TY - GEN
T1 - Predicting player moves in an educational game
T2 - 6th International Conference on Educational Data Mining, EDM 2013
AU - Liu, Yun En
AU - Mandel, Travis
AU - Butler, Eric
AU - Andersen, Erik
AU - O’Rourke, Eleanor
AU - Brunskill, Emma
AU - Popović, Zoran
N1 - Funding Information:
This work was supported by the University of Washington Center for Game Science, DARPA grant FA8750-11-2-0102, the Bill and Melinda Gates Foundation, Google, NSF grants IIS-0811902 and IIS-1048385, and an NSF Graduate Research Fellowship under Grant No. DGE-0718124.
Publisher Copyright:
© 2013 International Educational Data Mining Society. All rights reserved.
PY - 2013/1/1
Y1 - 2013/1/1
N2 - Open-ended educational tools can encourage creativity and active engagement, and may be used beyond the classroom. Being able to model and predict learner performance in such tools is a critical component to assist the student, and enable tool refinement. However, open-ended educational domains typically allow an extremely broad range of learner input. As such, building the same kind of cognitive models often used to track and predict student behavior in existing systems is challenging. In addition, the resulting large spaces of user input coupled with comparatively sparse observed data, limits the applicability of straightforward classification methods. We address these difficulties with a new algorithm that combines Markov models, state aggregation, and player heuristic search, dynamically selecting between these methods based on the amount of available data. Applied to a popular educational game, our hybrid model achieved greater predictive accuracy than any of the methods alone, and performed significantly better than a random baseline. We demonstrate how our model can learn player heuristics on data from one task that accurately predict performance on future tasks, and explain how our model retains parameters that are interpretable to non-expert users.
AB - Open-ended educational tools can encourage creativity and active engagement, and may be used beyond the classroom. Being able to model and predict learner performance in such tools is a critical component to assist the student, and enable tool refinement. However, open-ended educational domains typically allow an extremely broad range of learner input. As such, building the same kind of cognitive models often used to track and predict student behavior in existing systems is challenging. In addition, the resulting large spaces of user input coupled with comparatively sparse observed data, limits the applicability of straightforward classification methods. We address these difficulties with a new algorithm that combines Markov models, state aggregation, and player heuristic search, dynamically selecting between these methods based on the amount of available data. Applied to a popular educational game, our hybrid model achieved greater predictive accuracy than any of the methods alone, and performed significantly better than a random baseline. We demonstrate how our model can learn player heuristics on data from one task that accurately predict performance on future tasks, and explain how our model retains parameters that are interpretable to non-expert users.
KW - Educational games
KW - User modeling
UR - http://www.scopus.com/inward/record.url?scp=85084013323&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85084013323&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:85084013323
T3 - Proceedings of the 6th International Conference on Educational Data Mining, EDM 2013
BT - Proceedings of the 6th International Conference on Educational Data Mining, EDM 2013
A2 - D'Mello, Sidney K.
A2 - Calvo, Rafael A.
A2 - Olney, Andrew
PB - International Educational Data Mining Society
Y2 - 6 July 2013 through 9 July 2013
ER -