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Automatic Analytics Model for Learning Skills Analysis Using Game Player Data and Robotic Process Automation in a Serious Game for Education

机译:使用游戏玩家数据和机器人过程自动化在教育中的严重游戏中学习技能分析的自动分析模型

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Utilizing serious games as a learning support tool can motivate students' interest in learning and improving their educational skills. The effectiveness of serious games in learning is usually assessed with traditional paper-based pre-posttests tools and predefined learning outcomes. However, serious game player data have proven to be a useful tool to measure the effect of games on student knowledge, learning skills and to evaluate their academic performance and achievements. In this paper, we introduce a new model for automatically read game player data and provide an analysis of game player learning skills. The model is composed of game learning analytics, robotic process automation, and the statistical analysis package to assess the effect based on game players' data. The model used the plant kingdom unit in the science book of grade eight students. The learning outcomes, content, and learning skills are considered in developing game content. The model tested on a sample of 15 students aged 13-14 years from Palestinian public schools. The students played the game four times, and the game's player data sent automatically into the game database and analyzed. The model provides an efficient pre-posttest assessment tool based on the game players dataset. The results showed a significant improvement in learning skills performance measures after comparing the results of the first session with the fourth session.
机译:利用严重游戏作为学习支持工具可以激励学生对学习和提高教育技能的兴趣。严重游戏在学习中的有效性通常通过传统的基于纸张的后测试工具和预定义的学习结果进行评估。然而,严肃的游戏玩家数据已被证明是一种有用的工具来衡量游戏对学生知识,学习技能和评估他们的学历和成就的效果。在本文中,我们向自动阅读游戏玩家数据介绍一个新型号,并提供了对游戏玩家学习技巧的分析。该模型由游戏学习分析,机器人过程自动化和统计分析包组成,以评估基于游戏玩家数据的效果。该模型在八级学生科学册中使用了植物王国单位。在开发游戏内容中考虑了学习结果,内容和学习技巧。该模型在巴勒斯坦公立学校为13-14岁的15名学生进行了测试。学生玩了四次游戏,游戏的球员数据自动发送到游戏数据库并分析。该模型提供了基于游戏玩家数据集的高效预测试工具。在将第四届会议的结果与第四届会议进行比较后,结果表明学习技能绩效措施的显着改善。

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