识别游戏系统行为的自动检测器所使用的特征模式

H. Rocha, Evandro de Barros Costa, Patrícia C. A. R. Tedesco, Julios Suruagi Rocha
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引用次数: 0

摘要

在过去的几十年里,一些关于在线教育的研究集中在更好地理解学生游戏的一种特定类型的行为,被称为游戏系统。在这篇文章中,我们遵循这一轨迹,并提出了一种新的研究方法的第一个结果,以分析和比较自动检测器在不同情况下用于系统博弈行为的学生通常分配的现有特征,包括考虑各种标准的问题解决。我们解决了以下主要研究问题:博弈系统行为的自动检测器模型考虑了学生的哪些信息或特征模式?为了回答这个问题,我们在两项研究中遵循了知识发现方法:文献回顾和模式识别。这些研究分五个阶段进行:论文选择、相关作品识别、变量提取、模式创建和标准作品映射。结果表明,文献中报道的检测器使用了8种可变模式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Identifying patterns of features used by automatic detectors of gaming the system behaviors
In the last decades, some research on online education has focused on better understanding a particular type of behavior gamed by students, known as gaming the system. In this article, we follow this track and present the first results of a new research approach to analyze and compare existing features commonly assigned to students used by automatic detectors for the behavior gaming the system in different situations, including problem-solving, considering various criteria. We have addressed the following main research question: What information or feature patterns about the students have been considered by automatic detector models of gaming the system behaviors? To answer this question, we have followed a knowledge discovery methodology in two studies: literature review and pattern identification. These studies were carried out in five concurrent stages: Selection of papers, Identification of the relevant works, Extraction of variables, Creating the patterns, and Mapping of the works in the standards. Results indicate that the detectors reported in the literature use eight variable patterns.
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