4.7 Article

Cognitive-based adaptive scenarios in educational games using fuzzy reasoning

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KNOWLEDGE-BASED SYSTEMS
卷 250, 期 -, 页码 -

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ELSEVIER
DOI: 10.1016/j.knosys.2022.109111

关键词

Serious game; Educational game; Adaptivity; Fuzzy logic; Cognitive states

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The use of educational games has gained popularity due to their ability to improve educational outcomes by adapting to the individual needs and knowledge levels of students. This study presents an educational adventure game that utilizes cognitive-based adaptivity to dynamically adapt its content and plot according to the student's cognitive state. The evaluation results demonstrate high acceptance and effectiveness of the game in improving educational outcomes.
Nowadays, the use of educational games is gaining substantial popularity. Games offer immersive and fascinating environments that render them a powerful tool for achieving high-quality learning outcomes, like advancing students' education through engaging activities. However, one crucial enhancement is that they should take into consideration important aspects of each individual student and adapt to them accordingly for improving the educational results. Given the above, the present work considers an educational adventure game that offers cognitive-based adaptivity in its educational content and scenarios. More specifically, it adapts both the difficulty level of the educational content and its plot dynamically to the knowledge level and learning needs of each individual student. The adaptation is realized using a fuzzy student model that detects the current cognitive state of the trainee and decides about the way in which the game's plot has to be modified. It determines if its scenario will be dynamically extended or not, aiming to assist the trainee overcome her/his weaknesses and improve her/his educational performance. The gain of this is that through the plot's adaptation, the game motivates the learners/players to be involved actively in the learning process and provides educational content tailored to their knowledge level and weaknesses, enhancing the educational results. The contribution of the game to the educational process and outcomes was thoroughly evaluated. The evaluation results indicate a high acceptance rate of the game by learners and teachers and underline its effectiveness in the educational results.(C) 2022 Elsevier B.V. All rights reserved.

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