Cristina Alonso-Fernández

Dr. Cristina Alonso-Fernández


Research Focus & Metrics

Academic Career Length

10Years (2017-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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11 December 2019 in Journal of Computer Assisted Learning
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Journal Article
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CACristina Alonso-Fernández
Cristina Alonso-Fernández
IMIván Martínez‐Ortiz
Iván Martínez‐Ortiz
RCRafael Caballero
Rafael Caballero
MFManuel Freire
Manuel Freire
BFBaltasar Fernández‐Manjón
Baltasar Fernández‐Manjón

1 October 2019 in Computers in Human Behavior
Verified
Journal Article
Closed access
CACristina Alonso-Fernández
Cristina Alonso-Fernández
ACAna R. Cano
Ana R. Cano
ACAntonio Calvo-Morata
Antonio Calvo-Morata
MFManuel Freire
Manuel Freire
IMIván Martínez-Ortiz
Iván Martínez-Ortiz
BFBaltasar Fernández-Manjón
Baltasar Fernández-Manjón

1 May 2021 in Computers & Education
Verified
Journal Article
Closed access
SRSeyedahmad Rahimi
Seyedahmad Rahimi
VSValerie Shute
Valerie Shute
RKRenata Kuba
Renata Kuba
CDChih-Pu Dai
Chih-Pu Dai
XYXiaotong Yang
Xiaotong Yang
CACristina Alonso-Fernández
Cristina Alonso-Fernández

2 November 2018 in IEEE Transactions on Learning Technologies
Verified
Journal Article
Open access
ACAntonio Calvo-Morata
Antonio Calvo-Morata
DRDan Cristian Rotaru
Dan Cristian Rotaru
CACristina Alonso-Fernández
Cristina Alonso-Fernández
MFManuel Freire-Moran
Manuel Freire-Moran
IMIván Martínez-Ortiz
Iván Martínez-Ortiz
BMBaltasar Fernandez Manjon
Baltasar Fernandez Manjon
Bullying is a serious social problem at schools, very prevalent independently of culture and country, and particularly acute for teenagers. With the irruption of always-on communications technology, the problem, now termed cyberbullying, is no longer restricted to school premises and hours. There are many different approaches to address cyberbullying, such as school buddies, educational videos, or involving police in counseling; however, awareness continues to be insufficient. We have developed Conectado, a serious game to be used in the classroom to increase awareness on bullying and cyberbullying in schools. While playing the game, students gain a first-hand immersive experience of the problem and the associated emotions, fostering awareness and empathy with victims. This paper describes Conectado and presents its validation with actual students using game analytics.

16 December 2022 in Journal of Learning Analytics
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Journal Article
Open access
PDF file
CACristina Alonso-Fernández
Cristina Alonso-Fernández
ACAntonio Calvo-Morata
Antonio Calvo-Morata
MFManuel Freire
Manuel Freire
IMIván Martínez-Ortiz
Iván Martínez-Ortiz
BMBaltasar Fernandez Manjon
Baltasar Fernandez Manjon
Game learning analytics (GLA) comprise the collection, analysis, and visualization of player interactions with serious games. The information gathered from these analytics can help us improve serious games and better understand player actions and strategies, as well as improve player assessment. However, the application of analytics is a complex and costly process that is not yet generalized in serious games. Using a standard data format to collect player interactions is essential: the standardization allows us to simplify and systematize every step in developing tools and processes compatible with multiple games. In this paper, we explore a combination of 1) an exploratory visualization tool that analyzes player interactions in the game and provides an overview of their actions, and 2) an assessment approach, based on the collection of interaction data for player assessment. We describe some of the different opportunities offered by analytics in game-based learning, the relevance of systematizing the process by using standards and game-independent analyses and visualizations, and the different techniques (visualizations, data mining models) that can be applied to yield meaningful information to better understand learners’ actions and results in serious games.

27 March 2025 in Computers
Verified
Journal Article
Open access
PDF file
ACAntonio Calvo-Morata
Antonio Calvo-Morata
CACristina Alonso-Fernández
Cristina Alonso-Fernández
JBJulio SANTILARIO BERTHILIER
Julio SANTILARIO BERTHILIER
IMIván Martínez-Ortiz
Iván Martínez-Ortiz
BMBaltasar Fernandez Manjon
Baltasar Fernandez Manjon
Serious games are powerful interactive environments that provide more authentic experiences for learning or training different skills. However, developing effective serious games is complex, and a more systematic approach is needed to create better evidence-based games. Learning analytics—based on the analysis of collected in-game user interactions—can support game development and the players’ learning process, providing assessment information to teachers, students, and other stakeholders. However, empirical studies applying and demonstrating the use of learning analytics in the context of serious games in real environments remain scarce. In this paper, we study the application of learning analytics throughout the whole lifecycle of a serious game, in order to assess the game’s design and players’ learning using a serious game that introduces basic programming concepts through a visual programming language. The game was played by N = 134 high school students in two 50-min sessions. During the game sessions, all player interactions were collected, including the time spent solving levels, their programming solutions, and the number of replays. We analyzed these interaction traces to gain insights that can facilitate teachers’ use of serious games in their lessons and assessments, as well as guide developers in making possible improvements to the game. Among these insights, knowing which tasks students struggle with is critical for both teachers and game developers, and can also reveal game design issues. Among the results obtained through analysis of the interaction data, we found differences between boys and girls when playing. Girls play in a more reflexive way and, in terms of acceptance of the game, a higher percentage of girls had neutral opinions. We also found the most repeated errors, the level each player reached, and how long it took them to reach those levels. These data will help to make further improvements to the game’s design, resulting in a more effective educational tool in the future. The process and results of this study can guide other researchers when applying learning analytics to evaluate and improve the educational design of serious games, as well as supporting teachers—both during and after the game activity—in applying an evidence-based assessment of the players based on the collected learning analytics.