Classification of public elementary students' game play patterns in a digital game-based learning system with pedagogical agent

Prometheus Peter L. Lazo, Chris Lionel Q. Anareta, Jule Brianne T. Duremdes, Ellenita R. Red
{"title":"Classification of public elementary students' game play patterns in a digital game-based learning system with pedagogical agent","authors":"Prometheus Peter L. Lazo, Chris Lionel Q. Anareta, Jule Brianne T. Duremdes, Ellenita R. Red","doi":"10.1145/3178158.3178160","DOIUrl":null,"url":null,"abstract":"This study investigates gameplay attributes that were used to classify student performance in a digital game-based learning system to determine if it will contribute to achieving learning gain. The study was conducted in selected public elementary schools which comprised of 10% of all grade four students in each school visited. Word Infection Version 4, a local-area-network digital game-based learning (DGBL) system with a pedagogical agent, and a pretest and posttest module which served as the tool to collect gameplay logs of students were developed. Also, a dashboard tool was developed to manage, facilitate and administer the game in a distributed network. Usability test results showed strong agreement on its usability, aesthetics and usefulness. Log attributes, gameplay patterns, and performance of elementary students' vocabulary learning were recorded then described using K-means algorithm to determine the different clusters of students' gameplay patterns and performance while using the system. Four clusters were produced to represent the different gameplay styles of the students: gaming, proficient, productive and idle. A model that classified game play patterns of student's performance using Naïve Bayes and J48 algorithms was produced. The accuracy and kappa statistic of the produced models were determined. Higher ratings in accuracy and kappa statistic were yielded by the decision tree algorithm; 52.34% and 0.216 respectively in comparison 42.88% and 0.062 respectively from Naïve Bayes.","PeriodicalId":213847,"journal":{"name":"Proceedings of the 6th International Conference on Information and Education Technology","volume":"498 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-01-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 6th International Conference on Information and Education Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3178158.3178160","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2

Abstract

This study investigates gameplay attributes that were used to classify student performance in a digital game-based learning system to determine if it will contribute to achieving learning gain. The study was conducted in selected public elementary schools which comprised of 10% of all grade four students in each school visited. Word Infection Version 4, a local-area-network digital game-based learning (DGBL) system with a pedagogical agent, and a pretest and posttest module which served as the tool to collect gameplay logs of students were developed. Also, a dashboard tool was developed to manage, facilitate and administer the game in a distributed network. Usability test results showed strong agreement on its usability, aesthetics and usefulness. Log attributes, gameplay patterns, and performance of elementary students' vocabulary learning were recorded then described using K-means algorithm to determine the different clusters of students' gameplay patterns and performance while using the system. Four clusters were produced to represent the different gameplay styles of the students: gaming, proficient, productive and idle. A model that classified game play patterns of student's performance using Naïve Bayes and J48 algorithms was produced. The accuracy and kappa statistic of the produced models were determined. Higher ratings in accuracy and kappa statistic were yielded by the decision tree algorithm; 52.34% and 0.216 respectively in comparison 42.88% and 0.062 respectively from Naïve Bayes.
基于教学主体的数字游戏学习系统中小学生游戏模式的分类
本研究调查了在基于数字游戏的学习系统中用于分类学生表现的游戏属性,以确定它是否有助于实现学习收益。本研究是在选定的公立小学进行的,每个学校的四年级学生占10%。开发了一个带有教学代理的局域网络数字游戏学习(DGBL)系统,以及作为收集学生游戏日志工具的前测和后测模块。此外,还开发了一个仪表盘工具来管理、促进和管理分布式网络中的游戏。可用性测试结果表明,它的可用性、美观性和有用性都是非常一致的。记录小学生词汇学习的日志属性、游戏模式和表现,然后使用K-means算法进行描述,以确定学生在使用该系统时的游戏模式和表现的不同集群。研究人员制作了四个组来代表学生的不同游戏风格:游戏、精通、高效和无所事事。使用Naïve贝叶斯和J48算法对学生表现的游戏模式进行分类的模型。对模型的精度和kappa统计量进行了测定。决策树算法具有较高的准确率和kappa统计量;分别为52.34%、0.216和42.88%、0.062 Naïve。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信