An Intelligent Serious Game for Digital Logic Education to Enhance Student Learning

IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES
Ryan Hare;Ying Tang;Sarah Ferguson
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引用次数: 0

Abstract

Contribution: A general-purpose model for integrating an intelligent tutoring system within a serious game for use in higher education. Additionally, this article also offers discussions of proper serious game design informed by in-classroom observations and student responses. Background: Personalized learning in higher education has become a key issue when working to improve student performance. By combining an intelligent tutoring system within a serious game, students can be engaged in their learning through gamified lessons while simultaneously receiving personalized and timely scaffolding to support their learning. Furthermore, related systems have not explored a general-purpose model for this type of system that can apply to any game or domain. Intended Outcomes: The combined intelligent tutoring system and serious game is well-received by students as determined by student surveys. Furthermore, students show better engagement in the given material and better performance on pre-post-intervention content tests. Application Design: The proposed system is a modular, general-purpose approach for integrating an intelligent tutoring system into any serious game for education. Using the machine learning paradigm of reinforcement learning, the system can adapt to student responses to improve future scaffolding. Findings: The results of the in-classroom testing are promising. Students who interacted with the intelligent game showed improved performance on content tests and positive responses on surveys regarding system usability and utility. This article also shows that students who used the intelligent game took less time and attempts to complete game sections, owing to the utility of the personalized support.
用于数字逻辑教育的智能严肃游戏,促进学生学习
贡献:在严肃游戏中集成智能辅导系统的通用模型,可用于高等教育。此外,本文还通过课堂观察和学生反应,讨论了严肃游戏的正确设计。背景:高等教育中的个性化学习已成为提高学生成绩的关键问题。通过将智能辅导系统与严肃游戏相结合,学生可以通过游戏化课程参与学习,同时获得个性化和及时的支架来支持他们的学习。此外,相关系统还没有探索出适用于任何游戏或领域的此类系统的通用模型。预期成果:根据学生调查,智能辅导系统和严肃游戏的组合深受学生欢迎。此外,学生对所给材料的参与度更高,在干预前和干预后的内容测试中表现更好。应用设计:所提出的系统是一种模块化的通用方法,可将智能辅导系统集成到任何严肃教育游戏中。利用强化学习的机器学习范式,该系统可根据学生的反应进行调整,以改进未来的支架。研究结果课堂测试结果令人鼓舞。与智能游戏互动的学生在内容测试中的表现有所改善,并在有关系统可用性和实用性的调查中获得积极回应。本文还显示,由于个性化支持的实用性,使用智能游戏的学生完成游戏部分所需的时间和尝试次数都减少了。
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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来源期刊
IEEE Transactions on Education
IEEE Transactions on Education 工程技术-工程:电子与电气
CiteScore
5.80
自引率
7.70%
发文量
90
审稿时长
1 months
期刊介绍: The IEEE Transactions on Education (ToE) publishes significant and original scholarly contributions to education in electrical and electronics engineering, computer engineering, computer science, and other fields within the scope of interest of IEEE. Contributions must address discovery, integration, and/or application of knowledge in education in these fields. Articles must support contributions and assertions with compelling evidence and provide explicit, transparent descriptions of the processes through which the evidence is collected, analyzed, and interpreted. While characteristics of compelling evidence cannot be described to address every conceivable situation, generally assessment of the work being reported must go beyond student self-report and attitudinal data.
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