4.7 Article

Churn prediction in digital game-based learning using data mining techniques: Logistic regression, decision tree, and random forest

Journal

APPLIED SOFT COMPUTING
Volume 118, Issue -, Pages -

Publisher

ELSEVIER
DOI: 10.1016/j.asoc.2022.108491

Keywords

Churn determination; Churn prediction; Machine learning; Digital game-based learning; Educational Technology

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Educational Technology (EdTech) is an industry that combines education and technological advancements. Digital game-based learning (DGBL) is a specific category within EdTech. This study proposes an approach for defining and predicting churn in DGBL by analyzing a dataset from a Japanese company. The results indicate the effectiveness of the approach in determining and predicting churn in DGBL.
Educational Technology (EdTech) is an industry that integrates education and technology advances. Digital game-based learning (DGBL) is one of the narrowed-down categories of EdTech. One of the common issues in the EdTech market is the higher churn rate. However, because the DGBL market is still in the early stage, few studies related to marketing perspectives exist. Besides, the approach in education or online gaming industries can be only partially applicable to DGBL. A popular approach for addressing a higher churn rate is churn prediction. By using a dataset from a Japanese company providing DGBL services, this work proposes an approach for the combination of defining churn and churn prediction for DGBL. This work has three objectives. First, determining churn in DGBL by comparing the recency and the addition of average and two standard deviations of user inactive time. Second, clarifying the churn rate of the Japanese service, which became evident as 56.77% by using the newly created churn definition. Third, developing a churn prediction model by comparing logistic regression (LR), decision tree, and random forest models. Feature selection, dataset split ratio comparison, and hyperparameter tuning were conducted to achieve better predictions. Based on the results, LR scored the highest AUC of 0.9225 and an F1-score of 0.9194. These results are on the higher side comparing with the past churn prediction studies in online gaming and education industries. As a consequence, the results indicate the effectiveness of the proposed approach for churn determination and prediction in DGBL. (c) 2022 Elsevier B.V. All rights reserved.

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