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Emerson, Andrew; Min, Wookhee; Azevedo, Roger; Lester, James – British Journal of Educational Technology, 2023
Game-based learning environments hold significant promise for facilitating learning experiences that are both effective and engaging. To support individualised learning and support proactive scaffolding when students are struggling, game-based learning environments should be able to accurately predict student knowledge at early points in students'…
Descriptors: Game Based Learning, Natural Language Processing, Prediction, Student Evaluation
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Geden, Michael; Emerson, Andrew; Carpenter, Dan; Rowe, Jonathan; Azevedo, Roger; Lester, James – International Journal of Artificial Intelligence in Education, 2021
Game-based learning environments are designed to provide effective and engaging learning experiences for students. Predictive student models use trace data extracted from students' in-game learning behaviors to unobtrusively generate early assessments of student knowledge and skills, equipping game-based learning environments with the capacity to…
Descriptors: Game Based Learning, Middle School Students, Microbiology, Secondary School Science
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Henderson, Nathan; Kumaran, Vikram; Min, Wookhee; Mott, Bradford; Wu, Ziwei; Boulden, Danielle; Lord, Trudi; Reichsman, Frieda; Dorsey, Chad; Wiebe, Eric; Lester, James – International Educational Data Mining Society, 2020
In recent years, game-based learning has shown significant promise for creating engaging and effective learning experiences. Developing models that can predict whether students will struggle with mastering certain concepts could guide adaptive support to assist students with mastering those concepts. Game-based learning environments offer…
Descriptors: Competency Based Education, Game Based Learning, Student Evaluation, Evaluation Methods
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Rachmatullah, Arif; Reichsman, Frieda; Lord, Trudi; Dorsey, Chad; Mott, Bradford; Lester, James; Wiebe, Eric – Journal of Science Education and Technology, 2021
This study examined students' genetics learning in a game-based environment by exploring the connections between the expectancy-value theory of achievement motivation and flow theory. A total of 394 secondary school students were recruited and learned genetics concepts through interacting with a game-based learning environment. We measured their…
Descriptors: Models, Secondary School Students, Genetics, Game Based Learning