Tracking precursors of learning analytics over serious game team performance ranking.

Saved in:
Bibliographic Details
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
Full text is not displayed to guests.
FullText Links:
  – Type: pdflink
Text:
  Availability: 1
Header DbId: pbh
DbLabel: Psychology and Behavioral Sciences Collection
An: 132518253
AccessLevel: 6
PubType: Academic Journal
PubTypeId: academicJournal
PreciseRelevancyScore: 0
IllustrationInfo
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.)
PLink https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=pbh&AN=132518253
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
ResultId 1