{"title":"游戏聊天机器人的兴趣、难度和感知有用性模型与学习编程的 Wordle 类谜题","authors":"A. N. Varnavsky","doi":"10.17587/it.30.372-381","DOIUrl":null,"url":null,"abstract":"The task of assessing student perception of the gaming chatbot with Wordle like puzzles for learning programming is considered. An experiment was conducted, the processing of the results of which made it possible to build 3 regression models describing the influence of factors on the interest, difficulty, and perceived usefulness of the gaming chatbot. Recommendations for using the gaming chatbot are formulated.","PeriodicalId":504905,"journal":{"name":"Informacionnye Tehnologii","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2024-07-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Models of Interest, Difficulty, and Perceived Usefulness of the Gaming Chatbot with Wordle Like Puzzles for Learning Programming\",\"authors\":\"A. N. Varnavsky\",\"doi\":\"10.17587/it.30.372-381\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The task of assessing student perception of the gaming chatbot with Wordle like puzzles for learning programming is considered. An experiment was conducted, the processing of the results of which made it possible to build 3 regression models describing the influence of factors on the interest, difficulty, and perceived usefulness of the gaming chatbot. Recommendations for using the gaming chatbot are formulated.\",\"PeriodicalId\":504905,\"journal\":{\"name\":\"Informacionnye Tehnologii\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-07-12\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Informacionnye Tehnologii\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.17587/it.30.372-381\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Informacionnye Tehnologii","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.17587/it.30.372-381","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Models of Interest, Difficulty, and Perceived Usefulness of the Gaming Chatbot with Wordle Like Puzzles for Learning Programming
The task of assessing student perception of the gaming chatbot with Wordle like puzzles for learning programming is considered. An experiment was conducted, the processing of the results of which made it possible to build 3 regression models describing the influence of factors on the interest, difficulty, and perceived usefulness of the gaming chatbot. Recommendations for using the gaming chatbot are formulated.