基于间隔重复的手机学习游戏的多类别内容选择

Florian Schimanke, R. Mertens, O. Vornberger, Stephanie Vollmer
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引用次数: 10

摘要

学习需要重复。间隔重复算法的目的是通过基于心理模型来安排学习项目的呈现,从而减少学习者访问学习项目的次数。这些模型考虑了学习者在之前与学习项目的互动中的表现,以及人类忘记所学内容的速度。近年来,间隔重复学习软件在简单的学习任务中变得流行起来,比如用于学习词汇的闪存卡。本文提出了一个原型应用程序,将间隔重复学习方法扩展到更复杂的内容,如学习游戏中常见的那种内容。这种内容与闪存卡的一个主要区别在于,学习游戏通常包含许多传达相同潜在概念类别的不同任务。更复杂的是,一个任务甚至可能被归类为属于多个独立或正交的类别。本文探讨了如何在一个为关系数据库领域的训练而设计的手机游戏的基础上对这些类别进行建模。我们选择了一种移动方法来利用它的随时随地可用性,这允许通过间隔重复算法进行更精确的调度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Multi Category Content Selection in Spaced Repetition Based Mobile Learning Games
Learning requires repetition. Spaced repetition algorithms are aimed at reducing the number of times a learning item has to be accessed by the learner by scheduling item presentation based on psychological models. These models take into account learner performance on previous interactions with the learning item and the rate at which humans forget what they have learned. In recent years, spaced repetition learning software has become popular for simple learning tasks like flash cards used for learning vocabulary. This paper presents a prototype application that extends the spaced repetition learning approach to more complex content like the kind usually found in learning games. One major difference between this content and flash cards is that learning games usually contain a number of different tasks that convey the same underlying concept categories. To complicate matters, one task might even be classified as belonging to a number of independent or orthogonal categories. This paper explores how these categories can be modeled on the basis of a mobile game designed for training in the field of relational databases. We have chosen a mobile approach to leverage it's anytime/anyplace availability which allows a more precise scheduling by the spaced repetition algorithm.
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