学习游戏中的非侵入性评估和适应性干预

M. Kickmeier-Rust, Christina M. Steiner, D. Albert
{"title":"学习游戏中的非侵入性评估和适应性干预","authors":"M. Kickmeier-Rust, Christina M. Steiner, D. Albert","doi":"10.1109/INCOS.2009.30","DOIUrl":null,"url":null,"abstract":"Educational computer games are presently a hot topic in research and development. The idea of utilizing the motivational potential and the rich virtual worlds of today’s computer games is teasing educators as well as technicians. Fully exploiting the educational potential of computer games requires a strong personalization and adaptation to the individual needs and preferences. In the context of games, unfortunately, it is not (easily) possible to apply conventional methods of educational adaptation; methods like curriculum sequencing or adaptive presentation run the risk of seriously compromising the gaming experience and therefore the intrinsic motivation to play (which is considered being the major strength of educational games). In the present paper we present an approach to non-invasively assess knowledge and motivation and to provide the learner with various types of interventions, strongly embedded in the game. The approach is realized and evaluated in the context of the European research project 80Days.","PeriodicalId":145328,"journal":{"name":"2009 International Conference on Intelligent Networking and Collaborative Systems","volume":"68 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"11","resultStr":"{\"title\":\"Non-invasive Assessment and Adaptive Interventions in Learning Games\",\"authors\":\"M. Kickmeier-Rust, Christina M. Steiner, D. Albert\",\"doi\":\"10.1109/INCOS.2009.30\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Educational computer games are presently a hot topic in research and development. The idea of utilizing the motivational potential and the rich virtual worlds of today’s computer games is teasing educators as well as technicians. Fully exploiting the educational potential of computer games requires a strong personalization and adaptation to the individual needs and preferences. In the context of games, unfortunately, it is not (easily) possible to apply conventional methods of educational adaptation; methods like curriculum sequencing or adaptive presentation run the risk of seriously compromising the gaming experience and therefore the intrinsic motivation to play (which is considered being the major strength of educational games). In the present paper we present an approach to non-invasively assess knowledge and motivation and to provide the learner with various types of interventions, strongly embedded in the game. The approach is realized and evaluated in the context of the European research project 80Days.\",\"PeriodicalId\":145328,\"journal\":{\"name\":\"2009 International Conference on Intelligent Networking and Collaborative Systems\",\"volume\":\"68 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2009-11-04\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"11\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2009 International Conference on Intelligent Networking and Collaborative Systems\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/INCOS.2009.30\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2009 International Conference on Intelligent Networking and Collaborative Systems","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/INCOS.2009.30","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 11

摘要

教育类电脑游戏是目前研究和开发的一个热点。利用当今电脑游戏的激励潜能和丰富的虚拟世界的想法,既逗弄了教育工作者,也逗弄了技术人员。充分开发电脑游戏的教育潜力需要强烈的个性化和适应个人的需求和偏好。不幸的是,在游戏环境中,应用传统的教育适应方法是不可能的;课程排序或适应性呈现等方法可能会严重损害游戏体验,从而影响玩家的内在游戏动机(游戏邦注:这是教育类游戏的主要优势)。在本文中,我们提出了一种非侵入性评估知识和动机的方法,并为学习者提供了各种类型的干预措施,这些干预措施强烈嵌入到游戏中。该方法在欧洲研究项目80天的背景下实现和评估。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Non-invasive Assessment and Adaptive Interventions in Learning Games
Educational computer games are presently a hot topic in research and development. The idea of utilizing the motivational potential and the rich virtual worlds of today’s computer games is teasing educators as well as technicians. Fully exploiting the educational potential of computer games requires a strong personalization and adaptation to the individual needs and preferences. In the context of games, unfortunately, it is not (easily) possible to apply conventional methods of educational adaptation; methods like curriculum sequencing or adaptive presentation run the risk of seriously compromising the gaming experience and therefore the intrinsic motivation to play (which is considered being the major strength of educational games). In the present paper we present an approach to non-invasively assess knowledge and motivation and to provide the learner with various types of interventions, strongly embedded in the game. The approach is realized and evaluated in the context of the European research project 80Days.
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