基于状态转换图和规则库的教育游戏映射与模拟

Sandrerley Ramos Pires, Tobias Gonçalves Pires, Dulcinéia Gonçalves Ferreira Pires
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引用次数: 0

摘要

当教育者在规划课程时,最具挑战性的任务之一是唤醒学生对课程内容的兴趣。使用教育游戏可以帮助教师达到这一目标。然而,这种策略需要很高的投资。本文提出了一个正式的模型和知识库(KB),可以映射教育游戏的所有必要细节,允许在计算环境中进行模拟。此外,这项工作还展示了一个能够解释正式模型并通过使用推理引擎来理解知识库的软件。有了这些资源,软件模拟了一个教育游戏,在互联网上提供给学生。游戏创建的第一步是从制作正式模型和知识库开始的。本文使用状态转换图(STD),它可以映射特定游戏中的所有可能路径。该模型描绘了几款受测教育游戏的动态。除了STD之外,我们还使用了一个KB来存储游戏控制中使用的规则。绘制完游戏后,教师必须将模型提交给构建好的程序。该程序读取模型并在计算环境中模拟映射的游戏。它有一个推理引擎,可以根据游戏的不同状态来控制游戏的流程。开始阶段相当于STD的初始状态,用户只有满足游戏规则才能进入下一阶段。STD的最终状态相当于游戏的最终阶段。为了证明该方法的可行性,我们开发了一些教育游戏并将其应用于实际课堂。游戏创作是一项艰巨的任务,然而,教师可以无限地改进它。此外,教师可以在他们之间交换他们的游戏,在他们的机构中创建一个游戏基地。这项工作的结论是,目标已经达到,因为所提出的模型可以映射所有由参与的教师设计的教育游戏,并且软件能够模拟所提出的正式模型中映射的所有游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Mapping and Simulation of Educational Games Using a State Transition Diagram and a Rules Base
When educators are planning their classes, one of most challenge tasks is to awaken students’ interest for the lesson content. The use of educational games may support teachers to reach this goal. However, this strategy requires high investments. This paper proposes that a formal model and a knowledge base (KB) that can map all necessary details of an educational game, allowing the simulation in a computational environment. Also, this work shows a software able to interpret that formal model and to understand the KB by use of an inference engine. With these resources, the software simulates an educational game, offering students it on the Internet. The first step for the game creation starts with the manufacture of the formal model and the KB. This paper uses a state transition diagram (STD), which can map all possible paths in a specific game. This model mapped the dynamic of several educational games tested. Besides the STD, we used a KB to store rules used in the game control. After mapping the game, teachers must submit the model to the built program. The program reads the model and simulates the mapped game in a computational environment. It has an inference engine that controls the games’ flow by the various states of the game. The start stage is equivalent to the initial state of the STD. Users may pass to the next stage only if they fulfill the game rules. The final state of the STD is equivalent to the final stage of the game. To show a feasibility of the proposed approach, some educational games were developed and used in practical classes. The game creation is a hard task, and however, teachers may improve it indefinitely. In addition, teachers may exchange their games between them, creating a gaming base in their institution. The work conclude that objectives were reached, due to the proposed model can map all educational game figured out by participating teachers and the software is able to simulate all the games mapped in the proposed formal model.
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