2015
DOI: 10.1016/j.compedu.2015.08.001
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Modeling how incoming knowledge, persistence, affective states, and in-game progress influence student learning from an educational game

Abstract: openAccessArticle: Falsecover date: 2015-08-01pii: S0360-1315(15)30022-1Harvest Date: 2016-01-06 13:08:26issueName:Page Range: 224-224href scidir: http://www.sciencedirect.com/science/article/pii/S0360131515300221pubType

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Cited by 98 publications
(68 citation statements)
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References 42 publications
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“…Since the main goal of adaptive educational games is to support a broad range of learners, the achievement of this goal mainly depends on the system's ability to measure in relevant learners' characteristics an accurate way, including their emotional states, and to use these data to improve the learning process [8]. Results of knowledge assessment can also serve as a piece of data for the adaptation of various game elements, e.g., form of scaffolding and hints or appropriate challenge levels [1].…”
Section: Game Adaptation To Users' Emotionsmentioning
confidence: 99%
See 2 more Smart Citations
“…Since the main goal of adaptive educational games is to support a broad range of learners, the achievement of this goal mainly depends on the system's ability to measure in relevant learners' characteristics an accurate way, including their emotional states, and to use these data to improve the learning process [8]. Results of knowledge assessment can also serve as a piece of data for the adaptation of various game elements, e.g., form of scaffolding and hints or appropriate challenge levels [1].…”
Section: Game Adaptation To Users' Emotionsmentioning
confidence: 99%
“…In the best case, developers give recommendations how to use identified emotions for adaptation purposes [8]. The main aim of this paper is to present an adaptation approach, which takes into consideration learner's differences for the (affective) assessment.…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…As características representadas neste modelo estão classificadas em quatro dimensões: Informações Pessoais, Contexto, Comportamento e Conhecimento. Essas dimensões foram propostas com base em diversos modelos anteriormente criados e que tiveram repercussões positivas na comunidade acadêmica [Ting e Phon-Amnuaisuk 2012, Shute et al 2015.…”
Section: Abordagem Propostaunclassified
“…A Figura 1 detalha o relacionamento entre as classes na ontologia. Shute et al (2015) 4.1.1. Regras O ME proposto possui a capacidade de realizar inferências sobre a performance do estudante com base nas informações descritas na ontologia.…”
Section: A Ontologiaunclassified