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http://dx.doi.org/10.3745/KTSDE.2021.10.11.529

A Comparative Study on Game-Score Prediction Models Using Compuational Thinking Education Game Data  

Yang, Yeongwook (한신대학교 컴퓨터공학부)
Publication Information
KIPS Transactions on Software and Data Engineering / v.10, no.11, 2021 , pp. 529-534 More about this Journal
Abstract
Computing thinking is regarded as one of the important skills required in the 21st century, and many countries have introduced and implemented computing thinking training courses. Among computational thinking education methods, educational game-based methods increase student participation and motivation, and increase access to computational thinking. Autothinking is an educational game developed for the purpose of providing computational thinking education to learners. It is an adaptive system that dynamically provides feedback to learners and automatically adjusts the difficulty according to the learner's computational thinking ability. However, because the game was designed based on rules, it cannot intelligently consider the computational thinking of learners or give feedback. In this study, game data collected through Autothikning is introduced, and game score prediction that reflects computational thinking is performed in order to increase the adaptability of the game by using it. To solve this problem, a comparative study was conducted on linear regression, decision tree, random forest, and support vector machine algorithms, which are most commonly used in regression problems. As a result of the study, the linear regression method showed the best performance in predicting game scores.
Keywords
Computational Thinking; Prediction; Game Based Learning; Regression;
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