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Assessing Performance Competence in Training Games

  • Conference paper
Affective Computing and Intelligent Interaction (ACII 2011)

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 6975))

Abstract

In-process assessment of trainee learners in game-based simulators is a challenging activity. This typically involves human instructor time and cost, and does not scale to the one tutor per learner vision of computer-based learning. Moreover, evaluation from a human instructor is often subjective and comparisons between learners are not accurate. Therefore, in this paper, we propose an automated, formula-driven quantitative evaluation method for assessing performance competence in serious training games. Our proposed method has been empirically validated in a game-based driving simulator using 7 subjects and 13 sessions, and accuracy up to 90.25% has been achieved when compared to an existing qualitative method. We believe that by incorporating quantitative evaluation methods like these future training games could be enriched with more meaningful feedback and adaptive game-play so as to better monitor and support player motivation, engagement and learning performance.

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© 2011 Springer-Verlag Berlin Heidelberg

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Ekanayake, H., Backlund, P., Ziemke, T., Ramberg, R., Hewagamage, K. (2011). Assessing Performance Competence in Training Games. In: D’Mello, S., Graesser, A., Schuller, B., Martin, JC. (eds) Affective Computing and Intelligent Interaction. ACII 2011. Lecture Notes in Computer Science, vol 6975. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-24571-8_65

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  • DOI: https://doi.org/10.1007/978-3-642-24571-8_65

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-24570-1

  • Online ISBN: 978-3-642-24571-8

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