Article ID | Journal | Published Year | Pages | File Type |
---|---|---|---|---|
350313 | Computers in Human Behavior | 2015 | 9 Pages |
Abstract
In this study, we suggested an alternative method to code action sequences of experts and novices by way of a 'navigational' (or tile-based) approach. We divided a game-map into grids/tiles of different sizes to facilitate tracing of the path traversed by players in game and proceeded to test the effect of grid sizes on differentiating between experts and novices. We further compared the two different action sequence coding approaches and their abilities to measure players' competency improvement in serious games. The results of the study showed that the size of game grids does matter, and that both task-based and tile-based action sequence coding approaches are useful for serious games analytics.
Related Topics
Physical Sciences and Engineering
Computer Science
Computer Science Applications
Authors
Christian Sebastian Loh, Yanyan Sheng, I-Hung Li,