Comparing Bayesian Statistics and Frequentist Statistics in Serious Games Research

Author:

Westera Wim

Abstract

This article presents three empirical studies on the effectiveness of serious games for learning and motivation, while it compares the results arising from Frequentist (classical) Statistics with those from Bayesian Statistics. For a long time it has been technically impracticable to apply Bayesian Statistics and benefit from its conceptual superiority, but the emergence of automated sampling algorithms and user-friendly tools has radically simplified its usage. The three studies include two within-subjects designs and one between-subjects design. Unpaired t-tests, mixed factorial ANOVAs and multiple linear regression are used for the analyses. Overall, the games are found to have clear positive effects on learning and motivation, be it that the results from Bayesian Statistics are more strict and more informative, and possess several conceptual advantages. Accordingly, the paper calls for more emphasis on Bayesian Statistics in serious games research and beyond, as to reduce the present domination by the Frequentist Paradigm.

Publisher

Serious Games Society

Subject

Applied Mathematics,Artificial Intelligence,Computer Graphics and Computer-Aided Design,Human-Computer Interaction,Education,Software

Cited by 5 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Using Visual Programming Games to Study Novice Programmers;International Journal of Serious Games;2023-06-07

2. Enfoques Frecuentista y Bayesiano en el Estudio del Plagio Académico. Una Propuesta Innovadora en Investigación Educativa;REICE. Revista Iberoamericana sobre Calidad, Eficacia y Cambio en Educación;2022-12-21

3. Application of Competitive Activities to Improve Students’ Participation;IEEE Transactions on Learning Technologies;2022-02-01

4. A tale of two classes: Tourism students’ cognitive loads and learning outcomes in face-to-face and online classes;Journal of Hospitality, Leisure, Sport & Tourism Education;2021-11

5. Editorial Vol. 8, Issue 1;International Journal of Serious Games;2021-03-09

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