Interaction data

Inferences

Data/Activity

Average User

General data

1

Total time spent with the approach

00:51:00

A reasonable time to make feasible apply a game like JASPION in the classroom.

2

Time spent due to technical problems

00:04:48

Approximately 10% of the total time.

3

Time without technical problems (approach time-problems time)

00:46:12

Important data to analyze how much time user was detained directly in game activities.

4

Number of attempts

3

On average, users tried to play even after defeated in the game, insisting on approach.

5

Average time spent on each attempt (time without problems/number of attempts)

00:22:50

Average time user played until losing its chances in the attempt.

Pre-Game

6

Time spent on recognition and introduction to the game

00:02:40

Parameter setting that can be used for the preparation of DSG introduction tutorials.

7

Time answering the initial questionnaire (gameplay profile)

00:12:30

Indicator that an adjustment is needed in this questionnaire (make it shorter).

Game

8

Number of phases played

10

Corresponding to more than 50% of the game for users that started on EL 1 (the majority), meaning that students played on average at least half of the game.

9

Number of completed phases

9

On average users dropped out with an unfinished phase, that is, stopped the approach by being defeated by the villain.

10

Total time spent on phases

00:31:03

Time a user already registered and familiar to the environment spent on its game.

11

Average time spent on each phase (number of phases played/time)

00:03:20

Average time users took to solve a phase.

12

Total number of errors

6

Average errors that a user consider before giving up the game.

Supporting materials visualization

13

Number of GSM accessed

6

Number of materials that a user accesses to be situated in the game.

14

Total time viewing GSM

00:02:30

Less overall time than spent with PSM

15

Average time viewing each GSM (number/time)

00:00:26

Time users tend to get arrested on viewing a GSM (less than PSM ones).

16

Number of PSM accessed

9

Number of didactic materials a user consults to meet the challenges.

17

Total time viewing PSM

00:04:48

Considerably more than GSM’s viewing time, but there was also a lot more PSM than GSM items in the game.

18

Average time viewing each PSM (number/time)

00:00:30

Time user tends to get arrested on viewing each PSM.