2009 Ninth IEEE International Conference on Advanced Learning Technologies 2009
DOI: 10.1109/icalt.2009.150
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Realtime Knowledge Space Skill Assessment for Personalized Digital Educational Games

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Cited by 16 publications
(8 citation statements)
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“…In addition, experts or automated systems define an appropriate description for each set of actions. These descriptions are then used to model the learner (Lessard 2012;Conati and Zhao 2004;Manske and Conati 2005;Stathacopoulou et al 2004;Virvou et al 2003;Katsionis and Virvou 2004;Conlan et al 2009). …”
Section: Translating Learner's Actionsmentioning
confidence: 99%
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“…In addition, experts or automated systems define an appropriate description for each set of actions. These descriptions are then used to model the learner (Lessard 2012;Conati and Zhao 2004;Manske and Conati 2005;Stathacopoulou et al 2004;Virvou et al 2003;Katsionis and Virvou 2004;Conlan et al 2009). …”
Section: Translating Learner's Actionsmentioning
confidence: 99%
“…The learner model's goal in Conlan et al (2009) was to generate a real-time evaluation of a learner's skills. The skill assessment engine component was responsible for translating each learner's actions within the game into a list of probabilities that showed the likelihood of each relevant skill having been acquired by the learner.…”
Section: Translating Learner's Actionsmentioning
confidence: 99%
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“…Using educational games to assist the learning process offers a wide range of possibilities that can be difficult to attain in a traditional classroom; for example, they give players the possibility of going at their own pace and learning through trial and error in a controlled and safe environment. They also offer many options for assessment; using real-time assessment data, a game can be adapted to a learner's needs (Carvalho et al, 2015;Conlan, Hampson, Peirce, & Kickmeier-Rust, 2009;Göbel, Mehm, Radke, & Steinmetz, 2009). Educational games also offer the possibility of formative assessment and feedback according to a player's actions (Jarvis & de Freitas, 2009).…”
Section: Introductionmentioning
confidence: 99%
“…We use it to link game actions to the domain competencies and to represent the equivalence and sub-optimality relations between game actions. Ontologies have been used for the diagnosis of errors in learning systems [14] as well as for knowledge diagnosis in serious games [15].…”
Section: Combining An Expert Petri Net and A Game Action And Domain Omentioning
confidence: 99%