Extracting Knowledge in a Game-Based Learning Environment From Interaction Traces

被引:0
|
作者
Hussaan, Aarij Mahmood [1 ]
Sehaba, Karim [2 ]
机构
[1] IQRA Univ, Def View, Karachi, Pakistan
[2] Univ Lyon 2, Univ Lyon, CNRS2, LIRIS, F-69365 Lyon 07, France
来源
PROCEEDINGS OF THE 8TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL 2014), VOLS 1 AND 2 | 2014年
关键词
knowledge extraction; Interaction traces; serious game; disabilities;
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
organization of the pedagogical domain knowledge. In this environment, the domain expert is not necessarily aware of the target audiences' knowledge levels. Consequently, there could be a gap between what the domain expert thinks is the right way to organize the domain knowledge and how the domain knowledge should be organized to maximize the learners' learning. In this context, we present a novel approach to fill this gap by the semi-automatic reorganization of the domain knowledge in a way that can potentially maximize students' learning. Our work is in the context of the serious game "Tom O'Connor." This game is designed as part of project CLES to rehabilitate/test different cognitive abilities among children with some cognitive disabilities. In order to provide adaptive learning to different learners, we have developed a platform GOALS (Generator of Adaptive Learning Scenarios) that records the learners' activities in the form of interaction traces and use them as knowledge sources to generate pedagogical scenario. A pedagogical scenario is a suite of game-based activities presented to the learner in order to achieve one or more pedagogical objectives. In this paper, we present a novel approach for updating knowledge domain and learner profiles from the interaction traces. The results of the updating process are then presented to the do-main expert who can approve or disapprove them accordingly. We will look for two kinds of update, namely: 1) the detection of new concepts in the domain model, 2) the detection of new links between the domain concepts and the pedagogical resources. We apply mining algorithms to classify different students, according to their responses and then perform the analysis. We present our approach's formalization and some validations.
引用
收藏
页码:207 / 215
页数:9
相关论文
共 50 条
  • [1] Predicting transfer from a game-based learning environment
    Nietfeld, John L.
    COMPUTERS & EDUCATION, 2020, 146
  • [2] From traditional to digital: factors to integrate traditional game-based learning into digital game-based learning environment
    Hsu, Sbeng-Hui
    Wu, Po-Han
    Huang, Tien-Chi
    Jeng, Yu-Lin
    Huang, Yueb-Min
    DIGITEL 2008: SECOND IEEE INTERNATIONAL CONFERENCE ON DIGITAL GAME AND INTELLIGENT TOY ENHANCED LEARNING, PROCEEDINGS, 2008, : 83 - 89
  • [3] A Development of Game-Based Learning Environment to Activate Interaction among Learners
    Takaoka, Ryo
    Shimokawa, Masayuki
    Okamoto, Toshio
    IEICE TRANSACTIONS ON INFORMATION AND SYSTEMS, 2012, E95D (04): : 911 - 920
  • [4] Piloting a game-based virtual learning environment
    Arango, Felipe
    Altuger, Gonca
    Aziz, El-Sayed
    Chassapis, Constantin
    Esche, Sven
    Computers in Education Journal, 2008, 18 (04): : 82 - 91
  • [5] NATURAL INTERACTION OF GAME-BASED LEARNING FOR ELASTICITY
    Savari, Maryam
    Bin Ayub, Mohamad Nizam
    Wahab, Ainuddin Wahid Bin Abdul
    Noor, Nurul Fazmidar Mohd.
    MALAYSIAN JOURNAL OF COMPUTER SCIENCE, 2016, 29 (04) : 314 - 327
  • [6] Using Traces to Qualify Learner's Engagement in Game-Based Learning
    Bouvier, Patrice
    Sehaba, Karim
    Lavoue, Elise
    George, Sebastien
    2013 IEEE 13TH INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT 2013), 2013, : 432 - 436
  • [7] Learning Analytics through a Digital Game-Based Learning Environment
    Cariaga, Ada Angeli
    Feria, Rommel
    2015 6TH INTERNATIONAL CONFERENCE ON INFORMATION, INTELLIGENCE, SYSTEMS AND APPLICATIONS (IISA), 2015,
  • [8] INTEGRATING LEARNING ANALYTICS IN A DIGITAL GAME-BASED LEARNING ENVIRONMENT
    Cariaga, Ada Angeli
    Feria, Rommel
    EDULEARN16: 8TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES, 2016, : 5469 - 5477
  • [9] TEAM KNOWLEDGE SHARING: A GAME-BASED LEARNING APPROACH
    Phung, N. B. H.
    Dung, T. Q.
    Duong, N. T.
    OBRAZOVANIE I NAUKA-EDUCATION AND SCIENCE, 2023, 25 (10): : 133 - 152
  • [10] The impact of goal assignment in a game-based learning environment
    Nietfeld, John L.
    Hoffmann, Kristin F.
    JOURNAL OF COMPUTER ASSISTED LEARNING, 2024, 40 (02) : 848 - 858