Tracking precursors of learning analytics over serious game team performance ranking.
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| Title: | Tracking precursors of learning analytics over serious game team performance ranking. |
|---|---|
| Authors: | Capatina, Alexandru, Bleoju, Gianita, Rancati, Elisa, Hoareau, Emilie |
| Source: | Behaviour & Information Technology. Oct/Nov2018, Vol. 37 Issue 10/11, p1008-1020. 13p. 10 Charts, 4 Graphs. |
| Subjects: | Universities & colleges, Ability, Business, Comparative studies, Conceptual structures, Decision making, Interprofessional relations, Learning strategies, Marketing, Memory, School environment, Transfer of training, Video games, Teams in the workplace, Training, Qualitative research, Task performance, Data analytics |
| Geographic Terms: | Europe |
| Abstract: | The use of serious games to improve collaborative skill transfer and retention has received considerable attention from scholars, web marketing practitioners and business consultants. Team rankings and learning progress in game learning analytics, however, have yet to be empirically examined. Using fuzzy-set qualitative comparative analysis to study the performance of competing teams in a web marketing serious game (Simbound), we highlight a combination of causal conditions (engagement, reach and profitability) affecting team rankings. This paper proposes a conceptual architecture of the forces that influence learning progress within a collaborative learning environment. This learning environment is studied for web marketing boot camps powered by Simbound at three European universities: Grenoble Alpes University (France), University of Milano-Bicocca (Italy) and Dunarea de Jos University of Galati (Romania). Gaining knowledge of cases through game learning analytics is valuable for two reasons: It emphasises the instructor’s role in mobilising players’ engagement, and it tests variability across cases, offering precursors of team performance rankings. This approach to collective skill retention highlights the moderating factors of team performance rankings, whilst purposely calibrating a gameable learning environment. This paper enriches our knowledge of how active experimentation in learning analytics metrics can develop skills for real business competition. [ABSTRACT FROM AUTHOR] |
| Copyright of Behaviour & Information Technology is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) | |
| Database: | Psychology and Behavioral Sciences Collection |
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| Header | DbId: pbh DbLabel: Psychology and Behavioral Sciences Collection An: 132518253 AccessLevel: 6 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Tracking precursors of learning analytics over serious game team performance ranking. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Capatina%2C+Alexandru%22">Capatina, Alexandru</searchLink><br /><searchLink fieldCode="AR" term="%22Bleoju%2C+Gianita%22">Bleoju, Gianita</searchLink><br /><searchLink fieldCode="AR" term="%22Rancati%2C+Elisa%22">Rancati, Elisa</searchLink><br /><searchLink fieldCode="AR" term="%22Hoareau%2C+Emilie%22">Hoareau, Emilie</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="JN" term="%22Behaviour+%26+Information+Technology%22">Behaviour & Information Technology</searchLink>. Oct/Nov2018, Vol. 37 Issue 10/11, p1008-1020. 13p. 10 Charts, 4 Graphs. – Name: Subject Label: Subjects Group: Su Data: <searchLink fieldCode="DE" term="%22Universities+%26+colleges%22">Universities & colleges</searchLink><br /><searchLink fieldCode="DE" term="%22Ability%22">Ability</searchLink><br /><searchLink fieldCode="DE" term="%22Business%22">Business</searchLink><br /><searchLink fieldCode="DE" term="%22Comparative+studies%22">Comparative studies</searchLink><br /><searchLink fieldCode="DE" term="%22Conceptual+structures%22">Conceptual structures</searchLink><br /><searchLink fieldCode="DE" term="%22Decision+making%22">Decision making</searchLink><br /><searchLink fieldCode="DE" term="%22Interprofessional+relations%22">Interprofessional relations</searchLink><br /><searchLink fieldCode="DE" term="%22Learning+strategies%22">Learning strategies</searchLink><br /><searchLink fieldCode="DE" term="%22Marketing%22">Marketing</searchLink><br /><searchLink fieldCode="DE" term="%22Memory%22">Memory</searchLink><br /><searchLink fieldCode="DE" term="%22School+environment%22">School environment</searchLink><br /><searchLink fieldCode="DE" term="%22Transfer+of+training%22">Transfer of training</searchLink><br /><searchLink fieldCode="DE" term="%22Video+games%22">Video games</searchLink><br /><searchLink fieldCode="DE" term="%22Teams+in+the+workplace%22">Teams in the workplace</searchLink><br /><searchLink fieldCode="DE" term="%22Training%22">Training</searchLink><br /><searchLink fieldCode="DE" term="%22Qualitative+research%22">Qualitative research</searchLink><br /><searchLink fieldCode="DE" term="%22Task+performance%22">Task performance</searchLink><br /><searchLink fieldCode="DE" term="%22Data+analytics%22">Data analytics</searchLink> – Name: SubjectGeographic Label: Geographic Terms Group: Su Data: <searchLink fieldCode="DE" term="%22Europe%22">Europe</searchLink> – Name: Abstract Label: Abstract Group: Ab Data: The use of serious games to improve collaborative skill transfer and retention has received considerable attention from scholars, web marketing practitioners and business consultants. Team rankings and learning progress in game learning analytics, however, have yet to be empirically examined. Using fuzzy-set qualitative comparative analysis to study the performance of competing teams in a web marketing serious game (Simbound), we highlight a combination of causal conditions (engagement, reach and profitability) affecting team rankings. This paper proposes a conceptual architecture of the forces that influence learning progress within a collaborative learning environment. This learning environment is studied for web marketing boot camps powered by Simbound at three European universities: Grenoble Alpes University (France), University of Milano-Bicocca (Italy) and Dunarea de Jos University of Galati (Romania). Gaining knowledge of cases through game learning analytics is valuable for two reasons: It emphasises the instructor’s role in mobilising players’ engagement, and it tests variability across cases, offering precursors of team performance rankings. This approach to collective skill retention highlights the moderating factors of team performance rankings, whilst purposely calibrating a gameable learning environment. This paper enriches our knowledge of how active experimentation in learning analytics metrics can develop skills for real business competition. [ABSTRACT FROM AUTHOR] – Name: AbstractSuppliedCopyright Label: Group: Ab Data: <i>Copyright of Behaviour & Information Technology is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.) |
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| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1080/0144929X.2018.1474949 Languages: – Code: eng Text: English PhysicalDescription: Pagination: PageCount: 13 StartPage: 1008 Subjects: – SubjectFull: Universities & colleges Type: general – SubjectFull: Ability Type: general – SubjectFull: Business Type: general – SubjectFull: Comparative studies Type: general – SubjectFull: Conceptual structures Type: general – SubjectFull: Decision making Type: general – SubjectFull: Interprofessional relations Type: general – SubjectFull: Learning strategies Type: general – SubjectFull: Marketing Type: general – SubjectFull: Memory Type: general – SubjectFull: School environment Type: general – SubjectFull: Transfer of training Type: general – SubjectFull: Video games Type: general – SubjectFull: Teams in the workplace Type: general – SubjectFull: Training Type: general – SubjectFull: Qualitative research Type: general – SubjectFull: Task performance Type: general – SubjectFull: Data analytics Type: general – SubjectFull: Europe Type: general Titles: – TitleFull: Tracking precursors of learning analytics over serious game team performance ranking. Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Capatina, Alexandru – PersonEntity: Name: NameFull: Bleoju, Gianita – PersonEntity: Name: NameFull: Rancati, Elisa – PersonEntity: Name: NameFull: Hoareau, Emilie IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 10 Text: Oct/Nov2018 Type: published Y: 2018 Identifiers: – Type: issn-print Value: 0144929X Numbering: – Type: volume Value: 37 – Type: issue Value: 10/11 Titles: – TitleFull: Behaviour & Information Technology Type: main |
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