet inte är så utbrett i undervisning som datorspelande är i samhället.

En förutsättning för spelbaserat lärandes framgång anges vara utvärderingsmöjligheterna av dessa, vilket beskrivs som ett forskningsbehov.

I denna litteraturstudie undersöks hur motivation och engagemang kan utvärderas i spelbaserat lärande med hjälp av loggbaserad data om användarens interaktioner i spelet. Resultatet visar att loggbaserade mätningar av motivation görs, men är svåra att matcha mot de motivationsmodeller som förekommer. En antydan från speciellt en studie är att mer sociala miljöer och interaktioner skulle kunna öppna upp för en bredare och mer användbar analys i en framtid.

Abstract [en]

Game based learning aims to take advantage of the motivating qualities that make millions of users of videogames voluntarily spend time, effort and money in these environments. Evidence suggests that game based learning can have both the ability to motivate students and to enhance the learning process. Despite this, there are reports saying that the use of game based learning in classrooms does not match the popularity of videogames.

One stated condition for success when implementing this kind of learning is the possibility of a comprehensive evaluation of both the game and the student. This field of research is often described as incomplete in literature.

The purpose of this literature study is to investigate existing methods for log-based analysis and measurement of student motivation and engagement in digital game based learning.  The results show that log based methods exist, but have a limited approach compared to subjective measurement (i.e. surveys). Based on the results from one study in particular, an idea for future development could be using more social interaction in games to better model motivation through user interaction.

Place, publisher, year, edition, pages
2015.
Keyword [sv]
spelbaserat lärande, spel, lärande, motivation, engagemang, loggbaserad, mäta, analys, objektiv
National Category
Media and Communication Technology
Identifiers
URN: urn:nbn:se:kth:diva-169205OAI: oai:DiVA.org:kth-169205DiVA: diva2:820490
Subject / course
Media Technology
Supervisors
Examiners
Available from: 2015-06-16 Created: 2015-06-12 Last updated: 2015-06-16Bibliographically approved

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Type fulltextMimetype application/pdf

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CiteExportLink to record
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Citation style
  • apa
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Output format
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