Automatic Analytics Model For Learning Skills Analysis Using Game Player Data and Robotic Process Automation in A Serious Game For Education

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2020 International Conference on Promising Electronic Technologies (ICPET)

Automatic Analytics Model for Learning Skills Analysis Using Game Player Data
and Robotic Process Automation in a Serious Game for Education

Radwan Qasrawi1*, Malak Amro1, Rashid Jayousi1


1
Department of Computer Science, Al-Quds University, Jerusalem, Palestine.
radwan@staff.alquds.edu*, malak.sharif@gmail.com, rjayousi@staff.alquds.edu

Abstract— Utilizing serious games as a learning support researches showed that after regular use of educational games
tool can motivate students’ interest in learning and and apps, students’ abilities had been promoted important
improving their educational skills. The effectiveness of knowledge and math skill increases, compared to the use of
serious games in learning is usually assessed with non-educational apps [7]–[9]. Findings also showed games
traditional paper-based pre-posttests tools and predefined may enhance some of the core cognitive skills, such as
learning outcomes. However, serious game player data selective attention that contain the ability to obtain educational
have proven to be a useful tool to measure the effect of content or skills - a process that has been named “learning to
games on student knowledge, learning skills and to learn” [2], [6], [9], [10]. Meanwhile, few researchers have
evaluate their academic performance and achievements. In highlighted the positive advantages of cognitive games among
this paper, we introduce a new model for automatically adolescents students, such as their role in improving
read game player data and provide an analysis of game interactions between students and have more friendships,
player learning skills. The model is composed of game which improve personal skills and abilities of communication
learning analytics, robotic process automation, and the [5], [11], [12].
statistical analysis package to assess the effect based on Currently, the traditional evaluation method (pre-Posttests) is
game players' data. The model used the plant kingdom used for evaluating the effect of serious games on players’
unit in the science book of grade eight students. The learning skills development. This method is commonly used in
learning outcomes, content, and learning skills are public health and medical research. However, serious game
considered in developing game content. The model tested player data have proven to be a powerful tool for assessing the
on a sample of 15 students aged 13-14 years from SG effect on players' knowledge development. The game
Palestinian public schools. The students played the game learning analytics that combines the SG educational goals with
four times, and the game's player data sent automatically the learning analytics techniques were used in capturing,
into the game database and analyzed. The model provides storing, analyzing, and reporting the game results from
an efficient pre-posttest assessment tool based on the game players' data [12]–[16].
players dataset. The results showed a significant In this paper, we proposed a new automatic analytics model
improvement in learning skills performance measures based on players' data using the game learning analytics and
after comparing the results of the first session with the the robotic process automation in collecting and analyzing
fourth session. players learning skills development.

Keywords— Analytics model, learning skills, serious game, II. METHODS


robotic process automation, game analytics, The automatic analytics model was developed in a serious
game player data. game for enhancing adolescents learning attentions and
understanding. The game is designed in a series of steps
starting from defining game objectives to results analysis and
evaluation. Figure 1 illustrates the gam design architecture.
I. INTRODUCTION
The serious game was developed as an educational tool for
A serious game is a popular term used for an application that teaching grade eight students in the plant kingdom unit in the
is developed using video game technology and game design science book. The game objects and characters were selected
principles but is used for a non-entertainment purpose [1], [2]. from the teaching materials. The human-computer interaction
Serious games have been linked to higher academic standards were considered in designing the game scena rios,
achievements and used to increase the engagement, attraction, including colors, shapes, time, structure…etc.
hold the interest and attention of players for a specific purpose
such as to promote new knowledge or skills [3]–[5]. It is used
to help in learning via interaction, there are many other
advantages to serious games, for example, they allow users to
live situations that are difficult to try in reality because of
several factors including cost, time, safety, personal
circumstances, and ethical concerns [2], [6]. Moreover,

978-0-7381-1139-1/20/$31.00 ©2020 IEEE 94


DOI 10.1109/ICPET51420.2020.00026

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approval. Participants are required to be able to use mobile
phones and have an internet connection.
The game was uploaded on the google store, where students
managed to download and play the game using their android
smartphones. Due to the Covid19 lockdown and the school
closure, students were asked to play the game in their homes.
The schoolteacher and the science course supervisor were
supervising and mentoring the students playing activities. The
player game data was sent automatically to a cloud database
that was developed for the data collection purpose.

Automatic analytics model


Fig. 1. The serious game architecture design
The development of game software uses the Unity 3D mobile
App development environment, in addition to free software
development tools such as PHP and MySQL to maintain user
records and feedback database. The web-based platform
developed for managing students' game data and to enhance
the game visibility and provide information about the game.
The intended development SG was built by experts in the field
of game design and programming according to the
international standards and guidelines.
An embedded software component was developed in the plant
kingdom SG. The software uses the game analytics library for
tracking players' interactions with the game. The data
automatically sent to a cloud server and stored on the game
database. The following variables were collected from the
game player: The session number, level number, player ID,
gender, number of trails, playing tool( Maze or Mix and
Match), position, drag and drop time, status (Success or Fail),
the reason of fail (bumped into the maze border or the answer
was wrong), distance, time, and speed.
The robotic process automation using the automation
anywhere software development environment was used to
develop Bot programs for data processing and analysis[17].
The RPA bots were used to build the players' database records
from the players' text files. Also, the bots were used for
Fig.2. Screenshot from level 1 and level 2 cleaning and analyzing the players' data based on game
learning analytics. The extracted variables from game players'
The video game design method was used as a tool to deliver data were introduced into a statistical model that includes
the game objectives. It was built based on two fundamental descriptive analysis and basic inferential analysis using
pillars: instructional and interactive design to provide students JavaScript statistical libraries.
with the necessary instructions to navigate and interact Experiment Setting
through the game levels. The game contents were designed
according to the textbook flow to follow the knowledge The experiment was conducted under the ministry of
development cycle set by the curriculum. The game design education (MOE) supervision. The ministry had approved the
combines educational content, thinking, and cognitive skills. game testing and nominated two science supervisors and
The Maze and Mixed and Match approaches were used in the teachers to supervise the experiment in collaboration with the
gameplay levels. The levels of both approaches were study researchers. The list of participants including their
presented in a sequential order where the difficulties increased contact information was provided by the MOE. The
by the levels forward sequence. The display duration, supervisors contacted the participants' parents and asked them
sensitivity, touch control, task time, status, speed, distance, to sign the participation approval on the game consent form.
and stimuli were considered in gameplay activities. After receiving the parents’ approval, students were contacted
A convenient sample of 20 students from grade 8 aged 13-14 and asked to join one to one orientation session. The
years from public schools was selected for serious game orientation session explained the serious game purpose and
testing and validation. The selected students were asked to fill objectives, download and installation instructions, and brief
the consent form before the gameplay indicating their parents’ instructions of the game playing procedure.

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The participants were left to play the game without any The participants' status was further investigated by collecting
interference from the supervisors, however, they were data on the reasons for success and failure for each player in
mentored through the automatic play data recorder in the each stage and level. The results in figure 3 (a) and (b)
cloud system. The students were asked to play one complete indicated that two main reasons were reported, either touching
session per day. The minimum required sessions were four the maze border during the play activity or achieving the
sessions to achieve the game objectives in enhancing attention activity with the wrong answer. A comparison between girls
and understanding. Out of 20 participants, 15 students and boys was reported as illustrated in figure 3 (a) and (b). In
managed to complete the required sessions. The 5 students session one (pre-test) girls reported a greater percentage of
that did not complete the sessions, managed to complete 2 or 3 maze touch than boys (49.1%,35%) respectively. While for
sessions. session four (post-test) boys reported a greater percentage of
border tough than girls (14.3%, 11.2%) respectively. For the
III. RESULTS wrong answer reason, the girls reported a higher percentage of
The gameplay data were collected and analyzed using the the wrong answer in session one and a lower percentage in
automatic game player learning analytics model. The game session 4 than boys (38% to11.2%; 26.8% to 18.1%)
was played by 15 players aged 14 years, who completed 4 respectively.
playing sessions. The players were 9 girls and 6 boys.
The study examined the learning analytic model by providing
a basic descriptive analysis of game players' data. Table 1
shows the total number of trials per session. Results indicated
that session one has a higher number of trails than session 4
among girls (58%, 52.6%) respectively. While boys reported
more trails in session 4 than session one (42%, 47.4%)
respectively. However, girls reported a greater number of
trials than boys (54.4%,45.6%) respectively, as the sample has
more girls than boys (9:6).

Table I Total number of trials per session by gender

Girls Boys
Sessions
n % n %
1 1194 58.0 865 42.0
2 898 51.5 847 48.5
3 857 54.4 718 45.6
4 720 52.6 650 47.4
Total 3669 54.4 3080 45.6
The game player status (success or fail) was also reported.
Table 2 shows the percentage of success and failure by session
for the 15 participants. The results indicated that the
percentage of fail was decreased from 40% to 23.2%, while
the success percentage was increased from 60% to 76.8%.
This result indicated that there is a positive enhancement in
the player status score by 16.8%.

Table II Players status during the game sessions

Fail Success
Sessions
n % n %
1 823 40.0 1236 60.0 Fig. 3. (a) Shows the percentage of failure by gender caused
2 628 36.0 1117 64.0 by the Maze border, (b) Shows the percentage of failure by
gender caused by the wrong answer.
3 509 32.3 1066 67.7
4 318 23.2 1052 76.8
The players' failure data were analyzed by the gameplay tool,
Total 2278 33.8 4471 66.2 the results in Table 3 shows the percentage of failures by
playing tool and by gender. The Maze playing tool reported
the highest percentage of failures. While the two baskets tool

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reported the lowest failure percentage (55.8%; 3.3%) decreased within the sessions, and a comparison between the
respectively. Boys almost reported a higher percentage of results of the first and fourth sessions from 41.2% to 12.9%,
failures in all playing tools than girls (54.1%; 46%) these results indicate that the skills of focus and sustained
respectively. attention and selective attention increased among players
within the sessions, as they became more attentive to the
Table III. Percentage of deviation in attention and borders of the maze and more ability to hold in the object, and
understanding using pre-posttest analysis by player status and not drop it to get it to destination position (basket) correctly.
gender. The experiment results confirmed the findings of [1], [3], [4],
Boys Girls Total
[9], [18] who indicated that serious games could be used as an
educational tool for enhancing students' knowledge and
Fail Success Fail Success Fail Success cognitive skills. In terms of attention and understanding, the
Attention -22.9 -15.1 22.8 22.3 27.6 20.7 finding of the study is consistent with other previous
Understanding 14.2 2.1 31.4 5.5 20.7 4.1 research[1], [3], [6], [18]. This research shows a case study
of an automatic analytics model for measuring players
IV. DISCUSSION learning skills in a serious game and the model managed to
replace the traditional pre-posttest with a fully automatic pre-
As indicated in the analysis of the results the automatic posttest. We have tested the model on a validated serious
analytics model was able to automatically and accurately game and the results indicated the efficiency of this model is
analyze and evaluate the serious game effect on game players replacing the traditional (paper-based) testing methods.
learning skills. The use of embedded software components The promising results obtained in this case study recommend
facilitates the data collection and managed to replace the that the integration of game analytic tools with robotic process
traditional pre-posttest with an automatic pre-post automation can be generalized to other serious games for
measurement tool. The use of the Unity game analytics tool measuring the player's knowledge and skills.
provides us with quantitative measures, metrics, and tools for This research has some limitations related to the limitation on
tracking players' interactions with the serious game. This was the game analytics tool and the difficulties of integrating
consistent with other studies that used game analytics in robotic programming into the Unity games development
evaluating the player's knowledge [12], [13]. The use of platform. The RPA works very well on the server-side while
robotic process automation facilitates the process of integrating the RPA development environment with unity will
converting the text file data into database records and helped be extremely helpful. Another limitation, the model was
us in cleaning and analyzing the players' dataset. The RPA applied only in one case and on a limited sample of students,
bots managed to perform complete data processing and which could partially affect the results. However, we will
analysis without human interaction. consider these limitations in our future work.
The inclusion of basic statistical packages in our model helped Future work could be further testing this model on other
us in automatically analyzing the game players' data and serious games and with larger samples and datasets. Also
provides a descriptive analysis of players learning skills. further developing the analytical model for inferential
The results showed in Table 1 indicated the total number of statistics is highly recommended.
trials by players between boys and girls and the results showed
that, in general, the number of these trials decreased between V. CONCLUSION
each session, and that followed the session. Table 2, showing This research presents a case study of a new model in
the percentage of success and failure in general for the gathering and analyzing game player data using robotic
participants and shows that the number of failed trials process automation and automatic analytics tools. The model
decreased after each session from the session that followed, was tested using a serious game developed for enhancing
and consequently the number of successful trials between the students' cognitive and learning skills. The efficiency of data
sessions increased. gathering and management obtained on this model show that
With the indicator of the decrease in the number of trials the automatic analytics tools and the integration of robotic
between each session and that followed, which is directly process automation can indeed predict the improvement in
proportional to the failed trials in these sessions, thus this players' cognitive and learning skills development. The case
indicates that the cognitive skills and experience increased study results showed that the suggested model can replace
when the players were learning from their mistakes, as they traditional pre-post testing methods.
need fewer trails to end the game session. This research has some limitations. The automatic analytics
The results show that the girls needed more trials than the model was limited to descriptive analysis, and the robotic
boys to end the sessions, however, the improvement in the process automation was limited to data management.
success rate for the girls was higher than the Boy when Furthermore, the model was tested on a small sample from
compared to the first session with the last session. The results two schools, which could limit the statistical analysis.
also indicated that two main reasons were reported, either However, we believe this approach could be applied to a
touching the maze border during the play activity or achieving wider range of game players.
the activity with the wrong answer. Overall, the results
showed that the player's collision with the border of the maze

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