Estimating task difficulty in educational games

M. Szabó, K. Pomázi, Bertalan Radostyán, Luca Szegletes, B. Forstner
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引用次数: 10

Abstract

This paper presents a method for estimating difficulty of game tasks found in educational games. The method uses techniques from the field of socio-cognitive ICT, a branch of cognitive infocommunications. Our aim was to create an adaptive gaming experience for users of educational games. Adjusting the difficulty of game tasks according to the mental state of users is required for this approach. For some game tasks, however, difficulty is not known in advance. Our paper proposes a solution to this problem by presenting a model of an algorithm for game task difficulty estimation based on Bayesian probability theory and existing research on human intelligence. The paper also presents a simulation algorithm which is used to analyze the validity and efficiency of the estimation algorithm. An example of a real-world application of our method-an educational game made for university students of architecture and civil engineering-is also part of the paper.
教育游戏中任务难度的估计
本文提出了一种估算教育游戏中游戏任务难度的方法。该方法使用了社会认知信息通信技术领域的技术,这是认知信息通信的一个分支。我们的目标是为教育类游戏的用户创造一种适应性游戏体验。这种方法需要根据用户的心理状态调整游戏任务的难度。然而,对于某些游戏任务来说,难度是事先不知道的。本文提出了一种基于贝叶斯概率论和现有人类智能研究的游戏任务难度估计算法模型,以此来解决这一问题。文中还给出了一个仿真算法,用来分析估计算法的有效性和效率。我们的方法的一个实际应用的例子——一个为建筑和土木工程专业的大学生制作的教育游戏——也是论文的一部分。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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