SHS Web Conf.
Volume 77, 2020The 2nd ACM Chapter International Conference on Educational Technology, Language and Technical Communication (ETLTC2020)
|Number of page(s)||9|
|Published online||20 October 2020|
Statistical Representations of a Dashboard to Monitor Educational Videogames in Natural Language
ESPOL Polytechnic University, Escuela Superior Politécnica del Litoral, Guayaquil, Ecuador
This paper explains how Natural Language (NL) processing by computers, through smart programs as a way of Machine Learning (ML), can represent large sets of quantitative data as written statements. The study recognized the need to improve the implemented web platform using a dashboard in which we collected a set of extensive data to measure assessment factors of using children’s educational games. In this case, applying NL is a strategy to give assessments, build, and display more precise written statements to enhance the understanding of children’s gaming behavior.We propose the development of a new tool to assess the use of written explanations rather than a statistical representation of feedback information for the comprehension of parents and teachers with a lack of primary level knowledge in statistics. Applying fuzzy logic theory, we present verbatim explanations of children’s behavior playing educational videogames as NL interpretation instead of statistical representations. An educational series of digital game applications for mobile devices, identified as MIDI (Spanish acronym of “Interactive Didactic Multimedia for Children”) linked to a dashboard in the cloud, is evaluated using the dashboard metrics. MIDI games tested in local primary schools helps to evaluate the results of using the proposed tool. The guiding results allow analyzing the degrees of playability and usability factors obtained from the data produced when children play a MIDI game. The results obtained are presented in a comprehensive guiding evaluation report applying NL for parents and teachers. These guiding evaluations are useful to enhance children’s learning understanding related to the school curricula applied to ludic digital games.
© The Authors, published by EDP Sciences
This is an Open Access article distributed under the terms of the Creative Commons Attribution License 4.0, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
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