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On-the-Fly Adaptive Planning for Game-Based Learning

机译:基于游戏的学习的动态自适应计划

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In this paper, we present a model for competency development using serious games, which is underpinned by a hierarchical case-based planning strategy. In our model, a learner's objectives are addressed by retrieving a suitable learning plan in a two-stage retrieval process. First of all, a suitable abstract plan is retrieved and personalised to the learner's specific requirements. In the second stage, the plan is incrementally instantiated as the learner engages with the learning material. Each instantiated plan is composed of a series of stories - interactive narratives designed to improve the learner's competence within a particular learning domain. The sequence of stories in an instantiated plan is guided by the planner, which monitors the learner performance and suggests the next learning step. To create each story, the learner's competency proficiency and performance assessment history are considered. A new story is created to further progress the plan instantiation. The plan succeeds when the user consistently reaches a required level of proficiency. The successful instantiated plan trace is stored in an experience repository and forms a knowledge base on which introspective learning techniques are applied to justify and/or refine abstract plan composition.
机译:在本文中,我们提出了一种使用严肃游戏的能力发展模型,该模型以基于案例的分层计划策略为基础。在我们的模型中,通过在两阶段的检索过程中检索合适的学习计划来解决学习者的目标。首先,检索适当的抽象计划并根据学习者的特定要求对其进行个性化设置。在第二阶段,随着学习者参与学习材料的增加,该计划将逐步实例化。每个实例化的计划都由一系列故事组成-互动式叙述,旨在提高学习者在特定学习领域的能力。实例化计划中的故事顺序由计划者指导,计划者监视学习者的表现并提出下一步学习建议。为了创建每个故事,需要考虑学习者的能力水平和绩效评估历史。创建了一个新故事,以进一步推进计划实例化。当用户始终达到所需的熟练水平时,该计划将成功。成功的实例化计划跟踪将存储在体验库中,并形成一个知识库,在该知识库上使用内省式学习技术来证明和/或完善抽象计划的构成。

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