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Modeling the Acquisition of Fluent Skill in Educational Action Games

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Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 4511))

Abstract

There has been increasing interest in using games for education, but little investigation of how to model student learning within games [cf. 6]. We investigate how existing techniques for modeling the acquisition of fluent skill can be adapted to the context of an educational action game, Zombie Division. We discuss why this adaptation is necessarily different for educational action games than for other types of games, such as turn-based games. We demonstrate that gain in accuracy over time is straightforward to model using exponential learning curves, but that models of gain in speed over time must also take gameplay learning into account.

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References

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Cristina Conati Kathleen McCoy Georgios Paliouras

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© 2007 Springer-Verlag Berlin Heidelberg

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Baker, R.S.J.D., Habgood, M.P.J., Ainsworth, S.E., Corbett, A.T. (2007). Modeling the Acquisition of Fluent Skill in Educational Action Games. In: Conati, C., McCoy, K., Paliouras, G. (eds) User Modeling 2007. UM 2007. Lecture Notes in Computer Science(), vol 4511. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-73078-1_5

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  • DOI: https://doi.org/10.1007/978-3-540-73078-1_5

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-73077-4

  • Online ISBN: 978-3-540-73078-1

  • eBook Packages: Computer ScienceComputer Science (R0)

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