通过严肃游戏帮助有认知障碍的儿童:CLES项目

A. Hussaan, Karim Sehaba, A. Mille
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引用次数: 25

摘要

我们的工作解决了一个严重的游戏,诊断和学习的人有认知障碍的发展。事实上,许多研究表明,年轻人,尤其是孩子,被电脑游戏所吸引。他们经常带着极大的兴趣和注意力玩这些游戏。因此,使用严肃游戏来提供教育的想法对他们中的大多数人来说是有吸引力的。这项工作是在CLES项目的背景下进行的。该项目与许多研究实验室合作,旨在开发一种适应性严肃游戏,以治疗各种认知障碍。在这种情况下,本文介绍了一个系统,该系统生成学习场景,同时考虑到用户的配置文件和他们的学习目标。用户配置文件用于表示用户的认知能力和领域能力。系统还记录用户在与Serious Game交互过程中的活动,并在交互轨迹中表示它们。这些痕迹被用作生成学习场景的知识来源。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Helping children with cognitive disabilities through serious games: project CLES
Our work addresses the development of a Serious Game for the diagnostic and learning of persons with cognitive disabilities. In reality, many studies have shown that young people, especially children, are attracted towards computer games. Often, they play these games with great interest and attention. Thus, the idea of using serious games to provide education is attractive for most of them. This work is situated in the context of Project CLES. This project, in collaboration with many research laboratories, aims at developing an Adaptive Serious Game to treat a variety of cognitive handicaps. In this context, this article presents a system that generates learning scenarios keeping into account the user's profile and their learning objectives. The user's profile is used to represent the cognitive abilities and the domain competences of the user. The system also records the user's activities during his/her interaction with the Serious Game and represents them in interaction traces. These traces are used as knowledge sources in the generation of learning scenarios.
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