Combine DGBL with AI system: A Technical Guidance to Reduce Teacher’ s Burden in Digital Game-based Learning

Yue Lei, Liang Guo
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Abstract

Game-based learning has been regarded as a increasing popular method in current teaching process, however, it really burdens teacher as it requires teachers to invest abundant energy and time to design. Aims at reducing teaching burden, this research has proposed a guidance system design based on large language model (LLM) and blockchain technology. In this design, system framework has been divided into 3 layers: user layer, application layer and technical layer. Initially, teachers input their instructional plans, while students signing up their learner profiles. This information is securely recorded on the blockchain for data integrity. The results stemming from data prediction and feature engineering are then incorporated into the LLM , facilitating the visualization of strategies tailored to address specific learning challenges. As the process advances, the information undergoes automated scrutiny to evaluate the learning conditions, ultimately selecting an appropriate DGBL cases with a proven track record in similar scenarios. This aids teachers in crafting personalized learning blueprints, informed by the insights gleaned from the feature engineering analysis and its impact on students' learning experiences. The concluding phase involves tracking and assessment, wherein an automated evaluation of student performance is conducted based on study data and LLM-generated questionnaires. Teachers subsequently review the results and recommendations to enhance the quality of their instructional methodologies, and the learner portrait will also be renewed according to received data. This guidance system still has some disadvantages, such as lacking sequential consistency in the responses generated by the model. In summary, a future direction for this research is to develop specific LLM systems for specific school segments and instructional needs to help teachers implement DGBL
结合DGBL与AI系统:减轻教师数字化游戏学习负担的技术指导
基于游戏的学习在当前的教学过程中被认为是一种越来越受欢迎的方法,但它确实给教师带来了负担,因为它需要教师投入大量的精力和时间来进行设计。为了减轻教学负担,本研究提出了一种基于大语言模型(LLM)和区块链技术的导学系统设计。在本次设计中,将系统框架划分为3层:用户层、应用层和技术层。最初,教师输入他们的教学计划,而学生注册他们的学习者简介。这些信息被安全地记录在区块链上,以保证数据的完整性。来自数据预测和特征工程的结果随后被纳入法学硕士,促进了针对特定学习挑战量身定制的策略的可视化。随着流程的推进,信息经过自动审查以评估学习条件,最终选择在类似场景中具有可靠记录的适当DGBL案例。这有助于教师根据从特征工程分析中收集到的见解及其对学生学习体验的影响,制定个性化的学习蓝图。最后阶段涉及跟踪和评估,其中根据学习数据和法学硕士生成的问卷对学生表现进行自动评估。教师随后审查结果和建议,以提高其教学方法的质量,并根据收到的数据更新学习者画像。该制导系统还存在一些缺点,如模型产生的响应缺乏顺序一致性。综上所述,本研究的未来方向是针对特定的学校细分和教学需求开发特定的LLM系统,以帮助教师实施DGBL
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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