Yazidi Anis, Abolpour Mofrad Asieh, Goodwin Morten, Hammer Hugo Lewi, Arntzen Erik
Department of Computer Science, Oslo Metropolitan University, Oslo, Norway.
Department of Computer Science, University of Agder, Kristiansand, Norway.
Cogn Neurodyn. 2020 Oct;14(5):675-687. doi: 10.1007/s11571-020-09624-3. Epub 2020 Aug 27.
An adaptive task difficulty assignment method which we reckon as balanced difficulty task finder (BDTF) is proposed in this paper. The aim is to recommend tasks to a learner using a trade-off between skills of the learner and difficulty of the tasks such that the learner experiences a state of during the learning. Flow is a mental state that psychologists refer to when someone is completely immersed in an activity. Flow state is a multidisciplinary field of research and has been studied not only in psychology, but also neuroscience, education, sport, and games. The idea behind this paper is to try to achieve a flow state in a similar way as Elo's chess skill rating (Glickman in Am Chess J 3:59-102) and TrueSkill (Herbrich et al. in Advances in neural information processing systems, 2006) for matching game players, where "matched players" should possess similar capabilities and skills in order to maintain the level of motivation and involvement in the game. The BDTF draws analogy between choosing an appropriate opponent or appropriate game level and automatically choosing an appropriate difficulty level of a learning task. This method, as an intelligent tutoring system, could be used in a wide range of applications from online learning environments and e-learning, to learning and remembering techniques in traditional methods such as adjusting delayed matching to sample and spaced retrieval training that can be used for people with memory problems such as people with dementia.
本文提出了一种自适应任务难度分配方法,我们将其视为平衡难度任务查找器(BDTF)。目的是在学习者的技能和任务难度之间进行权衡,为学习者推荐任务,以便学习者在学习过程中体验到一种状态。心流是心理学家在某人完全沉浸于一项活动时所提及的一种心理状态。心流状态是一个多学科研究领域,不仅在心理学中得到研究,在神经科学、教育、体育和游戏领域也有研究。本文背后的理念是尝试以与Elo的国际象棋技能评级(Glickman在《美国国际象棋杂志》3:59 - 102中所述)和TrueSkill(Herbrich等人在《神经信息处理系统进展》,2006年中所述)类似的方式实现心流状态,用于匹配游戏玩家,其中“匹配的玩家”应具备相似的能力和技能,以保持游戏中的动机和参与度水平。BDTF在选择合适的对手或合适的游戏级别与自动选择学习任务的合适难度级别之间进行类比。这种方法作为一种智能辅导系统,可用于从在线学习环境和电子学习到传统方法中的学习和记忆技巧等广泛应用,例如调整延迟匹配样本和间隔检索训练,可用于有记忆问题的人群,如痴呆症患者。