Sistema Inteligente de Enseñanza Interactiva A Través de Videojuegos
Sistema Inteligente de Enseñanza Interactiva A Través de Videojuegos
Article
Intelligent System for Interactive Teaching
through Videogames
Diego Robles and Christian G. Quintero M. *
Department of Electrical and Electronics Engineering, Universidad del Norte, 081007 Barranquilla, Colombia;
[email protected]
* Correspondence: [email protected]
Received: 31 March 2020; Accepted: 20 April 2020; Published: 28 April 2020
Abstract: Education, videogames, and intelligent systems are all relevant topics for researchers.
Determining means of improving academic performance using a range of techniques and tools is an
important challenge. However, while there are currently websites and multimedia resources that
help students to improve their knowledge on specific topics, these lack in not having intelligent
agents that can evaluate students and recommend materials to suit the difficulty that a user is
having in a given subject. In this sense, this paper aims at developing an intelligent system that
allows interactive teaching in basic education using videogames. In particular, high school students’
skills in basic mathematical operations with fractions were used for testing experimentally the
approach. An intelligent system was developed using computational techniques such as fuzzy
logic and case-based reasoning to evaluate user performance and recommend additional study
material according to the specific challenges from the given educational game. The use of the games
was supported by ICT (information and communication technologies) tools on a web platform.
Such a developed platform was tested by 206 high school students, who played 5400 games in total.
The students showed an improvement of around 14% in the topics covered. The results indicate
that the implementation jointly of videogames and intelligent systems allows users to improve their
performance in the given topics.
Keywords: education; videogames; intelligent systems; fuzzy logic; case-based reasoning; ICT;
interactive education
1. Introduction
2.2. Methods
Methods
2.1.
2.1. Proposed System
Proposed System
Figure
Figure 1 1
shows thethe
shows proposed general
proposed modelmodel
general of the system. Such a system
of the system. Such evaluates
a system user knowledge
evaluates user
of the topics handled. As the user interacts with the system, it stores all player-generated
knowledge of the topics handled. As the user interacts with the system, it stores all player‐generated information
and later decodes, analyzes, and evaluates it by using an intelligent system. Finally, the system displays
information and later decodes, analyzes, and evaluates it by using an intelligent system. Finally, the
all
system statistical
the displays information calculated
all the statistical duringcalculated
information the user’s during
progress and
the provides
user’s suggestions
progress that
and provides
consider being convenient to reinforce the subjects addressed in the games. In particular, high
suggestions that consider being convenient to reinforce the subjects addressed in the games. In school
students’ skills in basic mathematical operations with fractions are used for testing experimentally
particular, high school students’ skills in basic mathematical operations with fractions are used for
the approach.
testing experimentally the approach.
Figure 1. Model of the proposed system.
Figure 1. Model of the proposed system.
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Type of Video
No. Name Difficulty Time (Sec) Aesthetics Competitive Fun
Game
1 What’s your sign? Linear - 2D Hard 60 OK - -
2 Monkey Math Balance Linear - 2D Easy 120 OK - OK
Speedway Fractions Adding
3 Linear - 2D Medium 64 OK OK OK
Fractions
4 Compare Fractions Linear - 2D Easy 65 OK OK -
5 SnowSprint Multiply Fractions Linear - 2D Medium 64 OK OK OK
6 Sowing Grass Linear - 2D Medium - OK - -
7 Fraction Matcher Linear - 2D Medium - OK - OK
8 Number climb Linear - 2D Hard - OK - -
Martian Hoverboards Algebra
9 Linear - 2D Medium 81 OK OK OK
Evaluating Expressions
10 Puppy Chase Fractions To Decimals Linear - 2D Medium 64 OK OK OK
The difficulty of the topics addressed in the electronic games must vary according to the age of
the users. For this reason, videogames that can adapt to the learning speed of the current user should
be used.
Duration is a key element for each game, as it is linked to multiple factors, including the ability to
capture data and user attention. The latter is important because the performance of multiple repetitions
in an extensive game can cause user fatigue. Therefore, videogames are chosen with an average
playtime between 60 and 85 s.
Each videogame is required to have a user-friendly design and color scheme. At the same time,
the games are required to be competitive to ensure a positive experience among the users and to result
in a desire to play again.
According to the above, the following videogames were selected:
2.2.3. Puppy Chase (Fractions to Decimals)
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This is a competitive videogame in which users convert mixed numbers into decimals (see
Figure 2C). As the player correctly solves the questions shown on the screen, the character within the
the videogame
videogame moves moves forward
forward at higher
at higher and
and higher
higher speed,
speed, ultimatelyovertaking
ultimately overtakingthe
theopponents
opponentsand
and
taking a top position in the game.
taking a top position in the game.
Figure 2. Selected videogames in this approach.
Figure 2. Selected videogames in this approach.
2.3. Intelligent System
2.3. Intelligent System
This is a trained system that can solve problems without the need for human supervision.
Intelligent
This is systems exhibit
a trained behavior
system similar
that can solve to human intelligence
problems without the [10].
need They are characterized
for human by
supervision.
the representation, processing, and modification of a problem’s information and the consequent
Intelligent systems exhibit behavior similar to human intelligence [10]. They are characterized by the
improvement ofprocessing,
representation, their reasoning
and through their experience.
modification As the information
of a problem’s system has newand experiences, it can
the consequent
interact with different environments and adapts to novel situations.
There are a variety of ways of developing computational intelligence. For this study, fuzzy logic
and case-based reasoning (CBR) are considered.
This technique can use data that is less precise than that which could be used by conventional
logic, which requires accurate and complete data. The advantage of fuzzy logic is that it allows for
formalizing expressions with a high degree of ambiguity through membership functions [11].
• Membership Functions: The variables for correct answers, incorrect answers, and playtime
obtained for these games are taken as fuzzy entries, where their respective membership functions
are created. To obtain a metric in which the user’s knowledge can be classified, using the values
obtained in the input variables, a membership function called Performance is created.
• Correct Fuzzy Set: To create membership functions, it is necessary to make games with different
users and classify the results. Figure 3A shows the ranges of correct answers obtained through
experimentation: 0–10 (poor), 9–15 (medium), and 14 or more (good) questions.
• Incorrect Fuzzy Set: The membership function for questions incorrectly answered is classified
into the following ranges: 0–5 (good), 3–11 (medium), and 10 or more (poor) (see Figure 3B).
• Time Fuzzy Set: This membership function for playtime is classified by the following ranges: 0–58
(good), 58–64 (medium), and 64 or more (poor) seconds (see Figure 3C).
• Performance Fuzzy Set: The membership function for the response variable is defined by the
ranges 0–5 (beginner), 5–10 (medium), and 10 or more (pro) (see Figure 3D).
• Fuzzy Rules: The fuzzy rules are created from expert knowledge in the study topics. The fuzzy
rules are elaborated using the Mamdani method, which allows the creation of a condition for a
direct relation of the inputs with the output of the system. If one or more additional inputs exist,
they can be associated with logical operators and can be related to the output variable.
So that for a system to make decisions based on fuzzy rules, the membership degree of the
fuzzy set must be examined [12]. The value of the system response variable is determined through
defuzzification, that is, by converting the values from the linguistic variables into numerical values.
Each fuzzy rule generates a set that relates to the membership function for each element. All output
sets coming from the rules are combined into a single set, where the value of the response variable
corresponds to the centroid value of the figure obtained [12].
With the fuzzy sets established in inputs and outputs, fuzzy rules can be created. Rules for
which a relationship could not be created are eliminated. Tables 2 and 3 present the rules obtained for
system functioning.
Correct
Inputs
Poor Medium Good
poor beginner beginner beginner
Time medium beginner medium medium
good - pro pro
Incorrect
Inputs
Poor Medium Good
poor beginner beginner -
Time medium beginner beginner medium
good - medium pro
Incorrect
Inputs
poor medium good
poor beginner beginner ‐
Time medium beginner beginner medium
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good ‐ medium pro
Figure 3. Membership functions for the user’s knowledge evaluation.
Figure 3. Membership functions for the user’s knowledge evaluation.
Table 5. Profiles obtained according to performances on Puppy Chase and Martian Hoverboards.
After the profile classification is completed, the system saves the game information with the
defuzzified values (performance) for each videogame to the database. The maximum value of the
defuzzified output according to the configuration established in the fuzzy logic of the Python library
used is 13.27. Equation (1) presents the performance value to the user in the range of 0–100%.
• Retrieve: To retrieve the nearest case, it is necessary to know the performance value of the fuzzy
system for the user (V). The system retrieves the closest cases (Ci ) using the upper limit (S)
(Equation (2)) and the lower limit (L) (Equation (3)) with a range of 10%. Then all yields are
searched within the limits found.
S = V + (V ∗ 10%), (2)
L = V − (V ∗ 10%), (3)
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After calculating the number of cases within the limits, the closest case (M) is identified. For this,
Equation (5) is evaluated.
M = min(V − Ci ). (5)
• Reuse: After M is found, the information stored in the system database is retrieved. The case
is composed of the following variables: case number, user profile, user performance, and user
improvement recommendation.
• Revise: At this stage, it is verified that the recommendation matched the user need. Additionally,
other backup recommendations are presented if the first does not satisfy the user. For cases
where the user does not accept the recommendation, the CBR withdraws all the suggestions and
replaces them with new ones. This process is repeated until the problem is solved or the number
of recommendations is exhausted, and the initial suggestions are then shown again.
• Retain: Where users report that the case is a solution to the problem, the system remains the case,
and the case base is not updated. Otherwise, the CBR continues to send recommendations until
the user decides that it has already solved the issue. The CBR automatically stores a new case,
taking as information the performance of the user and the recommended suggestion. In this way,
the system is updated to be able to respond to future problems.
The CBR makes recommendations to the user depending on the profile obtained from the games
played. These suggestions include external didactic material, such as web pages and tutorial videos,
to provide to people to reinforce mathematical topics with a deficiency.
• Recommendations: The material to be recommended consists of interactive websites and didactic
videos accessible through the YouTube platform, where mathematical topics related to each
videogame are discussed. The external material has 40 recommendations, divided among the
following topics: eight (8) for the addition of fractions, eight (8) for the subtraction of fractions,
eight (8) for multiplication of fractions, eight (8) for combinations of addition, subtraction,
and multiplication of fractions, four (4) for basic operations of integers, and four (4) for the
conversion of mixed numbers to decimals.
The CBR presents different recommendations depending on the given user’s profile. For example,
users with a Medium 1 profile, that is, who has better performance in SpeedWay than in SnowSprint,
receives recommendations for multiplication of fractions. Table 6 shows which topics should be
suggested, depending on the profile obtained.
3. Results
SpeedWay, SnowSprint, Puppy Chase, and Martian Hoverboards are racing games in which the
user must answer a series of basic math operations questions. The precise questions vary randomly
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Although the user indeed wins when he or she achieves first place in a competition, each particular
in each game, such that the user is not likely to be exposed to the same conditions in two games.
play session is better than another when a greater number of correct responses are reported, fewer
Although the user indeed wins when he or she achieves first place in a competition, each particular
incorrect answers are given, and less time is taken. Taking into account this idea, intelligent systems
play session is better than another when a greater number of correct responses are reported, fewer
are integrated to achieve improvements in user performance. Thus, the videogames are evaluated
incorrect answers are given, and less time is taken. Taking into account this idea, intelligent systems
using different variables, such as the time at the end of the race, rate of questions per minute, and
are integrated to achieve improvements in user performance. Thus, the videogames are evaluated
accuracy, among others. However, another variable, called performance, is created to be used by the
using different variables, such as the time at the end of the race, rate of questions per minute, and
intelligent system. This variable integrates time data, the number of correct answers and the number
accuracy, among others. However, another variable, called performance, is created to be used by the
of incorrect answers.
intelligent system. This In this way,
variable the system
integrates assesses
time data, the same
the number information
of correct for all
answers and the the tested
number of
videogames.
incorrect answers. In this way, the system assesses the same information for all the tested videogames.
The method of evaluation to measure user performance is initially related to a preliminary test
The method of evaluation to measure user performance is initially related to a preliminary test at
at the moment of registering in the platform (see Figure 4).
the moment of registering in the platform (see Figure 4).
Figure 4. Developed platform.
Figure 4. Developed platform.
The results are stored in the database after the videogame is played to be analyzed and evaluated
The results are stored in the database after the videogame is played to be analyzed and evaluated
by the intelligent system. Once this is completed, the intelligent system recommends possible
by the intelligent system. Once this is completed, the intelligent system recommends possible
improvement actions according to the profile obtained and the previous experiences with similar
improvement actions according to the profile obtained and the previous experiences with similar
performance. The system then provides statistics on the progress achieved by the user through the
performance. The system then provides statistics on the progress achieved by the user through the
games stored in the database.
games stored in the database.
The tests were carried out on high school students from Colegio del Sagrado Corazón, Calle 74
The tests were carried out on high school students from Colegio del Sagrado Corazón, Calle 74
(see Figure 5), which is located in Barranquilla, Colombia. The platform has 206 users.
(see Figure 5), which is located in Barranquilla, Colombia. The platform has 206 users.
Figure 6 shows a sample analysis of user performance in the games on the platform. This analysis
develops statistical data presenting user averages for the most recent five games, the general average
per game, the game average for all users, standard deviations, minimum and maximum values for
all realized yields, number of games played, and interquartile ranges. Besides, comparison charts
for videogames, game history, and system recommendations are provided. Figure 7 shows several
examples of the websites and videos that the system recommends to users.
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Figure 5. Students using the proposed platform.
Figure 5. Students using the proposed platform.
Figure 6 shows a sample analysis of user performance in the games on the platform. This analysis
develops statistical data presenting user averages for the most recent five games, the general average
per game, the game average for all users, standard deviations, minimum and maximum values for
all realized yields, number of games played, and interquartile ranges. Besides, comparison charts for
videogames, game history, and system recommendations are provided. Figure 7 shows several
examples of the websites and videos that the system recommends to users.
Figure 6. User statistical performance on the proposed platform.
Figure 6. User statistical performance on the proposed platform.
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Figure 6. User statistical performance on the proposed platform.
Figure 7. Examples of external material suggested to the users.
Figure 7. Examples of external material suggested to the users.
Table 7 shows the results (mean and standard deviation) from 140 users for the SpeedWay
Table 7 The
videogame. shows the performance
initial results (mean
(theand
firststandard deviation)
five games) is 32.7%.from
After140 users
using thefor the SpeedWay
platform (45 days)
videogame. The initial performance (the first five games) is 32.7%. After using the platform (45 days)
taking the intelligent system recommendations, the most recent five games are taken as a measure and
taking the intelligent system recommendations, the most recent five games are taken as a measure
the group average is then 41.03% (an increase in performance of 8.3%). Table 8 shows that the students’
and the group average is then 41.03% (an increase in performance of 8.3%). Table 8 shows that the
progress is 8.01% for the SnowSprint videogame. Table 9 shows the best performance achieved (an
studentsʹ
increase ofprogress
14.83%)is 8.01%
for for the Chase
the Puppy SnowSprint videogame.
videogame. Table 10Table
shows9 shows the best
an increase performance
of 6.07% for the
achieved (an increase of 14.83%) for the Puppy Chase videogame. Table 10 shows an increase of 6.07%
Martian Hoverboards videogame. Results are then validated following the most common methods of
the state of the art [2,7,16–19].
Table 7. Result for SpeedWay in the first and final five games.
Table 8. Results for SnowSprint in the first and final five games.
Table 9. Results for Puppy Chase in the first and final five games.
Table 10. Results for Martian in the first and final five games.
4. Discussion
The results for each videogame show that the implementation of the intelligent system with the
two computational techniques allows the user to obtain better performance in the addressed topics.
The proposed model allows the use of the same fuzzy system structure and the same CBR scheme
for the four videogames. Then, it is possible to use the same metric for different games and perform
similar tests for the corresponding analysis. Finally, the results of the tests allow for concluding that the
combination of intelligent systems, videogames, and ICT improves learning in the users of the system.
The intelligent system takes advantage of the student’s assessed level and the previous experiences of
users stored in the case database to provide more accurate recommendations according to the current
level of the student. Videogames provide a suitable environment for interaction where students learn
in a fun and competitive way. ICTs integrate the overall system into a friendly platform accessible
from anywhere via the Internet. Thus, the objectives of this research are successfully met, and it is
found possible to implement an intelligent system that allows interactive teaching in basic education
using videogames.
5. Conclusions
A new digital platform was developed to reinforce mathematical knowledge in people through
videogames and intelligent systems. This platform was evaluated by high school students and judged
to offer a new alternative to allow users to increase their mathematical skills.
This study was focused on the development of an intelligent system according to the proposed
model. In the future, we will seek to integrate new computational techniques with complementary
information from users to bring more specific suggestions. Another goal for future work is to
increase the range of videogames to test the capabilities and characteristics of the system. Finally,
the implementation of the proposed approach in different educational institutions will benefit more
students around.
Author Contributions: Conceptualization, D.R. and C.G.Q.M.; methodology, D.R. and C.G.Q.M.; software,
D.R.; validation, D.R.; formal analysis, D.R. and C.G.Q.M.; investigation, D.R. and C.G.Q.M.; resources, D.R.;
data curation, D.R.; writing—original draft preparation, D.R. and C.G.Q.M.; writing—review and editing, D.R. and
C.G.Q.M.; visualization, D.R.; supervision, C.G.Q.M.; project administration, C.G.Q.M. All authors have read and
agreed to the published version of the manuscript.
Funding: This research received no external funding.
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Acknowledgments: This work was supported by Universidad del Norte, Barranquilla - Colombia. Special thanks
to Colegio Del Sagrado Corazón - Calle 74 for the continuous support in this study.
Conflicts of Interest: The authors declare that there are no conflicts of interest regarding the publication of
this paper.
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