Educational Story-Based Game for Capturing the Learner's Personality

Athanasios Tsionas, Maya Satratzemi
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Abstract

In recent years with the help of digital games there is an increasing interest in creating Serious Games for learning through play. With the help of machine learning algorithms, an educational serious game can be used, not only to assist the learner in his/her studies, but also to extract insights about the learner's personality. In game-based learning we take into account that the student behaves differently according to his/her individual characteristics while learning by playing. The most used method to model the learner’s personality is the self-report using questionnaires. The drawback of this approach is that the learner may not assess himself correctly or his/her answers’ may be biased towards the more socially acceptable responses rather than being truthful. In this paper, we explore the idea of having an alternative method of learning a person’s personality model and thus to better create interactive and engaging methods to assist learners in their studies. A story-based game with gamified learning elements was created for helping the learners study and evaluate their knowledge in the programming language C. The students learn by evaluating code snippets and depending on their response the game would give constructive feedback. At the same time students’ in-game behavior is captured and thus their personality traits could be determined. For modeling the learner’s personality we used the Five-Factor Model (OCEAN), a taxonomy of five personality traits (Openness, Conscientiousness, Extraversion, Agreeableness, and Neuroticism), each of which combines many personality characteristics. To evaluate the efficiency of the proposed serious game, we gathered data from 107 first year Computer Science students from the University of Macedonia. The students played the game and filled in the Big Five Inventory (BFI) questionnaire to capture their OCEAN traits. The BFI questionnaire was used as a ground truth. After the data gathering, we used machine learning techniques and also classification algorithms to create our model. The goodness of the model was assessed using different metrics and the results showed that it is effective to model both the extraversion and openness personality dimensions using serious games instead of questionnaires.
捕捉学习者个性的基于故事的教育游戏
近年来,在数字游戏的帮助下,越来越多的人热衷于创造通过游戏来学习的严肃游戏。在机器学习算法的帮助下,可以使用教育严肃游戏,不仅可以帮助学习者学习,还可以提取关于学习者个性的见解。在基于游戏的学习中,我们考虑到学生在游戏中学习时根据他/她的个人特征表现不同。对学习者个性进行建模最常用的方法是使用问卷的自我报告。这种方法的缺点是学习者可能不能正确地评估自己,或者他/她的答案可能偏向于更容易被社会接受的回答,而不是真实的。在本文中,我们探索了一种学习人格模型的替代方法,从而更好地创造互动和吸引人的方法来帮助学习者学习。这是一款带有游戏化学习元素的基于故事的游戏,旨在帮助学习者学习和评估他们在编程语言c中的知识。学生通过评估代码片段来学习,根据他们的反应,游戏将提供建设性的反馈。同时,学生在游戏中的行为也会被捕捉到,从而可以确定他们的个性特征。为了对学习者的性格进行建模,我们使用了五因素模型(OCEAN),这是一种五种性格特征(开放性、严谨性、外向性、宜人性和神经质)的分类,每一种性格特征都结合了许多性格特征。为了评估所提议的严肃游戏的效率,我们收集了来自马其顿大学计算机科学专业一年级107名学生的数据。学生们玩了游戏,并填写了大五量表(BFI)问卷,以捕捉他们的海洋特征。BFI问卷被用作基础事实。在数据收集之后,我们使用机器学习技术和分类算法来创建我们的模型。采用不同的指标对模型的有效性进行了评估,结果表明,用严肃游戏代替问卷对外向性和开放性人格维度进行建模是有效的。
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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