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Modeling the Acquisition of Fluent Skill in Educational Action Games

  • Ryan S. J. D. Baker
  • M. P. Jacob Habgood
  • Shaaron E. Ainsworth
  • Albert T. Corbett
Part of the Lecture Notes in Computer Science book series (LNCS, volume 4511)

Abstract

There has been increasing interest in using games for education, but little investigation of how to model student learning within games [cf. 6]. We investigate how existing techniques for modeling the acquisition of fluent skill can be adapted to the context of an educational action game, Zombie Division. We discuss why this adaptation is necessarily different for educational action games than for other types of games, such as turn-based games. We demonstrate that gain in accuracy over time is straightforward to model using exponential learning curves, but that models of gain in speed over time must also take gameplay learning into account.

Keywords

Mathematical Skill Educational Game Intrinsic Condition Interactive Learning Environment Educational Data Mining 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Springer-Verlag Berlin Heidelberg 2007

Authors and Affiliations

  • Ryan S. J. D. Baker
    • 1
  • M. P. Jacob Habgood
    • 1
  • Shaaron E. Ainsworth
    • 1
  • Albert T. Corbett
    • 2
  1. 1.Learning Sciences Research Institute, University of Nottingham, NottinghamUK
  2. 2.Human-Computer Interaction Institute, Carnegie Mellon University, Pittsburgh, PAUSA

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