Adapting Knowledge Inference Algorithms to Measure Geometry Competencies through a Puzzle Game

Author:

Strukova Sofia1ORCID,Ruipérez-Valiente José A.1ORCID,Mármol Félix Gómez1ORCID

Affiliation:

1. Department of Information and Communication Engineering, University of Murcia, Spain

Abstract

The rapid technological evolution of the last years has motivated students to develop capabilities that will prepare them for an unknown future in the 21st century. In this context, many teachers intend to optimise the learning process, making it more dynamic and exciting through the introduction of gamification. Thus, this article focuses on a data-driven assessment of geometry competencies, which are essential for developing problem-solving and higher-order thinking skills. Our main goal is to adapt, evaluate and compare Bayesian Knowledge Tracing (BKT), Performance Factor Analysis (PFA), Elo, and Deep Knowledge Tracing (DKT) algorithms applied to the data of a geometry game named Shadowspect, in order to predict students’ performance by means of several classifier metrics. We analysed two algorithmic configurations, with and without prioritisation of Knowledge Components (KCs) – the skills needed to complete a puzzle successfully, and we found Elo to be the algorithm with the best prediction power with the ability to model the real knowledge of students. However, the best results are achieved without KCs because it is a challenging task to differentiate between KCs effectively in game environments. Our results prove that the above-mentioned algorithms can be applied in formal education to improve teaching, learning, and organisational efficiency.

Funder

Call for Projects to Generate New Scientific Leadership

Publisher

Association for Computing Machinery (ACM)

Subject

General Computer Science

Reference56 articles.

1. 2022. Common Core State Standards of Geometry. Retrieved 1 August 2022 from http://www.corestandards.org/Math/Content/G/

2. Ali Alkhatlan and Jugal Kalita. 2018. Intelligent tutoring systems: A comprehensive historical survey with recent developments. arXiv:1812.09628. Retrieved from https://arxiv.org/abs/1812.09628

3. Cheating Behavior in EFL Classroom (A Case Study at Elementary School in Sidenreng Rappang Regency)

4. Why students engage in “gaming the system” behaviour in interactive learning environments;Baker Ryan;Journal of Interactive Learning Research,2008

5. Towards Automatically Detecting Whether Student Learning Is Shallow

Cited by 2 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Mixed effects of cooperative/competitive gamification on language learning regarding engagement, foreign language enjoyment, and classroom social climate;International Journal of Information Technology;2024-06-10

2. Puzzle-Driven Learning: Developing and Assessing IT Challenges for Varied Experience Levels;2023 21st International Conference on Emerging eLearning Technologies and Applications (ICETA);2023-10-26

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3