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Games are everywhere. Billions of kids all over the world are playing entertain games. At the same each player enriches commercial marketing datasets. From these datasets marketing companies connects the optimal advertisements for each player.
Why we can’t do this for learning?
The goal of this study is to show how conceptual change can be identified from gaming data, and how it can be utilised in real world cases. The data is collected from more than 120 countries all over the world (N>300 000).
The data reveals performance indicators in conceptual level and enables comparing the educational performances between individuals and countries. Furthermore, we’ll show how the Zone-of-Proximal-Development can be found from gaming data.
Harri Ketamo, University of Turku
Keith Devlin, Stanford University
Kristian Kiili, Tampere University of Technology