2013
DOI: 10.1007/978-3-642-40627-0_62
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Automatic Generation and Delivery of Multiple-Choice Math Quizzes

Abstract: We present an application of constraint logic programming to create multiple-choice questions for math quizzes. Constraints are used for the configuration of the generator, giving the user some flexibility to customize the forms of the expressions arising in the exercises. Constraints are also used to control the application of the buggy rules in the derivation of plausible wrong solutions to the quiz questions. We developed a prototype based on the core system of AGILMAT [18]. For delivering math quizzes to s… Show more

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Cited by 5 publications
(3 citation statements)
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“…None of the above systems deals with the problem of insertion and namely the typesetting of the mathematical text. The authors Tomas and Leal (2013) deal with the issues of the mathematical text by means of an external application. So, as to finalize the creation of the tests, the above authors use some functionalities of a web application for the presentation and evaluation of the mathematical expressions.…”
Section: Related Workmentioning
confidence: 99%
“…None of the above systems deals with the problem of insertion and namely the typesetting of the mathematical text. The authors Tomas and Leal (2013) deal with the issues of the mathematical text by means of an external application. So, as to finalize the creation of the tests, the above authors use some functionalities of a web application for the presentation and evaluation of the mathematical expressions.…”
Section: Related Workmentioning
confidence: 99%
“…Procedural content generation (PCG), the algorithmic creation of content with limited or indirect user input (Togelius et al 2011), has been adopted in commercial games such as Diablo III (Blizzard) and No Man's Sky (Hello Games), and studied in academic context including generating furniture layouts (Germer and Schwarz 2009) and textures (Dong et al 2019). It is also found in domains beyond entertainment, such as automatically generating code as test cases for software verification (Claessen and Hughes 2011) or randomly generating math quizzes (Tomás and Leal 2013). As a powerful tool for creating large amounts of diverse data and continuously introducing new experiences, PCG is often considered part of a mixed-initiative co-creativity (Yannakakis, Liapis, and Alexopoulos 2014).…”
Section: Introductionmentioning
confidence: 99%
“…Procedural content generation (PCG), algorithmic creation of content with limited or indirect user input (Togelius et al 2011), has been adopted in commercial games such as Diablo III (Blizzard) and Path of Exile (Grinding Gear Games), and studied in many academic contexts including plants (Smith 1984), and furniture layouts (Germer and Schwarz 2009). It is also found in domains outside of entertainment, such as automatically generating code as test cases for software verification (Claessen and Hughes 2011) or randomly generating math quizzes (Tomás and Leal 2013). In general, PCG is essential when large amount of diverse content is needed, such as in creating large virtual world (Smelik et al 2011), and creating scenes to test multi-agent simulations (Arnold and Alexander 2013).…”
Section: Introductionmentioning
confidence: 99%