动态适应教育游戏情节的模糊状态与学习者进步的关系

K. Chrysafiadi, Spyros Papadimitriou, M. Virvou
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引用次数: 2

摘要

教育游戏是一种强大的辅导工具,因为它们可以提高学生的兴趣、动机和参与度。然而,他们应该提供适应学习者的不同需求和特点,以获得更好的教育效果。为此,本文提出了一种能够根据学习者的知识水平和需求动态调整场景的教育冒险游戏。这种适应是基于学习者的知识水平。由于知识层次的建模不是一个简单的过程,而是具有人的主观性的特点,所以我们使用模糊逻辑,它模拟了人的思维方式,是“计算”模糊数据的理想选择。特别地,在提出的博弈中,使用了四个模糊集来描述学习者的知识。定义的模糊集被转化为状态图中的模糊状态,该状态图描述了与学习者进展相关的游戏适应。更具体地说,学习者的知识水平的模糊状态决定了游戏场景是否会动态扩展,或者是否与他/她的进展有关。这样做的好处是,游戏会根据每个学习者的需求动态调整其场景,并在状态图中跟踪他/她在游戏中导航过程中所经过的所有阶段,以及他/她在每次与游戏互动时的学习结果。因此,学习者和教师在通过游戏场景的适应性维持学习者的动机的基础上,获得了关于学习者教育进展的宝贵见解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Fuzzy states for dynamic adaptation of the plot of an educational game in relation to the learner’s progress
Educational games are a powerful tutoring tool since they can increase the students’ interest, motivation, and engagement. However, they should provide adaptivity to the learners’ different needs and characteristics for better educational results. Towards this direction, this paper presents an educational adventure game that adapts its scenario dynamically to the learner’s knowledge level and the needs. The adaptation is based on the learner’s knowledge level. Due to the fact that modelling the knowledge level is not a straightforward process, but it is characterized by human subjectivity, we use fuzzy logic, which simulates the human thinking way and is ideal for “computing” vague data. In particular, in the presented game, four fuzzy sets are used to describe the learner’s knowledge. The defined fuzzy sets are turned to fuzzy states in a state-chart diagram that depicts the adaptation of the game in relation to the learner’s progress. More specifically, fuzzy states of the learner’s knowledge level determine if the game scenario is going to be dynamically expanded or not concerning her/his progress or nonprogress. The gain of this is that the game adapts its scenario dynamically to each learner’s needs and tracks in a state-chart diagram all the stages s/he passed during her/his navigation within the game, and her/his learning results at each interaction with the game. Thus, the learner and teacher receive valuable insight concerning the learner’s educational progress on top of maintaining the learner’s motivation through the adaptivity of the gaming scenario.
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