Constructing the User Interface with Statecharts
Constructing the User Interface with Statecharts
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
PASTEL: pattern-driven adaptive simulations
INTERACT'07 Proceedings of the 11th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
Educational data mining: a review of the state of the art
IEEE Transactions on Systems, Man, and Cybernetics, Part C: Applications and Reviews
Activity sequence modelling and dynamic clustering for personalized e-learning
User Modeling and User-Adapted Interaction
Hi-index | 0.00 |
Game-based simulation systems are increasingly being used to train users in several applications across government, industry, and academia. Designing game-based training systems that can measurably improve learning while providing an engaging training experience is a challenging problem. In this paper, we describe a novel framework that tightly integrates game-based training systems with instructional components using data analysis to address this problem. Intelligent training systems based on this framework dynamically adapt both the training and the instructional components to measurably improve learning in play sessions. We propose a three phase approach to automatically identify points in a play session to predict high-value future scenarios, validate predictions, and prescribe actions. A case study using the KDD Cup 2010 educational data set is described illustrating the effectiveness of the proposed approach.