基于学习分析模型的计算机编程学习休闲严肃游戏动态难度调整

Adilson Vahldick, A. J. Mendes, M. Marcelino
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引用次数: 8

摘要

教师使用游戏作为辅助工具,让学生参与学习任务。由于他们经常记录学生在学习过程中的表现,因此讨论如何使用这些信息来评估学习并改善学习体验是有趣和有用的。例如,教师可以使用这些信息在课堂上给予个性化的关注,游戏可以使用它来提供“合适”难度的挑战。在计算机编程学习中,游戏可以提供另一种方式来介绍概念,主要是实践它们。本文提出了一个模型来识别学生在编程任务中的表现。该模型通过在一个休闲计算机编程严肃游戏中的实现进行了验证。我们将说明这款游戏如何使用这种模式来个性化其挑战。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Dynamic Difficulty Adjustment through a Learning Analytics Model in a Casual Serious Game for Computer Programming Learning
Teachers have used games as a support tool to engage students in learning tasks. As they often record student’s performance as learning progresses, it is interesting and useful to discuss how that information can be used to assess learning and to improve the learning experience. For instance, teachers can use that information to give personalized attention in classes and the game can use it to provide challenges of the “right” difficulty. In computer programming learning, games can provide an alternative way to introduce concepts and, mainly, to practice them. This paper proposes a model to identify the students’ progress considering their performance in programming tasks. The model is demonstrated by an implementation in a casual computer programming serious game. We illustrate how this game could use this model to personalize its challenges.
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