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UBC Theses and Dissertations
A model and adaptive support for learning in an educational game Manske, Micheline
Abstract
Educational games are highly motivating, however, there is little evidence that they can trigger learning unless game-play is supported by additional activities. We aim to support students during game play via an intelligent pedagogical agent that intervenes to offer hints and suggestions when the student is lacking domain knowledge, but does not interfere otherwise, so as to maintain the engagement that computer games are known to bring about. Such an agent must be informed by an accurate model of student learning. In this thesis we describe research on data-drive refinement and evaluation of a probabilistic model of student learning for an educational game on number factoriza- tion, Prime Climb. An initial version of the model was designed based on teachers' advice and subjective parameter settings. We illustrate data-driven improvements to the model, and we report significant improvements on its accuracy. This model is used by an intelligent pedagogical agent for Prime Climb. We present results from an ablation study in which students played with a version of the game which employed either a pedagogical agent acting on the original model, a pedagogical agent acting on the new model, or no pedagogical agent at all. Learning gains and students' subjective assessments of the agent are discussed.
Item Metadata
Title |
A model and adaptive support for learning in an educational game
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Creator | |
Publisher |
University of British Columbia
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Date Issued |
2006
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Description |
Educational games are highly motivating, however, there is little evidence that they
can trigger learning unless game-play is supported by additional activities.
We aim to support students during game play via an intelligent pedagogical agent
that intervenes to offer hints and suggestions when the student is lacking domain
knowledge, but does not interfere otherwise, so as to maintain the engagement that
computer games are known to bring about. Such an agent must be informed by an
accurate model of student learning.
In this thesis we describe research on data-drive refinement and evaluation of a
probabilistic model of student learning for an educational game on number factoriza-
tion, Prime Climb. An initial version of the model was designed based on teachers'
advice and subjective parameter settings. We illustrate data-driven improvements to
the model, and we report significant improvements on its accuracy.
This model is used by an intelligent pedagogical agent for Prime Climb. We present
results from an ablation study in which students played with a version of the game
which employed either a pedagogical agent acting on the original model, a pedagogical
agent acting on the new model, or no pedagogical agent at all. Learning gains and
students' subjective assessments of the agent are discussed.
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Genre | |
Type | |
Language |
eng
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Date Available |
2010-01-06
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Provider |
Vancouver : University of British Columbia Library
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Rights |
For non-commercial purposes only, such as research, private study and education. Additional conditions apply, see Terms of Use https://open.library.ubc.ca/terms_of_use.
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DOI |
10.14288/1.0051720
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URI | |
Degree | |
Program | |
Affiliation | |
Degree Grantor |
University of British Columbia
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Graduation Date |
2006-05
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Campus | |
Scholarly Level |
Graduate
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Aggregated Source Repository |
DSpace
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Item Media
Item Citations and Data
Rights
For non-commercial purposes only, such as research, private study and education. Additional conditions apply, see Terms of Use https://open.library.ubc.ca/terms_of_use.