# Online and In-Class Evaluation of a Music Theory E-Learning Platform
## 5 Analysis of the Gathered Data
### Evaluation
Games were played more frequently at the beginning of the week. The analysis of the students' engagement on the platform showed interesting results. Initially, we were interested in the distribution of students per games played. We initially  
Figure 8: Average number of games played, per week. Figure 7: Average time spent per exercise, per week. assumed one group of students engaged only with the homework while the other group, challenged by the platform, engaged beyond the scope of the exercises provided by the teacher. Figure 9 shows that about 40 users solved only the exercises that were part of the homework. These are visible on the left side of the figure and have played up to about six games. A more encouraging result is the number of students on the right side of the Figure, as almost half of the students played additional exercises. These students played 10 or more games on the platform. We attribute this result to their engagement with the platform. Two students also solved over 100 games on the platform. Based on the average time spent per exercise (4 min), we can conclude that the students spent about 6 h on the platform. We also conclude that more than half of the students started using the platform independently. Both results are encouraging in terms of the students' long-term motivation. The platform also recorded user interaction data during gameplay, allowing us to analyze the students' progress. We recorded the number of times the student added or erased notes within an exercise. We expected the number of additions and deletions to decrease on a week-after-week basis and remain steady as students would grow accustomed to the interface and the difficulty levels. We also recorded the number of times the students tried to submit an answer and had to correct it and the number of times they replayed the recorded playback. Weekly averages are shown in Figure 10.  
Figure 10a shows the average number of event additions per exercise. The students wrote between 8 and 14 note events per exercise. The values are lower at the beginning and start to rise with the third week when most students had already unlocked level 1.2. During week 3, most newly registered students became accustomed to the platform, followed by fewer additions on average during week 4. Between weeks 4 and 8, the value did not change significantly. In week 9, a significant jump in value occurred when all difficulty levels were unlocked on the platform. The students started to discover more difficult tasks in the following weeks, as the number of additions first dropped and then gradually increased. The weekly average number of deletions (Figure 10b) reflects a similar movement as the number of additions. We assumed that both values would correlate, as the students who added a greater number of notes also performed more deletions while completing the exercise and achieving the correct answer. Again, we see a period of platform adoption in the first four weeks. The adoption period is followed by a slight drop in the average. The students also differed from the trial-and-error approach to exercise solving as more corrections and deletions yielded fewer points. Therefore, they started preferring to listen  
Figure 9: Number of users per number of games played during the entire timespan. to the playback more carefully and more times. As the assignments have become more difficult in recent weeks, the number of deleted (incorrect) notes has also increased. The average number of replays (Figure 10c) shows the weekly average of the number of playback replays per exercise. While the value correlated with the task difficulty, it also increased over time due to the penalization of retry attempts. After the induction period, the weekly average declined again by week 8, with the average number of replays at around 2.5. Later, the number of replays increased. The average number of solving attempts shows how many times students attempted to complete an exercise. The platform allowed a maximum of 12 attempts.