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GaTO:一种在智能辅导系统中应用游戏化的本体模型。

GaTO: An Ontological Model to Apply Gamification in Intelligent Tutoring Systems.

作者信息

Dermeval Diego, Albuquerque Josmário, Bittencourt Ig Ibert, Isotani Seiji, Silva Alan Pedro, Vassileva Julita

机构信息

Faculty of Medicine, Center of Excellence for Social Technologies, Federal University of Alagoas, Maceió, Brazil.

Center of Excellence for Social Technologies, Computing Institute, Federal University of Alagoas, Maceió, Brazil.

出版信息

Front Artif Intell. 2019 Jul 31;2:13. doi: 10.3389/frai.2019.00013. eCollection 2019.

Abstract

Intelligent Tutoring Systems (ITSs) are concerned with the use of artificial intelligence techniques for performing adaptive tutoring to learners' according to what they know about the domain. Researchers are increasingly interested in applying gamification in e-learning systems to engage students and to drive desired learning behaviors. However, little attention has been drawn to the effective application of gamification in ITS, and how to connect theories of both concepts in a standard and formal way. Moreover, gamified ITS should manipulate a huge amount of knowledge regarding several models, i.e., gamification, domain, student and pedagogical models. Formally connecting such theories as well as representing system's knowledge relies on the use of ontologies. In this paper, we present an ontological model that connects gamification and ITS concepts. Our model takes advantage of ontologies to allow automated reasoning (e.g., on the domain, student, pedagogical or gamification models), to enable interoperability, and create awareness about theories and good practices for the designers of gamified ITS. To evaluate our model, we use an ontology evaluation method based on five knowledge representation roles. We also illustrate how it could support the development of an intelligent authoring tool to design gamified ITS.

摘要

智能辅导系统(ITSs)关注的是利用人工智能技术,根据学习者对领域知识的掌握情况为其提供适应性辅导。研究人员越来越有兴趣在电子学习系统中应用游戏化,以吸引学生并推动他们产生预期的学习行为。然而,游戏化在智能辅导系统中的有效应用以及如何以标准和正式的方式将这两个概念的理论联系起来,却很少受到关注。此外,游戏化的智能辅导系统需要处理关于多种模型的大量知识,即游戏化模型、领域模型、学生模型和教学模型。以形式化的方式连接这些理论以及表示系统的知识依赖于本体的使用。在本文中,我们提出了一个连接游戏化和智能辅导系统概念的本体模型。我们的模型利用本体来实现自动化推理(例如,对领域、学生、教学或游戏化模型进行推理),实现互操作性,并为游戏化智能辅导系统的设计者创造关于理论和良好实践的认知。为了评估我们的模型,我们使用了一种基于五个知识表示角色的本体评估方法。我们还说明了它如何支持开发一个智能创作工具来设计游戏化的智能辅导系统。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6be5/7861306/1242cdcc47d2/frai-02-00013-g0001.jpg

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