Home > Archive > 2020 > Volume 10 Number 1 (Jan. 2020) >
IJMLC 2020 Vol.10(1): 25-30 ISSN: 2010-3700
DOI: 10.18178/ijmlc.2020.10.1.893

Web Log Analysis of a Digital Game-Based Learning System in Vocabulary Enrichment for College Students

Ellenita R. Red, Aira Jessica B. Corpuz, Genrev C. Arambulo, and Gabriel G. Delgado

Abstract—This study examines the gameplay patterns of college students in a web-based digital game-based learning system using various data mining techniques such as clustering and classification and usability evaluation. The objectives of the study are to design and develop a web-based digital game-based learning system using an input-process-output model game design which includes: fantasy, rules/goals, sensory stimuli, challenge, mystery and control; a knowledge-paced strategy with easy, average and difficult levels; and, the game would also collect attributes on: score, hint used, hint time, answering time, tries or repetitions, and pre-test and post-test to get the learning gain of students. In evaluating the effectiveness of the game, the game logs are collected from the database of the digital game-based learning system and were analyzed and described using K-Means algorithm, the game play patterns and performance model of students was produced using Naïve Bayes and J48 algorithms, and a usability evaluation was also performed to measure the user’s experience when interacting with the game. The study was conducted in a private college wherein students who have taken at least one language course participated as respondents. Four clusters of students are identified: no gain, low gain, average gain, and high gain. The findings show that in the easy level, the attribute hint and hint time were maximized resulting to an improvement in learning gain; in the average level, the number of tries was maximized thus, resulting to a higher learning gain; and lastly, for the difficult level, the most essential attribute was the time spent on a hint which gave the students an insight of what the base word means. A model was produced and used to classify the gameplay patterns of the students using Naïve Bayes and J48 algorithm with J48 Algorithm having a higher accuracy and kappa rating than in all game levels of difficulty.

Index Terms—Digital game-based learning, educational data mining (EDM), machine learning, vocabulary enrichment.

E. R. Red is with the College of Computer and Information Science at Malayan Colleges Laguna, Pulo-Diezmo Road, Cabuyao, Laguna, Philippines. (e-mail: erred@ mcl.edu.ph).
Aira Jessica B. Corpuz, Genrev C. Arambulo, and Gabriel G. Delgado were with College of Computer and Information Science at Malayan Colleges Laguna, Pulo-Diezmo Road, Cabuyao, Laguna, Philippines. (e-mail: airajessbcorpuz@gmail.com, genrev_arambulo009@yahoo.com, gabrielgrietadelgado@gmail.com).

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Cite: Ellenita R. Red, Aira Jessica B. Corpuz, Genrev C. Arambulo, and Gabriel G. Delgado, "Web Log Analysis of a Digital Game-Based Learning System in Vocabulary Enrichment for College Students," International Journal of Machine Learning and Computing vol. 10, no. 1, pp. 25-30, 2020.

Copyright © 2020 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).

 

General Information

  • E-ISSN: 2972-368X
  • Abbreviated Title: Int. J. Mach. Learn.
  • Frequency: Quaterly
  • DOI: 10.18178/IJML
  • Editor-in-Chief: Dr. Lin Huang
  • Executive Editor:  Ms. Cherry L. Chen
  • Abstracing/Indexing: Inspec (IET), Google Scholar, Crossref, ProQuest, Electronic Journals LibraryCNKI.
  • E-mail: ijml@ejournal.net


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