优化教育类游戏的适应性

Erik Andersen
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引用次数: 35

摘要

学习游戏改善教育的最有希望的方法之一是让每个孩子都能适应。然而,通常很难设置游戏机制,以便控制它们以促进学习。此外,即使这种参数化是可能的,我们也不知道如何生成优化用户粘性和学习的自适应关卡进程。我们已经迈出了第一步,通过自动生成关卡的方式,在教学分数的教育游戏中实现适应性,这种方式允许独立控制数学和空间难度的多个轴。我们建议通过开发一个表示概念性知识的框架来扩展这项工作。这个框架将跟踪每个玩家的知识,生成适合玩家知识和技能水平的游戏关卡,并创造这些关卡的进程,让玩家能够通过实验学习新概念。我们将比较多种自适应概念排序算法,通过对数万名玩家进行多变量测试,评估它们对玩家学习和参与度的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Optimizing adaptivity in educational games
One of the most promising ways that games for learning can improve education is by adapting to each child individually. However, it is often difficult to instrument game mechanics so that they can be controlled to promote learning. Furthermore, even if this parameterization is possible, there is little knowledge of how to generate adaptive level progressions that optimize engagement and learning. We have taken the first step towards enabling adaptivity in an educational game for teaching fractions through the automatic generation of levels in a way that allows for multiple axes of mathematical and spatial difficulty to be controlled independently. We propose to expand on this work by developing a framework for representing conceptual knowledge. This framework will keep track of each player's knowledge, generate game levels that are tailored to the player's knowledge and skill level, and create progressions of these levels that allow players to learn new concepts through experimentation. We will compare multiple adaptive concept sequencing algorithms by evaluating their effects on player learning and engagement through multivariate tests with tens of thousands of players.
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