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Personalized Support, Guidance, and Feedback by Embedded Assessment and Reasoning: What We Can Learn from Educational Computer Games

机译:嵌入式评估和推理的个性化支持,指导和反馈:我们可以从教育性计算机游戏中学到什么

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Software that intelligently interprets the goals and needs of its users on the basis of their behaviors without interrupting the work flow and consequently disturbing concentration and software that can support the users in a personalized, smart, yet unostentatious way is a desirable vision, for sure. One attempt to such support system was Microsoft's famous paperclip. The underlying logic, unfortunately, was rather simple and the users did not accept the feature very well. This paper introduces a psychologically and formally sound approach to a non-invasive, hidden assessment of very specific needs of the users as well as their competencies and corresponding tailored support and feedback. The approach was developed in the context of adaptive digital educational games and is based on the concepts of Competence-based Knowledge Space Theory as well as that of Problem Spaces. The purpose of this paper is to broaden the concept and elucidate a possible bridge from computer games to regular software tools.
机译:可以肯定的是,一种能够根据用户的行为智能地解释其目标和需求而不会中断工作流程并因此不会干扰注意力的软件以及可以以个性化,智能但毫不费力的方式为用户提供支持的软件是一种理想的愿景。微软著名的回形针就是尝试这种支持系统的一种方式。不幸的是,其基本逻辑很简单,用户对功能的接受程度也不高。本文介绍了一种心理上和形式上合理的方法,可以对用户的非常具体的需求以及他们的能力和相应的量身定制的支持和反馈进行无创,隐蔽的评估。该方法是在自适应数字教育游戏的背景下开发的,它基于基于能力的知识空间理论以及问题空间的概念。本文的目的是拓宽概念并阐明从计算机游戏到常规软件工具的可能桥梁。

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