A Tutoring and Student Modelling Paradigm for Gaming Environments.

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Bibliographic Details
Title: A Tutoring and Student Modelling Paradigm for Gaming Environments.
Authors: Burton, Richard R., Brown, John Seely, Bolt, Beranek and Newman, Inc., Cambridge, MA.
Peer Reviewed: N
Page Count: 13
Publication Date: 1976
Document Type: Reports - Research
Descriptors: Computer Assisted Instruction, Educational Games, Elementary Education, Feedback, Man Machine Systems, Mathematics Instruction, Models, Programed Tutoring, Simulation, Systems Analysis
Abstract: This paper describes a paradigm for tutorial systems capable of automatically providing feedback and hints in a game environment. The paradigm is illustrated by a tutoring system for the PLATO game "How the West Was Won." The system uses a computer-based "Expert" player to evaluate a student's moves and construct a "differential model" of the student's behavior with respect to the Expert's. The essential aspects of the student's behavior are analyzed with respect to a set of "issues," which are addressed to the basic conceptual constraints that might prevent the student's full utilization of the environment. Issues are viewed as procedural specialists that "wake-up" or become active when an instance of an issue manifests itself in a move. These issue specialists help the Tutor isolate what to comment on. The intent of the system is to transform a "fun" game into a productive learning environment without altering the student's enjoyment. (Author)
Notes: Best copy available
Journal Code: RIEJUL1978
Entry Date: 1978
Accession Number: ED151013
Database: ERIC
Description
Abstract:This paper describes a paradigm for tutorial systems capable of automatically providing feedback and hints in a game environment. The paradigm is illustrated by a tutoring system for the PLATO game "How the West Was Won." The system uses a computer-based "Expert" player to evaluate a student's moves and construct a "differential model" of the student's behavior with respect to the Expert's. The essential aspects of the student's behavior are analyzed with respect to a set of "issues," which are addressed to the basic conceptual constraints that might prevent the student's full utilization of the environment. Issues are viewed as procedural specialists that "wake-up" or become active when an instance of an issue manifests itself in a move. These issue specialists help the Tutor isolate what to comment on. The intent of the system is to transform a "fun" game into a productive learning environment without altering the student's enjoyment. (Author)