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
复制标题
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:
影响因子:
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通讯作者:
M. Virvou
中科院分区:
文献类型:
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作者:
Spyros Papadimitriou;K. Chrysafiadi;M. Virvou
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.