Directions for the Design of an Adaptive In-Game Re-engagement Dashboard for Teachers Using WHIMC

This paper shows the ideation and development of an In-Game Dashboard within WHIMC that presents real-time statistics about player Re-engagement which teachers may utilize to support human-in-the-loop teaching. The attempt of converting the delayed analysis done from previous work (using Python and...

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Main Authors: Casano, Jonathan D.L, Fuentes, Mikael, Paguio, Clark Joshua
Format: text
Published: Archīum Ateneo 2023
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Online Access:https://archium.ateneo.edu/discs-faculty-pubs/376
https://doi.org/10.1007/978-3-031-34735-1_7
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Institution: Ateneo De Manila University
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spelling ph-ateneo-arc.discs-faculty-pubs-13762024-02-21T03:34:06Z Directions for the Design of an Adaptive In-Game Re-engagement Dashboard for Teachers Using WHIMC Casano, Jonathan D.L Fuentes, Mikael Paguio, Clark Joshua This paper shows the ideation and development of an In-Game Dashboard within WHIMC that presents real-time statistics about player Re-engagement which teachers may utilize to support human-in-the-loop teaching. The attempt of converting the delayed analysis done from previous work (using Python and Pandas) to an instantaneous analysis within Minecraft (using Spigot API and JDBC) allowed the discovery of which elements in previous work are translatable into real-time statistics within WHIMC as well as how exactly these reports may be shown given the affordances and constraints of Spigot API and JDBC. It was found that showing frequencies such as the count of overlapping play times (Social Play), and showing which maps were visited within and outside testing hours (Free Exploration) may be implemented as real-time modules for the Dashboard. Other analyses, such as those that track data that happens over time, for instance, overlapping play times across days (Social Play), and presenting clustered archetypes or computations that are a result of clustering (Free Exploration) are not easily translatable. Since the Minecraft native API is not fully customizable, this paper demonstrated how the CommandExecutor API and HolographicDisplays API were utilized to provide the experience that approximates a working real-time Dashboard. The paper ends with a few suggested ideas for future work in terms of making the game adaptive as enabled by the frequencies and analyses being reported by the Dashboard. 2023-01-01T08:00:00Z text https://archium.ateneo.edu/discs-faculty-pubs/376 https://doi.org/10.1007/978-3-031-34735-1_7 Department of Information Systems & Computer Science Faculty Publications Archīum Ateneo Human-in-the-loop teaching Minecraft Minecraft logs WHIMC Computer Engineering Education Educational Technology Electrical and Computer Engineering Engineering
institution Ateneo De Manila University
building Ateneo De Manila University Library
continent Asia
country Philippines
Philippines
content_provider Ateneo De Manila University Library
collection archium.Ateneo Institutional Repository
topic Human-in-the-loop teaching
Minecraft
Minecraft logs
WHIMC
Computer Engineering
Education
Educational Technology
Electrical and Computer Engineering
Engineering
spellingShingle Human-in-the-loop teaching
Minecraft
Minecraft logs
WHIMC
Computer Engineering
Education
Educational Technology
Electrical and Computer Engineering
Engineering
Casano, Jonathan D.L
Fuentes, Mikael
Paguio, Clark Joshua
Directions for the Design of an Adaptive In-Game Re-engagement Dashboard for Teachers Using WHIMC
description This paper shows the ideation and development of an In-Game Dashboard within WHIMC that presents real-time statistics about player Re-engagement which teachers may utilize to support human-in-the-loop teaching. The attempt of converting the delayed analysis done from previous work (using Python and Pandas) to an instantaneous analysis within Minecraft (using Spigot API and JDBC) allowed the discovery of which elements in previous work are translatable into real-time statistics within WHIMC as well as how exactly these reports may be shown given the affordances and constraints of Spigot API and JDBC. It was found that showing frequencies such as the count of overlapping play times (Social Play), and showing which maps were visited within and outside testing hours (Free Exploration) may be implemented as real-time modules for the Dashboard. Other analyses, such as those that track data that happens over time, for instance, overlapping play times across days (Social Play), and presenting clustered archetypes or computations that are a result of clustering (Free Exploration) are not easily translatable. Since the Minecraft native API is not fully customizable, this paper demonstrated how the CommandExecutor API and HolographicDisplays API were utilized to provide the experience that approximates a working real-time Dashboard. The paper ends with a few suggested ideas for future work in terms of making the game adaptive as enabled by the frequencies and analyses being reported by the Dashboard.
format text
author Casano, Jonathan D.L
Fuentes, Mikael
Paguio, Clark Joshua
author_facet Casano, Jonathan D.L
Fuentes, Mikael
Paguio, Clark Joshua
author_sort Casano, Jonathan D.L
title Directions for the Design of an Adaptive In-Game Re-engagement Dashboard for Teachers Using WHIMC
title_short Directions for the Design of an Adaptive In-Game Re-engagement Dashboard for Teachers Using WHIMC
title_full Directions for the Design of an Adaptive In-Game Re-engagement Dashboard for Teachers Using WHIMC
title_fullStr Directions for the Design of an Adaptive In-Game Re-engagement Dashboard for Teachers Using WHIMC
title_full_unstemmed Directions for the Design of an Adaptive In-Game Re-engagement Dashboard for Teachers Using WHIMC
title_sort directions for the design of an adaptive in-game re-engagement dashboard for teachers using whimc
publisher Archīum Ateneo
publishDate 2023
url https://archium.ateneo.edu/discs-faculty-pubs/376
https://doi.org/10.1007/978-3-031-34735-1_7
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