The effectiveness of intelligent tutoring on training in a video game

E. Whitaker, E. Trewhitt, Matthew Holtsinger, C. Hale, Elizabeth S. Veinott, Christopher Argenta, R. Catrambone
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引用次数: 9

Abstract

In this paper we evaluate the effectiveness of intelligent tutoring approaches on mastery and learning in a serious 3D immersive game called Heuristica. Heuristica teaches students to recognize and mitigate cognitive biases using a set of scenarios on a space station to perform tasks such as diagnosing and repairing problems or observing and evaluating game characters performing tasks. The student is evaluated on interactions in the 3D environment and on answers to questions provided by text or audio. We tested two types of tailoring: a) Student Model guided gameplay based on performance and b) Student Model guided gameplay with added worked-out examples (WOEs) whenever the student displays specific misconceptions or bugs in reasoning. We expected that customizing a player's game experience based on his or her pre-test knowledge scores and in-game behavior would tailor the learning experience and improve the effectiveness of the training. Ninety-four participants played one of three versions of the game, and the experiment evaluated and compared the efficacy of the game using either a fixed-order version of the game (no tailoring) or either of the two tailoring approaches. Differences in the mastery scores captured during gameplay provided additional insight into these results. Implications for intelligent tutoring use in games are discussed.
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智能辅导在电子游戏训练中的有效性
在本文中,我们在一个名为启发式的严肃3D沉浸式游戏中评估了智能辅导方法对掌握和学习的有效性。启发式教学生识别和减轻认知偏差,使用空间站上的一系列场景来执行任务,如诊断和修复问题,或观察和评估游戏角色执行任务。学生在3D环境中的互动以及对文本或音频提供的问题的回答将被评估。我们测试了两种类型的裁剪:a)基于表现的学生模型引导游戏玩法;b)当学生在推理中表现出特定的误解或错误时,学生模型通过添加已完成的例子来引导游戏玩法。我们希望基于玩家在测试前的知识分数和游戏中的行为去定制他们的游戏体验,从而调整他们的学习体验并提高训练的有效性。94名参与者玩了三种版本的游戏,实验使用固定顺序的游戏版本(没有剪裁)或两种剪裁方法中的任何一种来评估和比较游戏的效果。在游戏过程中获得的精通分数的差异为这些结果提供了额外的见解。讨论了在游戏中使用智能辅导的含义。
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