A polyomino puzzle for arithmetic practice

Jérémy Foxcroft, D. Ashlock
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Abstract

Recent trends in mathematics education emphasize discovery learning over drill. This has proven to be a bad idea in some cases, for the simple reason that practice is required to learn basic arithmetic skills. Drills in arithmetic skills can be made interesting through gamification. This study proposes a family of puzzles that gamify arithmetic practice. The puzzles are designed with an evolutionary algorithm forming an instance of automatic content generation. Two methods of evolutionary puzzle design are presented and discussed. The first method used transformed the problem into an almost trivial optimization. The second algorithm was designed to avoid the flaws of the first and produced a huge variety of puzzles. A hardness measure, based on the difficulty experienced by the evolutionary puzzle generator, is employed. The hardness measure is tested on a large collection of puzzles produced with the evolutionary automatic content generation system. An initial assumption, that all the pieces in the puzzle must be used to achieve a maximum score, was shown to be incorrect in puzzles located via automatic search. Two classes of puzzle are defined: those where the optimal solution uses all pieces and those where the optimal solution fails to use at least one piece. The latter sort of puzzle were found to be far more common in the search space.
用于算术练习的多项式谜题
最近的数学教育趋势强调发现学习而不是练习。在某些情况下,这被证明是一个坏主意,原因很简单,学习基本的算术技能需要练习。通过游戏化可以使算术技能的练习变得有趣。这项研究提出了一系列使算术练习游戏化的谜题。这些谜题是用进化算法设计的,形成了一个自动内容生成的实例。提出并讨论了进化谜题设计的两种方法。使用的第一种方法将问题转化为几乎微不足道的优化。第二个算法的设计是为了避免第一个算法的缺陷,并产生了各种各样的谜题。采用了基于进化解谜生成器所经历的难度的硬度度量。硬度测量是在进化自动内容生成系统产生的大量拼图上进行测试的。最初的假设是,必须使用拼图中的所有碎片才能获得最高分数,但在通过自动搜索定位的拼图中被证明是不正确的。这里定义了两类谜题:最优解决方案使用所有组件的谜题,以及最优解决方案至少没有使用一个组件的谜题。人们发现后一种谜题在搜索领域更为常见。
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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