Extended Real-Time Learning Behavior Mining
ICALT '05 Proceedings of the Fifth IEEE International Conference on Advanced Learning Technologies
The emergence of compositional structures in perceptually grounded language games
Artificial Intelligence - Special volume on connecting language to the world
Machine Learning
Information Processing and Management: an International Journal
Student Modelling Based on Belief Networks
International Journal of Artificial Intelligence in Education
Intrusion detection based on behavior mining and machine learning techniques
IEA/AIE'06 Proceedings of the 19th international conference on Advances in Applied Artificial Intelligence: industrial, Engineering and Other Applications of Applied Intelligent Systems
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The aim of the study was to apply machine learning into educational game and evaluate the outcome in context of cognitive psychology of learning. The study was done in two phases: design phase and evaluation phase (N=59). The design of the game was done in order to support relatively free teaching of a virtual pet in an easy-to-use environment. The main finding of the study was a clear causality between quality of teaching in game world and players' knowledge in real life.