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The Use of Learning Analytics Interactive Dashboards in Serious Games

A Review of the Literature

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Abstract

The learning analytics in serious games, corresponds to a subject in increasing demand in the educational field. In this context, there is a need to study how data visualizations found in the literature are adopted in learning analytics in serious games. This paper presents a Systematic Literature Review (SLR) on how the evolution of studies associated with the use of learning analytics interactive dashboards in serious games is processed, seeking to investigate the characteristics of using dashboards for viewing educational data. A bibliometric analysis was carried out in which 75 relevant studies were selected from the Scopus, Web of Science, and IEEExplore databases. From the data analysis, it was observed that in the current literature there is a reduced number of studies containing the main actors in the learning process, as follows: teachers/instructors, students/participants, game developers/designers, and managers/researchers. In the vast majority of investigated studies, data visualization algorithms are used, where the main focus takes into account only actors, such as teachers/instructors and students/participants.

Author Biographies
  1. Thaís F. Scheneider, Federal University of Santa Catarina (UFSC)

    Thaís Scheneider received her Bachelor’s degree in Computer Science at Federal Technology University of Parana (UTFPR), Brazil, in 2017. She is currently a Master’s students at the Information Communication and Technology program (PPGTIC) at Federal University of Santa Catarina (UFSC).

  2. Robson Lemos, Federal University of Santa Catarina

    Robson Lemos is an Associate Professor at the Sciences, Technologies and Health Center at Federal University of Santa Catarina (UFSC), Brazil - PhD.

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Published
2020-03-01
Section
Journal Articles
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Copyright (c) 2020 Robson Lemos, Thaís F. Scheneider

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How to Cite

Scheneider, T., & Lemos, R. (2020). The Use of Learning Analytics Interactive Dashboards in Serious Games: A Review of the Literature. International Journal for Innovation Education and Research, 8(3), 150-174. https://doi.org/10.31686/ijier.vol8.iss3.2220