Cognitive Modeling of Learning Using Big Data From a Science-Based Game Development Environment

Leonard A. Annetta, Richard L. Lamb, Denise M. Bressler, David B. Vallett
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Abstract

The purpose of this study was to identify the underlying cognitive attributes used during the design and development of science-based serious educational games. Study methods rely on a modification of cognitive diagnostics, item response theory, and Bayesian estimation with traditional statistical techniques such as factor analysis and model fit analysis to examine the data and model structure. A computational model of the cognitive processing using an artificial neural network (ANN) allowed for examination of underlying mechanisms of cognition from a server-side data set and a 21st century skills assessment. ANN results indicate that the model correctly predicts successful completion of science-based serious educational game (SEG) design tasks related to 21st century skills 86% of the time and correctly predicts failure to complete SEG design tasks related to 21st century skills 78% of the time. The model also reveals the relative importance of each particular cognitive attribute within the 21st century skills framework.
基于科学的游戏开发环境中使用大数据的学习认知建模
本研究的目的是确定科学严肃教育游戏设计和开发过程中使用的潜在认知属性。研究方法依靠对认知诊断、项目反应理论和贝叶斯估计的修正,结合传统的统计技术,如因子分析和模型拟合分析,来检验数据和模型结构。使用人工神经网络(ANN)的认知处理计算模型允许从服务器端数据集和21世纪技能评估中检查认知的潜在机制。人工神经网络的结果表明,该模型正确预测成功完成与21世纪技能相关的科学严肃教育游戏(SEG)设计任务的概率为86%,正确预测失败完成与21世纪技能相关的SEG设计任务的概率为78%。该模型还揭示了每个特定认知属性在21世纪技能框架中的相对重要性。
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