The application of effective tracking model in the design of student knowledge education games

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2024-08-14 DOI:10.1016/j.entcom.2024.100871
Xiandong Liu, Gao Lan
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Abstract

As the boost of the economy and the improvement of residents’ living standards, education issues are receiving increasing attention; In response to the issue of rational design of educational games, this study investigates the application of effective tracking models in the design of student knowledge education games. Firstly, this study constructs a personalized knowledge tracking model in view of multi feature fusion; Then, it builds a contextualized narrative education game model integrated with the Adaptive learning framework. The results show that when 40% training set is selected, the accuracy of the personalized knowledge tracking model in view of multi feature fusion is the highest, 0.98, the lowest root mean square error is 0.25, and the lowest Mean absolute error is 0.21; The accuracy of Bayesian knowledge tracking is the lowest, 0.57 in the best case, and the Mean absolute error and Root-mean-square deviation are the highest; When the hidden unit is 16, the area index under the working characteristic curve of the model’s subjects is the highest, around 0.964; The average attention level of students in contextual narrative games reached 4.2245, with a SD of 0.7511; The average of knowledge transfer reached 4.1082, with a SD of 0.7881; The average score of students for the feedback dimension of the research design game is 4.736, and the average score for the learning content dimension is 4.529. In summary, the model possesses excellent application effects in the design of educational games and possesses a promoting influence on the advancement of the education industry.
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有效跟踪模型在学生知识教育游戏设计中的应用
随着经济的发展和居民生活水平的提高,教育问题日益受到重视;针对教育游戏的合理设计问题,本研究探讨了有效追踪模型在学生知识教育游戏设计中的应用。首先,本研究从多特征融合的角度构建了个性化知识追踪模型;然后,结合自适应学习框架构建了情境化叙事教育游戏模型。结果表明,当选择40%的训练集时,多特征融合下的个性化知识追踪模型的准确率最高,为0.98,均方根误差最低,为0.25,平均绝对误差最低,为0.21;贝叶斯知识追踪的准确率最低,最佳情况下为0.57,平均绝对误差和均方根偏差最高;当隐藏单元为16时,模型主体工作特征曲线下的面积指数最高,约为0.964;情境叙事游戏中学生的平均注意力水平达到4.2245,SD为0.7511;知识迁移平均达到4.1082,SD为0.7881;研究设计游戏中学生反馈维度的平均得分为4.736,学习内容维度的平均得分为4.529。综上所述,该模型在教育游戏设计中具有良好的应用效果,对教育行业的发展具有促进作用。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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