Our proposal is to collect all the descriptions, the
feedbacks, the possible traces of the players of a given
game in a bank of games. Then, analyze each one
according to the predefined ontology to extract the
criteria and the key concepts of the game from the
texts already stored in the corpus. After having had
the criteria in result of the extraction, we will have
ontologies relative to the games in quest of analysis
and characterization. We then align these ontologies
with the ontology of the needs of the teacher/ trainer
in order to obtain, through automatic calculations, the
precision rates of the information contained in the
first ontologies in relation to the last ontology
(ontology of the needs of the teachers).
Finally, and through the values of adequacy
obtained during the previous stage, it is automatically
recommended to the teacher/trainer the game best
suited to his pedagogical needs. In order to meet our
objective, we first carried out a state of the art on the
methods of evaluation and analysis existing in the
literature to identify the common characteristics cited
and to consider and judge their usefulness according
to our approach analysis of SGs. We also explore the
techniques and tools used in related work to decide
which analytical techniques to adopt.
In this paper, we proceed as follows: Firstly, we
will present in section 2 the back-ground of our
research work. In section 3, we will present our
method of research. Section 4, describes in detail our
methodology and used techniques. In section 5, we
present the field application of our research. In
section 6, we expose a part of preliminary results.
Finally, we conclude by summarizing our work and
the proposed perspectives.
2 BACKGROUND
Serious games’ users still have difficulty with the
choice of the most appropriate game for their needs.
In this section, we present attempts to establish
evaluation systems existing in the literature as well as
the terminology associated with the characterization
and modelling of Sgs.
2.1 Serious Games Evaluation:
Methods and Used Tools
Several studies are currently devoted to evaluating the
contribution of games in learning. The evaluation and
analysis of serious games has affected several
aspects. Some of these works evaluated the design
component of the games such as the evaluation of the
playability of the gameplay experience (Nacke et al,
2010), the user-friendliness of the interface of the
game which tends to keep the attention of the player
(Pinelle et al, 2008), the verification of the
compatibility of the objective of the game with the
content. For example, (Mitgutsch and Alvarado, 2012)
proposed an evaluation of the content of the game
through a questionnaire which offers a potential for a
critical discourse on the strengths and weaknesses of
a serious game and Emphasize cohesion between the
essential elements of design and consistency in
relation to the objective of the games (Calderón and
Ruiz, 2015) (Lameras et al, 2016). Others have evaluated
the amount of information acquired by the
learner/player (Oulhaci et al, 2013), and follow his
actions during playing the game and therefore assess
the assimilation's degree of the knowledge provided
by the game.
On his part, (Molnar and Kostkova, 2013) suggests
an evaluation of the gain offered by a serious game.
Nevertheless, these works are most dedicated to game
designers and applies during the creating and
developing games process. Numerous research
advocates the use of methodologies and theoretical
approaches such as grids, questionnaires, logs,
interviews, monitoring, etc. to help teachers/trainers
to analyze an educational game and evaluate its
pedagogical profitability (Boughzala, 2014).
In relation to our research question, few studies
have tried to associate Natural Language Processing
techniques (NLP) with serious games (Picca et al,
2015) and has talked about the importance of such
association. They admit that with the use of NLP, they
can collect information without destroying the game
and more accurately interpret the users' behaviour.
2.2 Serious Game Criteria
Works related to ours, tried to evaluate various
aspects of the game. The frequently evaluated criteria
are the usefulness of the game, the domain, the
understandability, the motivation, the kind of the
game, the feedback and the objective of the game
(Bellotti et al, 2013). The learning outcomes in turn
are a very selective criterion of SG (Mayer, 2012) (Ra
et al, 2016) (Arnab et al, 2015). Other studies have
proposed tools and databases of games where we find
an educational games collected and analyzed by
certain number of criteria.
In fact, our approach differs from above works
and our objective is to extract the content of the SG,
especially the educational goals through the
descriptions accompanying SGs, feedbacks, to beable
to compare and evaluate the course objectives, in
order to make the right choice of the game to
Analysis of Serious Games based Learning Requirements using Feedback and Traces of Users
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