RESEARCH ARTICLE
Potential for Game-based Assessment of Creativity using Biometric and Real-time Data
Suna Ryu1*, Dagun Lee2, Beomjun Han3
1Korea National University of Education
2Seorak High School
3Daejeon Yongsan High School
Correspondence to Suna Ryu, sunaryu@knue.ac.kr
Brain, Digital, & Learning. Volume 14, Number 2, 141–165, June 2024. https://doi.org/10.31216/BDL.20240009
Received on May 20, 2024, Revised on June 24, 2024, Accepted on June 24, 2024, Published on June 30, 2024.
Copyright © 2024. Institute of Brain based Education, Korea National University of Education This is an Open Access article distributed under the terms of the Creative Commons Attribution Non-Commercial License (https://creativecommons.org/licenses/by-nc/4.0/) which permits unrestricted non-commercial use, distribution, and reproduction in any medium, provided the original work is properly cited.
Abstract
This study explores the development of a game-based creativity assessment model using biometric and real-time data. By integrating game learning analytics (GLA) with neuroscience approaches such as functional near-infrared spectroscopy (fNIRS), the goal of this research is to provide a comprehensive, process-oriented approach to creativity. The study emphasizes the importance of social and affective dimensions of creativity, moving beyond traditional cognitive-focused models. By analyzing log data, social network interactions, and biometric feedback, the study highlights how these dimensions influence creative outcomes. The results demonstrate the effectiveness of using GLA to provide personalized and adaptive feedback, fostering a deeper understanding of creative processes and improving educational practices.
Keywords
Game based assessment, log data analysis, neuroscientific approaches, fNIRS, social, affective, creativity