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An emotional student model for game-play adaptation

Biomedical Sciences Research Institute Computer Science Research Institute Environmental Sciences Research Institute Nanotechnology & Advanced Materials Research Institute

Munoz, K, McKevitt, P, Lunney, T, Noguez, J and Neri, L (2011) An emotional student model for game-play adaptation. Entertainment Computing, 2 (2). pp. 133-141. [Journal article]

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URL: http://www.sciencedirect.com/science/article/pii/S1875952110000248

DOI: 10.1016/j.entcom.2010.12.006

Abstract

Game-based learning offers key advantages for learning through experience in conjunction with offering multi-sensorial and engaging communication. However, ensuring that learning has taken place is the ultimate challenge. Intelligent Tutoring Systems (ITSs) have been incorporated into game-based learning environments to guide learners’ exploration. Emotions have proven to be deeply intertwined with cognitive and motivational factors. ITSs attempt to recognise and convey emotion in order to enhance students’ learning and engagement. The ITS student model is responsible for attainment of adaptability and understanding of learners’ needs. It is not clear which emotions are relevant to the teaching-learning experience,or what antecedents and interpersonal differences are involved in determining an emotion.Therefore, student modelling involves uncertainty. Creating an emotional student model that can reason about students’ observable behaviour during online game-play is the main goal of our research. The analysis,design and implementation for this model are our central focus here. The model uses as a basis the Control-Value theory of achievement emotions and employs motivational and cognitive variables to determine an emotion. A Probabilistic Relational Model (PRM) approach was applied to facilitate the derivation of three Dynamic Bayesian Networks (DBNs) corresponding to three types of achievement emotions. Results from a prototyping exercise conducted along with the outcome-prospective emotions DBN are presented and discussed. In future work a larger population of students will be employed to develop an accurate DBN model to incorporate into PlayPhysics, an emotional game-based learning environment for teaching Physics.

Item Type:Journal article
Faculties and Schools:Faculty of Arts
Faculty of Computing & Engineering
Faculty of Arts > School of Creative Arts and Technologies
Faculty of Computing & Engineering > School of Computing and Intelligent Systems
Research Institutes and Groups:Computer Science Research Institute
Computer Science Research Institute > Intelligent Systems Research Centre
ID Code:21112
Deposited By:Professor Paul McKevitt
Deposited On:05 Mar 2012 15:28
Last Modified:07 Apr 2014 10:45

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