The objective of this study was to develop an agent based modeling (ABM) framework to
simulate the behavior of patients who leave a public hospital emergency department
(ED) without being seen (LWBS). In doing so, the study complements computer modeling
and cellular automata (CA) techniques to simulate the behavior of patients in an ED.
After verifying and validating the model by comparing it with data from a real case
study, the significance of four preventive policies including increasing number of
triage nurses, fast-track treatment, increasing the waiting room capacity and
reducing treatment time were investigated by utilizing ordinary least squares
regression. After applying the preventing policies in ED, an average of 42.14%
reduction in the number of patients who leave without being seen and 6.05% reduction
in the average length of stay (LOS) of patients was reported. This study is the first
to apply CA in an ED simulation. Comparing the average LOS before and after applying
CA with actual times from emergency department information system showed an 11%
improvement. The simulation results indicated that the most effective approach to
reduce the rate of LWBS is applying fast-track treatment. The ABM approach represents
a flexible tool that can be constructed to reflect any given environment. It is also
a support system for decision-makers to assess the relative impact of control
strategies.
Modeling and predicting player behavior is of the utmost importance in developing games. Experience has proven that, while theory-driven approaches are able to comprehend and justify a model's choices, such models frequently fail to encompass necessary features because of a lack of insight of the model builders. In contrast, data-driven approaches rely much less on expertise, and thus offer certain potential advantages. Hence, this study conducts a systematic review of the extant research on data-driven approaches to game player modeling. To this end, we have assessed experimental studies of such approaches over a nine-year period, from 2008 to 2016; this survey yielded 46 research studies of significance. We found that these studies pertained to three main areas of focus concerning the uses of data-driven approaches in game player modeling. One research area involved the objectives of data-driven approaches in game player modeling: behavior modeling and goal recognition. Another concerned methods: classification, clustering, regression, and evolutionary algorithm. The third was comprised of the current challenges and promising research directions for data-driven approaches in game player modeling.
Intelligent tutoring and personalization are considered as the two most important factors in the research of learning systems and environments. An effective tool that can be used to improve problem-solving ability is an Intelligent Tutoring System which is capable of mimicking a human tutor's actions in implementing a one-to-one personalized and adaptive teaching. In this paper, a novel Flowchart-based Intelligent Tutoring System (FITS) is proposed benefiting from Bayesian networks for the process of decision making so as to aid students in problem-solving activities and learning computer programming. FITS not only takes full advantage of Bayesian networks, but also benefits from a multi-agent system using an automatic text-to-flowchart conversion approach for engaging novice programmers in flowchart development with the aim of improving their problem-solving skills. In the end, in order to investigate the efficacy of FITS in problem-solving ability acquisition, a quasi-experimental design was adopted by this research. According to the results, students in the FITS group experienced better improvement in their problem-solving abilities than those in the control group. Moreover, with regard to the improvement of a user's problem-solving ability, FITS has shown to be considerably effective for students with different levels of prior knowledge, especially for those with a lower level of prior knowledge.
Automated content generation for educational games has become an emerging research problem, as manual authoring is often time consuming and costly. In this article, we present a procedural content generation framework that intends to produce educational game content from the viewpoint of both designer and user. This framework generates content by means of genetic algorithm, and thereby offers designers the ability to control the process of content generation for various learning goals according to their preferences. It further takes into consideration how the content can adapt according to the skill of the users. We demonstrate effectiveness of the framework by way of an empirical study of human players in an educational language learning game aiming at developing early English reading skills of young children. The results of our study confirm that users' performance measurably improves when game contents are customized to their individual ability, in contrast
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