Adaptive Support With Working Examples in Serious Games About Programming

IF 4 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Pavlos Toukiloglou, S. Xinogalos
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引用次数: 4

Abstract

Serious games are a growing field in academic research and they are considered an effective tool for education. Game-based learning invokes motivation and engagement in students resulting in effective instructional outcomes. An essential aspect of a serious game is the method of support for presenting the teaching material and providing feedback. A support design that evaluates students’ progress and adapts accordingly, has the potential of producing better learning results. This paper presents an adaptive model based on fuzzy logic that adjusts the support acquisition according to student knowledge level. A serious game for teaching the concepts of sequence and iteration in programming to novice students was built to assess the model. It employs working examples as a support method since previous research indicated that it produced less cognitive load during problem-solving. An empirical study with 102 students has been conducted to evaluate the learning efficiency of the model. The analysis indicates positive results and a potential solution for balancing the amount of assistance in serious games.
关于编程的严肃游戏中的自适应支持和工作示例
严肃游戏是学术研究中一个不断发展的领域,它们被认为是一种有效的教育工具。基于游戏的学习激发学生的积极性和参与度,从而产生有效的教学效果。严肃游戏的一个重要方面是支持呈现教材和提供反馈的方法。一种评估学生进步并相应适应的支持设计,有可能产生更好的学习结果。本文提出了一种基于模糊逻辑的自适应模型,根据学生的知识水平调整支持获取。建立了一个向新手学生教授编程中序列和迭代概念的严肃游戏来评估模型。它采用工作实例作为支持方法,因为之前的研究表明,它在解决问题时产生的认知负荷较小。对102名学生进行了实证研究,以评估该模型的学习效率。该分析表明了积极的结果,并为平衡严肃游戏中的援助量提供了潜在的解决方案。
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来源期刊
Journal of Educational Computing Research
Journal of Educational Computing Research EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
11.90
自引率
6.20%
发文量
69
期刊介绍: The goal of this Journal is to provide an international scholarly publication forum for peer-reviewed interdisciplinary research into the applications, effects, and implications of computer-based education. The Journal features articles useful for practitioners and theorists alike. The terms "education" and "computing" are viewed broadly. “Education” refers to the use of computer-based technologies at all levels of the formal education system, business and industry, home-schooling, lifelong learning, and unintentional learning environments. “Computing” refers to all forms of computer applications and innovations - both hardware and software. For example, this could range from mobile and ubiquitous computing to immersive 3D simulations and games to computing-enhanced virtual learning environments.
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