Using Players' Gameplay Action-Decision Profiles to Prescribe Training: Reducing Training Costs with Serious Games Analytics

C. S. Loh, I. Li
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引用次数: 3

Abstract

Players' gameplay action-decision data can be used towards profiling as serious games analytics. The insights gained can help support the decisions for performance improvement and as 'prescriptions' for training – e.g., diagnosing who should receive training, how much training will be given, informing the design of the game, and determining the contents for inclusion and exclusion. Data-driven training prescription can help learning organizations save money by mitigating unnecessary training to reduce costs. Players' learning performance in games can be measured in lieu of their behaviors traced in situ the training environment. Novice players' action-decision data can first be converted into Course of Actions (COAs) before pairwise similarity comparison against that of the expert(s) to reveal how similar they are to the training goal, or expert/model answer. We identified three Gameplay Action-Decision (GAD) profiles from these gameplay action-decision data and applied them as diagnostics towards prescriptive training.
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利用玩家的玩法动作决策档案来规定训练:利用严肃游戏分析降低训练成本
玩家的游戏玩法动作决策数据可以用作严肃的游戏分析。从中获得的见解可以帮助我们做出改善表现的决定,并作为训练的“处方”——例如,诊断谁应该接受训练,将给予多少训练,告知游戏的设计,并确定包含和排除的内容。数据驱动的培训处方可以通过减少不必要的培训来降低成本,从而帮助学习型组织节省资金。玩家在游戏中的学习表现可以被测量,而不是在训练环境中追踪他们的行为。新手玩家的行动决策数据可以首先转换为行动过程(coa),然后与专家进行两两相似性比较,以揭示他们与训练目标或专家/模型答案的相似程度。我们从这些游戏玩法行动决策数据中识别出三种游戏玩法行动决策(GAD)特征,并将其应用于规定性训练的诊断。
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