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Semantic Matching of Open Texts to Pre-scripted Answers in Dialogue-Based Learning

机译:基于对话的学习中开放文本与预定答案的语义匹配

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Gamification is frequently employed in learning environments to enhance learner interactions and engagement. However, most games use pre-scripted dialogues and interactions with players, which limit their immersion and cognition. Our aim is to develop a semantic matching tool that enables users to introduce open text answers which are automatically associated with the most similar pre-scripted answer. A structured scenario written in Dutch was developed by experts for this communication experiment as a sequence of possible interactions within the environment. Semantic similarity scores computed with the SpaCy library were combined with string kernels, WordNet-based distances, and used as features in a neural network. Our experiments show that string kernels are the most predictive feature for determining the most probable pre-scripted answer, whereas neural networks obtain similar performance by combining multiple semantic similarity measures.
机译:游戏化经常用于学习环境中,以增强学习者的互动和参与度。但是,大多数游戏都使用预先规定的对话方式以及与玩家的互动方式,这限制了他们的沉浸感和认知度。我们的目标是开发一种语义匹配工具,使用户能够引入开放式文本答案,这些答案会自动与最相似的预设答案相关联。专家为此次交流实验开发了用荷兰语编写的结构化方案,将其作为环境中可能发生的相互作用的序列。使用SpaCy库计算的语义相似性得分与字符串内核,基于WordNet的距离相结合,并用作神经网络中的特征。我们的实验表明,字符串核是确定最可能的预定答案的最具预测性的功能,而神经网络通过组合多个语义相似性度量来获得相似的性能。

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