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LewiSpace: An Educational Puzzle Game Combined with a Multimodal Machine Learning Environment

机译:LewiSpace:结合了多模式机器学习环境的教育益智游戏

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In this paper, we will present an educational game that we developed in order to teach a chemistry lesson, namely drawing a Lewis diagram. We also conducted an experiment to gather data about the cognitive and emotional states of the learners as well as their behaviour throughout our game by using three types of sensors (electroencephalography, eye tracking, and facial expression recognition with an optical camera). Primary results show that a machine learning model (logistic regression) can predict with some success whether the learner will give a correct or a wrong answer to a task presented in the game, and paves the way for an adaptive version of the game. This latter will challenge or assist learners based on some features extracted from our data in order to provide real-time adaptation specific to the user.
机译:在本文中,我们将介绍一个开发的教育游戏,目的是教授化学课,即绘制刘易斯图。我们还进行了一项实验,通过使用三种类型的传感器(脑电图,眼动追踪和光学相机的面部表情识别)来收集有关学习者的认知和情感状态以及他们在整个游戏中的行为的数据。主要结果表明,机器学习模型(逻辑回归)可以成功地预测学习者对游戏中提出的任务给出正确还是错误的答案,并为自适应版本的游戏铺平道路。后者将根据从我们的数据中提取的某些特征来挑战或帮助学习者,以便为用户提供特定的实时适应性。

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