Towards an Intelligent Model for Evaluating Serious Games

Q1 Social Sciences
Kamal Omari
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引用次数: 0

Abstract

Serious games are effective educational tools used in higher education to provide practical learning opportunities to students. However, few research works have focused on evaluating serious games as a project for developing a tool dedicated to use in a formative context. This document proposes an intelligent evaluation model that not only allows for the evaluation of serious games but also facilitates their integration into teaching practice. The model is designed around four dimensions, and their measurement criteria are well defined. Fuzzy decision-making methods were used to weight the criteria, and supervised machine-learning algorithms were considered to minimize the evaluator’s bias. The proposed model provides a more objective and consistent solution for evaluating serious games, reducing the impact of evaluators’ biases and subjective preferences on the weightings of the different evaluation dimensions. The multi-output support vector regression (M-SVR) model can be used flexibly and adapted to different contexts and applications, offering a more effective and reliable solution for evaluating serious games.
关于评估严肃游戏的智能模型
严肃游戏是高等教育中为学生提供实用学习机会的有效教育工具。然而,很少有研究工作将重点放在评估严肃游戏上,将其作为开发一种专门用于形成性环境的工具的项目。本文件提出了一种智能评估模型,该模型不仅可以评估严肃游戏,而且有助于将其融入教学实践。该模型是围绕四个维度设计的,并且它们的测量标准得到了很好的定义。使用模糊决策方法对标准进行加权,并考虑监督机器学习算法来最小化评估者的偏差。所提出的模型为评估严肃游戏提供了一个更客观、更一致的解决方案,减少了评估者的偏见和主观偏好对不同评估维度权重的影响。多输出支持向量回归(M-SVR)模型可以灵活使用,并适应不同的上下文和应用,为评估严肃游戏提供了更有效、更可靠的解决方案。
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来源期刊
自引率
0.00%
发文量
352
审稿时长
12 weeks
期刊介绍: This interdisciplinary journal focuses on the exchange of relevant trends and research results and presents practical experiences gained while developing and testing elements of technology enhanced learning. It bridges the gap between pure academic research journals and more practical publications. So it covers the full range from research, application development to experience reports and product descriptions. Fields of interest include, but are not limited to: -Software / Distributed Systems -Knowledge Management -Semantic Web -MashUp Technologies -Platforms and Content Authoring -New Learning Models and Applications -Pedagogical and Psychological Issues -Trust / Security -Internet Applications -Networked Tools -Mobile / wireless -Electronics -Visualisation -Bio- / Neuroinformatics -Language /Speech -Collaboration Tools / Collaborative Networks
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