从游戏活动日志推断学生熟练程度的数据驱动方法

M. Falakmasir, José P. González-Brenes, Geoffrey J. Gordon, K. DiCerbo
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引用次数: 22

摘要

学生评估很重要,因为他们可以收集学习的证据。然而,花在评价学生上的时间可能会用于教学活动。以计算机为基础的学习平台为不显眼地收集学生的数字学习足迹提供了机会。这些数据可以用来跟踪学习进度,并对学生的能力进行推断。我们提出了一种新颖的数据分析管道,即来自游戏数据的学生熟练程度推断器(SPRING),它允许对教育游戏中的游戏行为进行建模。与之前的工作不同,SPRING是一种完全数据驱动的方法,不需要昂贵的领域知识工程。此外,它产生了一个简单的可解释的模型,不仅适合数据,而且还预测学习结果。我们使用从玩11个教育小游戏的学生中收集的数据来验证我们的框架。我们的研究结果表明,SPRING可以在保留的测试数据上准确预测数学评估(相关系数=0.55,Spearman rho=0.51)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Data-Driven Approach for Inferring Student Proficiency from Game Activity Logs
Student assessments are important because they allow collecting evidence about learning. However, time spent on evaluating students may be otherwise used for instructional activities. Computer-based learning platforms provide the opportunity for unobtrusively gathering students' digital learning footprints. This data can be used to track learning progress and make inference about student competencies. We present a novel data analysis pipeline, Student Proficiency Inferrer from Game data (SPRING), that allows modeling game playing behavior in educational games. Unlike prior work, SPRING is a fully data-driven method that does not require costly domain knowledge engineering. Moreover, it produces a simple interpretable model that not only fits the data but also predicts learning outcomes. We validate our framework using data collected from students playing 11 educational mini-games. Our results suggest that SPRING can predict math assessments accurately on withheld test data (Correlation=0.55, Spearman rho=0.51).
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