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RODIN. Repositorio de Objetos de Docencia e Investigación de la Universidad de Cádiz
oai:rodin.uca.es:10498/26211
Dataset.

DATASETS USED TO ILLUSTRATE THE PPVD MASHUP PROTOCOL EXECUTION

  • Rodríguez García, María Mercedes
  • Balderas Alberico, Antonio
  • Dodero Beardo, Juan Manuel
Datasets used for the empirical evaluation of the privacy-preserving data mashup protocol. Three data sets can be found: Vertical partition of educational provider A (Input_DataPartition_A.csv) Vertical partition of educational provider B (Input_DataPartition_B.csv) Integrated and k-anonymized output dataset by the privacy-preserving data mashup protocol (Output_AnoymizedIntegratedDataset.csv)

DOI: http://hdl.handle.net/10498/26211
RODIN. Repositorio de Objetos de Docencia e Investigación de la Universidad de Cádiz
oai:rodin.uca.es:10498/26211
HANDLE: http://hdl.handle.net/10498/26211
RODIN. Repositorio de Objetos de Docencia e Investigación de la Universidad de Cádiz
oai:rodin.uca.es:10498/26211
PMID: http://hdl.handle.net/10498/26211
RODIN. Repositorio de Objetos de Docencia e Investigación de la Universidad de Cádiz
oai:rodin.uca.es:10498/26211
Ver en: http://hdl.handle.net/10498/26211
RODIN. Repositorio de Objetos de Docencia e Investigación de la Universidad de Cádiz
oai:rodin.uca.es:10498/26211

RODIN. Repositorio de Objetos de Docencia e Investigación de la Universidad de Cádiz
oai:rodin.uca.es:10498/26212
Dataset.

DATA OBTAINED IN 10 LEAGUES OF GADES SIEGE WITH 2 COHORTS OF STUDENTS

  • Palomo Duarte, Manuel
  • García Domínguez, Antonio
  • Balderas Alberico, Antonio
Source code is available here: http://drpantera.github.io/gsiege, Data obtained in 10 leagues (different random seeds) of Gades Siege with 2 cohorts of students It suppors the results reported in the paper "Assessment in Software Development for Competitive Environments: an AI strategy development case study"

Proyecto: //
DOI: http://hdl.handle.net/10498/26212
RODIN. Repositorio de Objetos de Docencia e Investigación de la Universidad de Cádiz
oai:rodin.uca.es:10498/26212
HANDLE: http://hdl.handle.net/10498/26212
RODIN. Repositorio de Objetos de Docencia e Investigación de la Universidad de Cádiz
oai:rodin.uca.es:10498/26212
PMID: http://hdl.handle.net/10498/26212
RODIN. Repositorio de Objetos de Docencia e Investigación de la Universidad de Cádiz
oai:rodin.uca.es:10498/26212
Ver en: http://hdl.handle.net/10498/26212
RODIN. Repositorio de Objetos de Docencia e Investigación de la Universidad de Cádiz
oai:rodin.uca.es:10498/26212

RODIN. Repositorio de Objetos de Docencia e Investigación de la Universidad de Cádiz
oai:rodin.uca.es:10498/26189
Dataset.

SKILL ASSESSMENT IN LEARNING EXPERIENCES BASED ON SERIOUS GAMES: A SYSTEMATIC MAPPING STUDY

  • Caballero Hernández, Juan Antonio
  • Palomo Duarte, Manuel
  • Dodero Beardo, Juan Manuel
Serious games are games with an educational purpose. In these games, players develop their skills by facing a number of challenges, and students are assessed according to their game playing behaviour. Assessment of serious game-based learning experiences has to take into account diverse features as game genre, pedagogical aim or game context. This paper analyses how skills are usually assessed in learning experiences based on serious games. To reach this objective, a systematic mapping study of more than 400 papers is undertaken. Papers were identified and classified according to a framework based on four categories: assessment aim, implementation, integration and primary assessment type. The reviewed literature mainly deals with contributions on methods and approaches for serious games. Results have revealed that most assessment methods are applied for a formative purpose more than for a certification purpose. Most frequent implementations such as game scoring and integrations like monitoring states were also uncovered. The main primary type of assessment detected was in-process. In addition, several limitations were found in the assessment methods: regarding the aim of assessment, certification of previous or attained skills was usually implemented out of the game; the scope of some implementations was limited because results were predefined earlier; and most of methods analysed present scalability issues because they rely on manual assessments. Such findings are analysed and discussed to clarify the state of the art and provide recommendations for further work in the area of serious games-based learning

Proyecto: //
DOI: http://hdl.handle.net/10498/26189
RODIN. Repositorio de Objetos de Docencia e Investigación de la Universidad de Cádiz
oai:rodin.uca.es:10498/26189
HANDLE: http://hdl.handle.net/10498/26189
RODIN. Repositorio de Objetos de Docencia e Investigación de la Universidad de Cádiz
oai:rodin.uca.es:10498/26189
PMID: http://hdl.handle.net/10498/26189
RODIN. Repositorio de Objetos de Docencia e Investigación de la Universidad de Cádiz
oai:rodin.uca.es:10498/26189
Ver en: http://hdl.handle.net/10498/26189
RODIN. Repositorio de Objetos de Docencia e Investigación de la Universidad de Cádiz
oai:rodin.uca.es:10498/26189

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