Please use this identifier to cite or link to this item: https://rfos.fon.bg.ac.rs/handle/123456789/1390
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dc.creatorMinović, Miroslav
dc.creatorMilovanović, Miloš
dc.creatorŠošević, Uroš
dc.creatorConde Gonzalez, Miguel Angel
dc.date.accessioned2023-05-12T10:53:50Z-
dc.date.available2023-05-12T10:53:50Z-
dc.date.issued2015
dc.identifier.issn0747-5632
dc.identifier.urihttps://rfos.fon.bg.ac.rs/handle/123456789/1390-
dc.description.abstractApplication of serious games in distance learning can raise quality of education and student satisfaction on a higher level. However, when student learns through game, his focus is moved from learning domain to different context of the game. This actually enables to achieve fun and learn at the same time. But this approach also makes harder for educators to track and analyse students learning progress during game session, which is crucial in order to provide immediate feedback and to help students reach established learning goals. Such a specific learning environment requires concrete real-time analytical tool that will adequately match the dynamic game environment. This paper proposes a new tool for visualisation of student learning model during gameplay session. Tool can be used by educators and by students to track the game progress. Using this tool educators are provided with real-time tracking of students learning and it enables them to react and influence the overall learning process. Evaluation of the proposed approach was done through an empirical study, conducted on educators group monitoring an educational game session, using the combination of traditional analytic tool and the newly proposed visualisation approach. Initial quantitative results and recorded opinions of the participants speak in favour of the proposed approach and justify further investment in development of this specific learning analytics method.en
dc.publisherPergamon-Elsevier Science Ltd, Oxford
dc.relationinfo:eu-repo/grantAgreement/MESTD/Technological Development (TD or TR)/32013/RS//
dc.relationEU [519141-LLP-1-2011-1-ES-KA3-KA3MP]
dc.rightsrestrictedAccess
dc.sourceComputers in Human Behavior
dc.subjectSerious gamesen
dc.subjectLearning analyticsen
dc.subjectData visualisationen
dc.titleVisualisation of student learning model in serious gamesen
dc.typearticle
dc.rights.licenseARR
dc.citation.epage107
dc.citation.other47: 98-107
dc.citation.rankM21
dc.citation.spage98
dc.citation.volume47
dc.identifier.doi10.1016/j.chb.2014.09.005
dc.identifier.rcubconv_1693
dc.identifier.scopus2-s2.0-84924264971
dc.identifier.wos000351799600011
dc.type.versionpublishedVersion
item.cerifentitytypePublications-
item.fulltextWith Fulltext-
item.grantfulltextrestricted-
item.openairetypearticle-
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
Appears in Collections:Radovi istraživača / Researchers’ publications
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