Towards a New Platform Based on Learning Outcomes Analysis For Mobile Serious Games

Nowadays, learning via smartphones has become one of the most popular teaching tools used by young people, thanks to the ease of use of such devices in the field of education. There are now a large number of both instructional applications and mobile serious games "MSGs" which are availabl...

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Main Author: Lotfi Elaachak
Format: Article
Language:English
Published: Kassel University Press 2020-01-01
Series:International Journal of Emerging Technologies in Learning (iJET)
Subjects:
Online Access:https://online-journals.org/index.php/i-jet/article/view/11637
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spelling doaj-8b5c308c23414110bb2975f19fbe373d2020-11-25T00:33:49ZengKassel University PressInternational Journal of Emerging Technologies in Learning (iJET)1863-03832020-01-011502425710.3991/ijet.v15i02.116375041Towards a New Platform Based on Learning Outcomes Analysis For Mobile Serious GamesLotfi Elaachak0Faculty of Sciences and Technologies, University Abdelmalek Essaadi, Tangier, MoroccoNowadays, learning via smartphones has become one of the most popular teaching tools used by young people, thanks to the ease of use of such devices in the field of education. There are now a large number of both instructional applications and mobile serious games "MSGs" which are available in mobile applications stores. The diversity of such applications especially MSGs can guarantee a personalized learning experience for each learner. However, it is difficult to decide if a given MSG is efficient or not because this decision depends on several factors. One of those major factors is their ability to transmit knowledge effectively to the learners, in order to teach them new skills. This ability can be measured and then analyzed by using several techniques and algorithms like learning analytics, educational data mining, inference knowledge e.g. "Bayesian Knowledge Tracing", etc. Hence the need for the establishment of a user-friendly platform based on these algorithms, the proposed platform will be able to evaluate easily the learning outcomes of this kind of video games.https://online-journals.org/index.php/i-jet/article/view/11637mobile serious gameslearning analyticseducational data miningknowledge inference
collection DOAJ
language English
format Article
sources DOAJ
author Lotfi Elaachak
spellingShingle Lotfi Elaachak
Towards a New Platform Based on Learning Outcomes Analysis For Mobile Serious Games
International Journal of Emerging Technologies in Learning (iJET)
mobile serious games
learning analytics
educational data mining
knowledge inference
author_facet Lotfi Elaachak
author_sort Lotfi Elaachak
title Towards a New Platform Based on Learning Outcomes Analysis For Mobile Serious Games
title_short Towards a New Platform Based on Learning Outcomes Analysis For Mobile Serious Games
title_full Towards a New Platform Based on Learning Outcomes Analysis For Mobile Serious Games
title_fullStr Towards a New Platform Based on Learning Outcomes Analysis For Mobile Serious Games
title_full_unstemmed Towards a New Platform Based on Learning Outcomes Analysis For Mobile Serious Games
title_sort towards a new platform based on learning outcomes analysis for mobile serious games
publisher Kassel University Press
series International Journal of Emerging Technologies in Learning (iJET)
issn 1863-0383
publishDate 2020-01-01
description Nowadays, learning via smartphones has become one of the most popular teaching tools used by young people, thanks to the ease of use of such devices in the field of education. There are now a large number of both instructional applications and mobile serious games "MSGs" which are available in mobile applications stores. The diversity of such applications especially MSGs can guarantee a personalized learning experience for each learner. However, it is difficult to decide if a given MSG is efficient or not because this decision depends on several factors. One of those major factors is their ability to transmit knowledge effectively to the learners, in order to teach them new skills. This ability can be measured and then analyzed by using several techniques and algorithms like learning analytics, educational data mining, inference knowledge e.g. "Bayesian Knowledge Tracing", etc. Hence the need for the establishment of a user-friendly platform based on these algorithms, the proposed platform will be able to evaluate easily the learning outcomes of this kind of video games.
topic mobile serious games
learning analytics
educational data mining
knowledge inference
url https://online-journals.org/index.php/i-jet/article/view/11637
work_keys_str_mv AT lotfielaachak towardsanewplatformbasedonlearningoutcomesanalysisformobileseriousgames
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