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Modeling the Acquisition of Fluent Skill in Educational Action Games

机译:模拟教育动作游戏中流利技能的习得

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There has been increasing interest in using games for education, but little investigation of how to model student learning within games [cf. 6]. We investigate how existing techniques for modeling the acquisition of fluent skill can be adapted to the context of an educational action game, Zombie Division. We discuss why this adaptation is necessarily different for educational action games than for other types of games, such as turn-based games. We demonstrate mat gain in accuracy over time is straightforward to model using exponential learning curves, but that models of gain in speed over time must also take gameplay learning into account.
机译:对使用游戏进行教育的兴趣日益增加,但是很少有人研究如何在游戏中模拟学生的学习情况[cf. 6]。我们研究如何将现有的流利技能获取建模技术如何适应教育动作游戏僵尸师的环境。我们讨论了为什么这种适应性对于教育性动作游戏与其他类型的游戏(如回合制游戏)相比必然有所不同。我们证明,随着时间的推移,垫子的精确度增益可以使用指数学习曲线直接建模,但是随着时间的推移,随着时间的流逝,增益模型也必须考虑游戏性学习。

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