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Analyzing Student Gaming with Bayesian Networks

机译:用贝叶斯网络分析学生游戏

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This paper examines the problem of modeling when students are engaged in "gaming the system." We propose and partially validate an approach that uses a hidden Markov model, as is used in knowledge tracing, to estimate whether the student is gaming on the basis of observable actions. By doing so, we provide a common modeling approach that is applicable to gaming, or other constructs such as off task behavior. We find that our initial approach gave promising results, with parameter estimates that are plausible, and also exposed some weaknesses in our initial attempt. Specifically, that relying solely on response time is probably insufficient to construct a strong model of gaming.
机译:本文研究了学生从事“游戏系统”时建模的问题。我们提出并部分验证了一种使用隐藏的马尔可夫模型的方法,如知识追踪所用,估计学生是否在可观察的行动的基础上进行游戏。通过这样做,我们提供了一种常见的建模方法,适用于游戏,或其他构造,例如任务行为。我们发现我们的初始方法具有有希望的结果,具有卓越的参数估计,并且还在我们的初步尝试中暴露了一些弱点。具体而言,仅依赖于响应时间的依赖性可能不足以构建强大的游戏模型。

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