Abstract:An effective adaptive learning system would theoretically maintain learners in a permanent state of flow. In this state, learners are completely focused on activities. To attain this state, the difficulty of learning activities must match learners' skills. To perform this matching, it is essential to define, measure and deeply analyze difficulty. However, very few previous works deal with difficulty in depth. Most commonly, difficulty is defined as a one-dimensional value. This permits ordering activities, but… Show more
“…Difficulty is generally defined as the commitment taken to effectively perform an operation [11]. Aponte et al [26] claim that the difficulty of a challenge is the probability that the player will fail at it.…”
Section: Difficulty In Educational Gamesmentioning
confidence: 99%
“…Several approaches to defining difficulty in games already exist, ranging from measuring the difficulty of video games [33], [34] to assessing the difficulty of educational games [11], [35].…”
Section: Difficulty In Educational Gamesmentioning
confidence: 99%
“…To this end, we must be able to estimate the difficulty of these activities so that teachers-or, ideally, a tool-can generate increasingly challenging learning activities with adaptive difficulty based on the learner's performance. According to flow theory, adequate scaffolding through challenges is key to offering challenges that are neither too difficult nor too easy, consequently causing anxiety or boredom [11].…”
This project has received funding from the European Union's Horizon 2020 research and innovation program under the Marie Sklodowska-Curie grant agreement Nº 665959. In addition, a number of institutions have backed and cofinanced this project.
“…Difficulty is generally defined as the commitment taken to effectively perform an operation [11]. Aponte et al [26] claim that the difficulty of a challenge is the probability that the player will fail at it.…”
Section: Difficulty In Educational Gamesmentioning
confidence: 99%
“…Several approaches to defining difficulty in games already exist, ranging from measuring the difficulty of video games [33], [34] to assessing the difficulty of educational games [11], [35].…”
Section: Difficulty In Educational Gamesmentioning
confidence: 99%
“…To this end, we must be able to estimate the difficulty of these activities so that teachers-or, ideally, a tool-can generate increasingly challenging learning activities with adaptive difficulty based on the learner's performance. According to flow theory, adequate scaffolding through challenges is key to offering challenges that are neither too difficult nor too easy, consequently causing anxiety or boredom [11].…”
This project has received funding from the European Union's Horizon 2020 research and innovation program under the Marie Sklodowska-Curie grant agreement Nº 665959. In addition, a number of institutions have backed and cofinanced this project.
“…This challenge applies particularly to primary school pupils who have to learn and understand basic principles while at the same time do volume training. The very intention of ALT-mediated volume training is to create personalised challenges in the pupils' flow zone, between boredom and anxiety (Gallego-Durán et al, 2018). Feelings of competence and a sense of autonomy are important factors that generate variability in feelings of flow and intrinsic motivation.…”
Section: Could You Describe a Typical Mathematics Class?mentioning
“…The paper by Gallego-Duran et al [35] deals with a very interesting problem, i.e., how to define activities for adaptive learning systems. Adaptive learning aims to maintain learners in a permanent state of flow by providing them the activities adapted to their skills.…”
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.