Skip to main content

TuneIn: Framework Design and Implementation for Education Using Dynamic Difficulty Adjustment Based on Deep Reinforcement Learning and Mathematical Approach

  • Conference paper
  • First Online:
Ad Hoc Networks and Tools for IT (ADHOCNETS 2021, TridentCom 2021)

Abstract

Education, personal self-development, and overall learning have vastly changed over the years as a result of historical events, methodologies, and technologies. As students first, and then as educators, we have only seen slight changes in the delivery of educational content, with the most accepted model being “one system fits all”, we have seen content and delivery mediums, but little about differentiating or personalizing the education experience. We challenge this traditional model by implementing an Adaptive Training Framework based on AI techniques through a Dynamic Difficulty Adjustment agent. We have conducted a limited sample size experiment to prove that personalized content allows the learner to achieve more than a static model.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Watts, J., Robertson, N.: Burnout in university teaching staff: a systematic literature review. Educ. Res. 53(1), 33–50 (2011)

    Article  Google Scholar 

  2. Csikszentmihalyi, M.: Finding Flow: The Psychology of Engagement with Everyday Life. Basic Books, New York (2008)

    Google Scholar 

  3. Radloff, A., Coates, H.: Doing More for Learning: Enhancing Engagement and Outcomes: Australasian Survey of Student Engagement: Australasian Student Engagement Report (2010)

    Google Scholar 

  4. Kolb, D.A., Boyatzis, R.E., Mainemelis, C.: Experiential learning theory: previous research and new directions. In: Perspectives on Thinking, Learning, and Cognitive Styles, vol. 1, no. 8, pp. 227–247 (2001)

    Google Scholar 

  5. Cagiltay, N.: Using learning styles theory in engineering education. Eur. J. Eng. Educ. 33(4), 415–424 (2008)

    Article  Google Scholar 

  6. An, D., Carr, M.: Learning styles theory fails to explain learning and achievement: recommendations for alternative approaches. Personality Individ. Differ. 116, 410–416 (2017)

    Article  Google Scholar 

  7. Barrio, C.M., Munoz-Organero, M., Soriano, J.S.: Can gamification improve the benefits of student response systems in learning? An experimental study. IEEE Trans. Emerg. Top. Comput. 4(3), 429–438 (2016)

    Article  Google Scholar 

  8. Kiesler, S., Kraut, R.E., Koedinger, K.R., Aleven, V., Mclaren, B.M.: Gamification in education: what, how, why bother. Acad. Exch. Q. 15(2), 1–5 (2011)

    Google Scholar 

  9. Kapp, K.M.: The Gamification of Learning and Instruction. Wiley San Francisco (2012)

    Google Scholar 

  10. Liu, C., Agrawal, P., Sarkar, N., Chen, S.: Dynamic difficulty adjustment in computer games through real-time anxiety-based affective feedback. Int. J. Hum.-Comput. Interact. 25(6), 506–529 (2009)

    Article  Google Scholar 

  11. Yien, J., Hung, C., Hwang, G., Lin, Y.: A game-based learning approach to improving students’ learning achievements in a Nutrition course. Turkish Online J. Educ. Technol.-TOJET 10(2), 1–10 (2011)

    Google Scholar 

  12. Wang, L., Chen, M.: The effects of game strategy and preference-matching on flow experience and programming performance in game-based learning. Innov. Educ. Teach. Int. 47(1), 39–52 (2010)

    Article  Google Scholar 

  13. Brisson, A., et al.: Artificial intelligence and personalization opportunities for serious games. In: Eighth Artificial Intelligence and Interactive Digital Entertainment Conference, October 2012

    Google Scholar 

  14. Silva, M.P., do Nascimento Silva, V., Chaimowicz, L.: Dynamic difficulty adjustment on MOBA games. Entertain. Comput. 18, 103–123 (2017)

    Google Scholar 

  15. Ung, W.C., Meriaudeau, F., Tang, T.B.: Optimizing mental workload by functional near-infrared spectroscopy based dynamic difficulty adjustment. In: 2018 40th Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC), pp. 1522–1525. IEEE, July 2018

    Google Scholar 

  16. Chang, D.M.J.: Dynamic difficulty adjustment in computer games. In: Proceedings of the 11th Annual Interactive Multimedia Systems Conference (2013)

    Google Scholar 

  17. Bederson, B.B.: Interfaces for staying in the flow. Ubiquity 5(27), 1 (2004)

    Article  Google Scholar 

  18. Jegers, K.: Pervasive game flow: understanding player enjoyment in pervasive gaming. Comput. Entertain. (CIE) 5(1), 9-es (2007)

    Google Scholar 

  19. Stein, A., Yotam, Y., Puzis, R., Shani, G., Taieb-Maimon, M.: EEG-triggered dynamic difficulty adjustment for multiplayer games. Entertain. Comput. 25, 14–25 (2018)

    Article  Google Scholar 

  20. Hunicke, R., Chapman, V.: AI for dynamic difficulty adjustment in games. In: Challenges in Game Artificial Intelligence AAAI Workshop. AAAI Press, San Jose (2004)

    Google Scholar 

  21. Peng, C., Wang, D., Zhang, Y., Xiao, J.: A visuo-haptic attention training game with dynamic adjustment of difficulty. IEEE Access 7, 68878–68891 (2019)

    Article  Google Scholar 

  22. Manoharan, S.: Personalized assessment as a means to mitigate plagiarism. IEEE Trans. Educ. 60(2), 112–119 (2016)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Alessio Bonti .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2022 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Bonti, A., Palaparthi, M., Jiang, X., Pham, T. (2022). TuneIn: Framework Design and Implementation for Education Using Dynamic Difficulty Adjustment Based on Deep Reinforcement Learning and Mathematical Approach. In: Bao, W., Yuan, X., Gao, L., Luan, T.H., Choi, D.B.J. (eds) Ad Hoc Networks and Tools for IT. ADHOCNETS TridentCom 2021 2021. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 428. Springer, Cham. https://doi.org/10.1007/978-3-030-98005-4_17

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-98005-4_17

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-98004-7

  • Online ISBN: 978-3-030-98005-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics