Game interaction state graphs for evaluation of user engagement in explorative and experience-based training games

H. Ekanayake, P. Backlund, T. Ziemke, R. Ramberg, K. Hewagamage
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引用次数: 6

Abstract

There is an increasing interest to use computer games for non-traditional education, such as for training purposes. For training education, simulators are considered as offering more realistic learning environments to experience situations that are similar to real world. This type of learning is more beneficial for practicing critical situations which are difficult or impossible in real world training, for instance experience the consequences of unsafe driving. However, the effectiveness of simulation-based learning of this nature is dependent upon the learner's engagement and explorative behaviour. Most current learner evaluation systems are unable to capture this type of learning. Therefore, in this paper we introduce the concept of game interaction state graphs (GISGs) to capture the engagement in explorative and experience-based training tasks. These graphs are constructed based on rules which capture psychologically significant learner behaviours and situations. Simple variables reflecting game state and learner's controller actions provide the ingredients to the rules. This approach eliminates the complexity involved with other similar approaches, such as constructing a full-fledged cognitive model for the learner. GISGs, at minimum, can be used to evaluate the explorative behaviour, the training performance and personal preferences of a learner.
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用于评估探索性和基于体验的训练游戏中的用户参与度的游戏交互状态图
人们越来越有兴趣将电脑游戏用于非传统教育,例如用于培训目的。对于培训教育,模拟器被认为提供了更真实的学习环境,以体验与现实世界相似的情况。这种类型的学习更有利于练习在现实世界训练中很难或不可能的关键情况,例如体验不安全驾驶的后果。然而,这种性质的基于模拟的学习的有效性取决于学习者的参与和探索行为。目前大多数学习者评估系统都无法捕捉到这种类型的学习。因此,在本文中,我们引入了游戏交互状态图(gisg)的概念来捕捉探索性和基于经验的训练任务的参与。这些图表是根据捕捉心理上重要的学习者行为和情况的规则构建的。反映游戏状态和学习者控制器动作的简单变量为规则提供了成分。这种方法消除了其他类似方法所涉及的复杂性,例如为学习者构建一个成熟的认知模型。gis至少可以用来评估学习者的探索行为、训练表现和个人偏好。
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