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. |