Grasshopper的事件系统定义并响应学生代码中值得注意的特性

Yana Malysheva
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引用次数: 1

摘要

Grasshopper是一款Android应用程序,它通过一系列编码谜题来教授用户JavaScript。Grasshopper能够根据用户当前的表现做出两种类型的实时决策:当学生正在解决一个谜题时,选择一个适当的反馈;当学生完成当前的谜题时选择最合适的下一个谜题。对于这两种决策,Grasshopper都依赖于“学生事件”:学生代码中出现的值得注意的事物的定义。这张海报演示说明了学生事件系统,以及它是如何用来做出这些决定的,通过一个假设的学生经历选择和解决一个谜题的过程(“Dash of Random”)的例子。本文还简要说明了如何使用事件来定义可能的用户知识状态空间,以及Dash of Random谜题如何适应该空间。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Grasshopper's event system defining and reacting to noteworthy features of student code
Grasshopper is an Android application which teaches users JavaScript through a series of coding puzzles. Grasshopper is able to make two types of real-time decisions based on the user's current performance: selecting an appropriate piece of feedback when the student is in the middle of solving a puzzle; and selecting the most appropriate next puzzle when the student is done with the current puzzle. For both of these decisions, Grasshopper relies on “student events”: definitions of things that are noteworthy when present in student code. This poster presentation illustrates the student event system, and how it is used to make these decisions, through an example of a hypothetical student going through the process of selecting and solving a single puzzle (“Dash of Random”). It also briefly demonstrates how the events are used to define the space of possible user knowledge states, and how the Dash of Random puzzle fits into that space.
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