在严肃游戏中个性化教育和娱乐方面的模式

P. Valentin, L. Capus
{"title":"在严肃游戏中个性化教育和娱乐方面的模式","authors":"P. Valentin, L. Capus","doi":"10.21125/EDULEARN.2019.1025","DOIUrl":null,"url":null,"abstract":"Game-based learning like serious games is growing more and more, but to be effective, these games have to be personalised according to the learning progress while keeping their playful aspect. Learning analytics techniques are usually used to collect data about a significant portion of learner activities and analyse learning progress. However, the current works on learning analytics do not include playful aspects. In another side, video games analytics techniques are restricted to entertainment to keep the player connected to the game as long as possible. So, the paper aims to propose to personalise the content to be learned in an educational and playful manner for playerslearners within a same model. Three software agents compose this model, they interact with the learner through the game interface and use several data structures. The most important data is of course domain data, for instance a set of exercises that could be used by the game and the learning paths. Learner data concerns all the activities that are relevant to analyse performance, like success/failure, response time, etc., as well as psychological profile of player. Some pedagogical rules are also stored to validate learning progression, specially success conditions and importance level of a given content. The first step of the personalisation consists of selecting the better game mechanics to be used for each learner, such as social function or scores table. These game mechanics can be used within any game phase. They are added to the game or else the game evolves whilst respecting player preferences. Messages will need to be predefined to interact according to these mechanics. This is the task of the telemetry agent, it also collects learner activities to analyse their performance. The personalisation agent evaluates the better content to be proposed to learner according the results obtained by the telemetry agent. Finally, the visualisation agent offers a help to all the users – learner, teacher, or parent – of the serious game, it can show the impact of the performed work with a graph and makes predictions on the remaining work. The model was validated by creating a prototype that verified its functionality on a breakout game to learn French grammar rules. Thus, with this model, the game can offer the most relevant content for learner, show their progress and interact according to the game mechanics that best suits each learner. Although playful personalisation is limited, the model is flexible enough to adapt to any form of educational content and any field of study. Tests involving learners will be made more later and would allow a more advanced validation.","PeriodicalId":414865,"journal":{"name":"EDULEARN19 Proceedings","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"A MODEL TO PERSONALIZE EDUCATIONAL AND PLAYFUL ASPECTS IN SERIOUS GAMES\",\"authors\":\"P. Valentin, L. Capus\",\"doi\":\"10.21125/EDULEARN.2019.1025\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Game-based learning like serious games is growing more and more, but to be effective, these games have to be personalised according to the learning progress while keeping their playful aspect. Learning analytics techniques are usually used to collect data about a significant portion of learner activities and analyse learning progress. However, the current works on learning analytics do not include playful aspects. In another side, video games analytics techniques are restricted to entertainment to keep the player connected to the game as long as possible. So, the paper aims to propose to personalise the content to be learned in an educational and playful manner for playerslearners within a same model. Three software agents compose this model, they interact with the learner through the game interface and use several data structures. The most important data is of course domain data, for instance a set of exercises that could be used by the game and the learning paths. Learner data concerns all the activities that are relevant to analyse performance, like success/failure, response time, etc., as well as psychological profile of player. Some pedagogical rules are also stored to validate learning progression, specially success conditions and importance level of a given content. The first step of the personalisation consists of selecting the better game mechanics to be used for each learner, such as social function or scores table. These game mechanics can be used within any game phase. They are added to the game or else the game evolves whilst respecting player preferences. Messages will need to be predefined to interact according to these mechanics. This is the task of the telemetry agent, it also collects learner activities to analyse their performance. The personalisation agent evaluates the better content to be proposed to learner according the results obtained by the telemetry agent. Finally, the visualisation agent offers a help to all the users – learner, teacher, or parent – of the serious game, it can show the impact of the performed work with a graph and makes predictions on the remaining work. The model was validated by creating a prototype that verified its functionality on a breakout game to learn French grammar rules. Thus, with this model, the game can offer the most relevant content for learner, show their progress and interact according to the game mechanics that best suits each learner. Although playful personalisation is limited, the model is flexible enough to adapt to any form of educational content and any field of study. Tests involving learners will be made more later and would allow a more advanced validation.\",\"PeriodicalId\":414865,\"journal\":{\"name\":\"EDULEARN19 Proceedings\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-07-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"EDULEARN19 Proceedings\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.21125/EDULEARN.2019.1025\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"EDULEARN19 Proceedings","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.21125/EDULEARN.2019.1025","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

像严肃游戏这样的基于游戏的学习越来越多,但为了有效,这些游戏必须根据学习进度进行个性化设置,同时保持其趣味性。学习分析技术通常用于收集有关学习者活动的重要部分的数据并分析学习进度。然而,目前关于学习分析的工作并不包括有趣的方面。另一方面,电子游戏分析技术被限制在娱乐领域,以尽可能长时间地保持玩家与游戏的联系。因此,本文旨在提出在同一模型中以教育和有趣的方式为玩家和学习者个性化学习内容。该模型由三个软件代理组成,它们通过游戏界面与学习者交互,并使用多种数据结构。最重要的数据当然是领域数据,例如一组可以被游戏使用的练习和学习路径。学习者数据涉及所有与分析表现相关的活动,如成功/失败,反应时间等,以及玩家的心理特征。还存储了一些教学规则,以验证学习进度,特别是成功条件和给定内容的重要性水平。个性化的第一步是为每个学习者选择更好的游戏机制,如社交功能或分数表。这些游戏机制可以用于任何游戏阶段。它们被添加到游戏中,或者游戏在尊重玩家偏好的情况下进化。需要预先定义消息,以便根据这些机制进行交互。这是遥测代理的任务,它还收集学习者的活动来分析他们的表现。个性化代理根据遥测代理获得的结果评估向学习者提出的更好的内容。最后,可视化代理为严肃游戏的所有用户(学习者、教师或家长)提供了帮助,它可以用图形显示已执行工作的影响,并对剩余工作进行预测。通过创建一个原型来验证该模型的有效性,该原型在一款学习法语语法规则的突破性游戏中验证了其功能。因此,在这种模式下,游戏可以为学习者提供最相关的内容,显示他们的进度,并根据最适合每个学习者的游戏机制进行互动。尽管有趣的个性化是有限的,但这种模式足够灵活,可以适应任何形式的教育内容和任何研究领域。涉及学习者的测试将在更晚的时候进行,并允许更高级的验证。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A MODEL TO PERSONALIZE EDUCATIONAL AND PLAYFUL ASPECTS IN SERIOUS GAMES
Game-based learning like serious games is growing more and more, but to be effective, these games have to be personalised according to the learning progress while keeping their playful aspect. Learning analytics techniques are usually used to collect data about a significant portion of learner activities and analyse learning progress. However, the current works on learning analytics do not include playful aspects. In another side, video games analytics techniques are restricted to entertainment to keep the player connected to the game as long as possible. So, the paper aims to propose to personalise the content to be learned in an educational and playful manner for playerslearners within a same model. Three software agents compose this model, they interact with the learner through the game interface and use several data structures. The most important data is of course domain data, for instance a set of exercises that could be used by the game and the learning paths. Learner data concerns all the activities that are relevant to analyse performance, like success/failure, response time, etc., as well as psychological profile of player. Some pedagogical rules are also stored to validate learning progression, specially success conditions and importance level of a given content. The first step of the personalisation consists of selecting the better game mechanics to be used for each learner, such as social function or scores table. These game mechanics can be used within any game phase. They are added to the game or else the game evolves whilst respecting player preferences. Messages will need to be predefined to interact according to these mechanics. This is the task of the telemetry agent, it also collects learner activities to analyse their performance. The personalisation agent evaluates the better content to be proposed to learner according the results obtained by the telemetry agent. Finally, the visualisation agent offers a help to all the users – learner, teacher, or parent – of the serious game, it can show the impact of the performed work with a graph and makes predictions on the remaining work. The model was validated by creating a prototype that verified its functionality on a breakout game to learn French grammar rules. Thus, with this model, the game can offer the most relevant content for learner, show their progress and interact according to the game mechanics that best suits each learner. Although playful personalisation is limited, the model is flexible enough to adapt to any form of educational content and any field of study. Tests involving learners will be made more later and would allow a more advanced validation.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信