适应性严肃游戏提高学习效果的实证研究

IF 1.6 Q2 EDUCATION & EDUCATIONAL RESEARCH
Devottam Gaurav, Yash Kaushik, S. Supraja, Manav Yadav, M. Gupta, Manmohan Chaturvedi
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引用次数: 0

摘要

越来越多的人使用严肃的游戏来教授各种重要主题的概念,包括网络安全。有了强化的学习结果和用户体验,玩家就有可能从参与游戏中获益。我们报告了两个网络安全游戏的实证比较,即;使用防火墙进行网络保护和结构化查询语言(SQL)注入的概念以获得对在线数据库的未经授权的访问。我们设计了两个版本的游戏。没有使用自适应功能的版本提供了一个基线来比较基于机器学习的自适应游戏的有效性,同时比较学习结果和用户体验(UX)。机器学习(ML)代理在提供对游戏玩法的适应性方面的有效性是基于将玩家分为两类,即初学者和专家,使用三个相关属性的历史玩家数据。游戏动态会根据玩家分类而改变,以确保游戏挑战最适合玩家类型,并让玩家在游戏的不同阶段继续体验乐趣流。对学习结果的客观评估和玩家对UX的主观反馈的分析结果表明,在这两款游戏中引入适应性行为会带来些许改善。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Empirical Study of Adaptive Serious Games in Enhancing Learning Outcome
Use of serious games to teach concepts of various important topics including Cybersecurity is growing. With enhanced learning outcome and user experience, the player is likely to gain from engaging in game play. We report an empirical comparison of two cybersecurity games namely ; Use of Firewalls for network protection and concepts of Structured Query Language (SQL) injections to get unauthorised access to online databases. We have designed these games in two versions. The version without using adaptive features provide a baseline to compare efficacy of the machine learning based adaptive game while comparing the learning outcomes and user experience (UX). The efficacy of the Machine Learning (ML) agent in providing the adaptability to the game play is based on classification of player to two categories viz. Beginner and Expert using historical player data on three relevant attributes. The game dynamics is changed based on the player classification to ensure that game challenge is optimally suited to player type and the player continues to experience playful flow in different stages of the game. The analysis of the results in terms of objective evaluation of learning outcomes and subjective feedback from players for UX tend to show a marginal improvement by introduction of adaptive behaviour in both games.
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来源期刊
International Journal of Serious Games
International Journal of Serious Games EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
3.80
自引率
16.70%
发文量
21
审稿时长
12 weeks
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