Evaluating the use of fuzzy logic in an educational game for offering adaptation

Evaluating the use of fuzzy logic in an educational game for offering adaptation
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评估模糊逻辑在教育游戏中的使用以提供适应性

DOI:
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发表时间:
2019
期刊:
International Conference on Computer, Information and Telecommunication Systems
影响因子:
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通讯作者:
M. Virvou
M. Virvou
中科院分区:
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文献类型:
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作者:
Spyros Papadimitriou;K. Chrysafiadi;M. Virvou

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信息和电信技术融入学习和教学过程催生了教育游戏。教育游戏可以激励学习者参与教育过程,并增加她/他对教学知识领域的兴趣。为了获得更有效的教育效果,游戏必须检测每个学习者的知识水平和学习需求,并进行相应的调整。成功适应和提供个性化学习体验的解决方案是通过人工智能技术结合“智能”。这种技术是模糊逻辑,它可以用来处理定义学习者的知识水平和学习需求的模糊性和不确定性。在本文中,我们提出了两个版本的相同的教育游戏之间的比较评估,但有不同的方法来决定的教育测验,必须交付给学习者。第一个版本决定了测验的难度,涉及学习者在前一次测验中的成功等级。第二个游戏决定了关于学习者的整体进展的测验的难度,使用基于规则的模糊方法来定义知识水平和学习者的学习需求。为了评价,我们使用了问卷调查和实验。评价结果表明,模糊逻辑的应用对教育效果有积极的影响。
The integration of information and telecommunication technologies into the learning and teaching processes has given birth to educational games. An educational game can motivate a learner to participate in an educational process and increases her/his interest in the teaching knowledge domain. For more effective educational results, the game has to detect each learner’s knowledge level and learning needs and adapt accordingly. A solution for succeeding adaptation and providing a personalized learning experience is the incorporation of “intelligence” through artificial intelligent techniques. Such a technique is fuzzy logic, which can be used to deal with the vagueness and uncertainty of defining the knowledge level and learning needs of a learner. In this paper, we present a comparative evaluation between two versions of the same educational game, but with different methods of decision about the educational quizzes that have to be delivered to learners. The first version decides about the difficulty of the quiz concerning the learner’s grade of success in the previous quiz. The second game decides about the difficulty of the quiz concerning the overall progress of the learner using a rule-based fuzzy method to define the knowledge level and the learning needs of the learner. For the evaluation, we use a questionnaire and an experiment. The evaluation results show that the application of fuzzy logic has a positive effect on educational results.