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Modeling the Acquisition of Fluent Skill in Educational Action Games

机译:建模收购教育动作游戏的流利技能

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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 that 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:使用游戏对教育游戏越来越兴趣,但很少调查如何在比赛中建模学生学习[CF. 6]。我们调查现有的现有技术用于建模流利技能的采购技术可以适应教育行动游戏的背景僵尸划分。我们讨论为什么这种适应对于教育动作游戏必须不同,而不是其他类型的游戏,例如基于转向游戏。我们展示了使用指数学习曲线的模型的准确性提高,但使用指数学习曲线的模型,随着时间的推移,增益模型也必须考虑游戏学习。

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