game-based learning environment
Modeling Student Performance in Game-Based Learning Environments
Jeon, Hyunbae, He, Harry, Wang, Anthony, Spooner, Susanna
This study investigates game-based learning in the context of the educational game "Jo Wilder and the Capitol Case," focusing on predicting student performance using various machine learning models, including K-Nearest Neighbors (KNN), Multi-Layer Perceptron (MLP), and Random Forest. The research aims to identify the features most predictive of student performance and correct question answering. By leveraging gameplay data, we establish complete benchmarks for these models and explore the importance of applying proper data aggregation methods. By compressing all numeric data to min/max/mean/sum and categorical data to first, last, count, and nunique, we reduced the size of the original training data from 4.6 GB to 48 MB of preprocessed training data, maintaining high F1 scores and accuracy. Our findings suggest that proper preprocessing techniques can be vital in enhancing the performance of non-deep-learning-based models. The MLP model outperformed the current state-of-the-art French Touch model, achieving an F-1 score of 0.83 and an accuracy of 0.74, suggesting its suitability for this dataset. Future research should explore using larger datasets, other preprocessing techniques, more advanced deep learning techniques, and real-world applications to provide personalized learning recommendations to students based on their predicted performance. This paper contributes to the understanding of game-based learning and provides insights into optimizing educational game experiences for improved student outcomes and skill development.
Serious Games Get Smart: Intelligent Game-Based Learning Environments
Lester, James C. (North Carolina State University) | Ha, Eun Y. (North Carolina State University) | Lee, Seung Y. (North Carolina State University) | Mott, Bradford W. (North Carolina State University) | Rowe, Jonathan P. (North Carolina State University) | Sabourin, Jennifer L. (North Carolina State University)
Intelligent game-based learning environments integrate commercial game technologies with AI methods from intelligent tutoring systems and intelligent narrative technologies. This article introduces the CRYSTAL ISLAND intelligent game-based learning environment, which has been under development in the authors’ laboratory for the past seven years. After presenting CRYSTAL ISLAND, the principal technical problems of intelligent game-based learning environments are discussed: narrative-centered tutorial planning, student affect recognition, student knowledge modeling, and student goal recognition. Solutions to these problems are illustrated with research conducted with the CRYSTAL ISLAND learning environment.