2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom) 2016
DOI: 10.1109/coginfocom.2016.7804582
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Estimating task difficulty in educational games

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Cited by 12 publications
(4 citation statements)
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“…(3) Moreover, given that previous efforts to define difficulty in games [11], [18], [33]- [35] are time dependent and that research has shown that limiting the time of an activity affects performance [56]- [59], we suggest that difficulty also depends on the time given to solve the challenge. Using a linear regression, we predicted the average success time (ASt) given the maze and coding characteristics of a challenge.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…(3) Moreover, given that previous efforts to define difficulty in games [11], [18], [33]- [35] are time dependent and that research has shown that limiting the time of an activity affects performance [56]- [59], we suggest that difficulty also depends on the time given to solve the challenge. Using a linear regression, we predicted the average success time (ASt) given the maze and coding characteristics of a challenge.…”
Section: Resultsmentioning
confidence: 99%
“…Several approaches to defining difficulty in games already exist, ranging from measuring the difficulty of video games [33], [34] to assessing the difficulty of educational games [11], [35].…”
Section: Difficulty In Educational Gamesmentioning
confidence: 99%
“…To express our problem in a general way that can model competitions for different kind of sports, we let S denote the set of possible outcomes for a match; e.g., S={(0,3), (1,1), (3,0)} for the European football in the FIFA scoring system: the winner obtains 3 points, the loser gets 0, and a draw yields 1 points for each team. Then the question of whether a given team can still win the competition at a certain moment is called the Generalized Sports Elimination(S) problem, or GSE(S).…”
Section: The Sports Elimination Problem From a Computational Viewmentioning
confidence: 99%
“…The socio-cognitive ICT field includes collective knowledge, cognitive networks and their intelligent capabilities. Education and learning are closely related to this area, the CogInfoCom based learning abilities investigating capabilities for learning through modern informatics-based education, the educoaching including education through online collaborative systems and virtual reality solutions for example [64][65][66][67][68][69][70][71][72][73][74][75][76][77][78][79][80]. The human computer interaction processes including CogInfoCom aided engineering also cover this area, the industrial applications of CogInfoCom including production engineering, production management, the cognitive control contains theoretical solutions based on or targeting cognitive and other human body related processes, cognitive robotics and autonomous mental development [81][82][83][84][85][86][87][88][89][90].…”
Section: Introductionmentioning
confidence: 99%