Guided Game-Based Learning Using Fuzzy Cognitive Maps

Guided Game-Based Learning Using Fuzzy Cognitive Maps
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DOI:
10.1109/tlt.2010.26
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发表时间:
2010-10
影响因子:
3.7
通讯作者:
Xiangfeng Luo;Xiao Wei;Jun Zhang
Xiangfeng Luo;Xiao Wei;Jun Zhang
中科院分区:
教育学2区
文献类型:
--
作者:
Xiangfeng Luo;Xiao Wei;Jun Zhang

文献摘要

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模糊认知图具有良好的概念表示和推理能力,可以用来设计基于游戏的学习系统。然而,它们不能1)从数据中获取新知识,2)纠正错误的先验知识,从而降低了基于游戏的学习能力。本文利用赫布学习规则解决第一个问题,利用不平衡度解决第二个问题。因此,改进的FCM获得了从数据和先验知识的自学习能力。因此,改进后的FCM具有足够的智能,可以作为教师指导学习过程。基于改进的FCM,提出了一种新的基于游戏的学习模型,包括教师子模型、学习者子模型和一组基于游戏的学习机制。教师子模型具有足够的知识和智能,可以通过改进的FCM算法进行推理。学习者子模型记录了学生的学习过程。基于游戏的学习机制在教师子模型的支持下实现了引导式的游戏学习过程。最后,以驾驶训练原型系统为例,介绍了一种基于所提出的模型实现真实的系统的方法。大量的实验结果证明了该模型对学生学习过程的控制和指导作用。
Fuzzy Cognitive Maps (FCMs) can be used to design game-based learning systems for their excellent ability of concept representation and reasoning. However, they cannot 1) acquire new knowledge from data and 2) correct false prior knowledge, thus reducing the game-based learning ability. This paper utilizes Hebbian Learning Rule to solve the first problem and uses Unbalance Degree to solve the second problem. As a result, an improved FCM gains the ability of self-learning from both data and prior knowledge. The improved FCM, therefore, is intelligent enough to work as a teacher to guide the study process. Based on the improved FCM, a novel game-based learning model is proposed, including a teacher submodel, a learner submodel, and a set of game-based learning mechanisms. The teacher submodel has enough knowledge and intelligence to deduce the answers by the improved FCM. The learner submodel records students' study processes. The game-based learning mechanism realizes the guided game-based learning process with the support of the teacher submodel. A driving training prototype system is presented as a case study to present a way to realize a real system based on the proposed models. Extensive experimental results justify the model in terms of the controlling and guiding the study process of the student.