Publication:
Adapting Knowledge Inference Algorithms to Measure Geometry Competencies through a Puzzle Game

dc.contributor.authorStrukova, Sofia
dc.contributor.authorGómez Mármol, Félix
dc.contributor.authorRuipérez Valiente, José Antonio
dc.contributor.departmentIngeniería de la Información y las Comunicaciones
dc.date.accessioned2025-01-23T11:19:34Z
dc.date.available2025-01-23T11:19:34Z
dc.date.issued2023-09-06
dc.description© 2023 Los autores This document is the accepted version of a published work that appeared in final form in ACM Transactions on Knowledge Discovery from Data This document is made available under the CC-BY-NC-ND 4.0 license http://creativecommons.org/licenses/by-nc-nd/4.0 To access the final edited and published work see: https://doi.org/10.1145/3614436
dc.description.abstractThe rapid technological evolution of the last years has motivated students to develop capabilities that will prepare them for an unknown future in the 21st century. In this context, many teachers intend to optimise the learning process, making it more dynamic and exciting through the introduction of gamification. Thus, this article focuses on a data-driven assessment of geometry competencies, which are essential for developing problem-solving and higher-order thinking skills. Our main goal is to adapt, evaluate and compare Bayesian Knowledge Tracing (BKT), Performance Factor Analysis (PFA), Elo, and Deep Knowledge Tracing (DKT) algorithms applied to the data of a geometry game named Shadowspect, in order to predict students’ performance by means of several classifier metrics. We analysed two algorithmic configurations, with and without prioritisation of Knowledge Components (KCs) – the skills needed to complete a puzzle successfully, and we found Elo to be the algorithm with the best prediction power with the ability to model the real knowledge of students. However, the best results are achieved without KCs because it is a challenging task to differentiate between KCs effectively in game environments. Our results prove that the above-mentioned algorithms can be applied in formal education to improve teaching, learning, and organisational efficiency.es
dc.formatapplication/pdfes
dc.format.extent24es
dc.identifier.citationACM Transactions on Knowledge Discovery from Data, Volume 18, Issue 1 Article No.: 21, Pages 1 - 23
dc.identifier.doihttps://doi.org/10.1145/3614436
dc.identifier.issnPrint.:1556-4681
dc.identifier.issnElectronic.: 1556-472X
dc.identifier.urihttp://hdl.handle.net/10201/149146
dc.languageenges
dc.publisherACMes
dc.relationSin financiación externa a la Universidades
dc.rightsinfo:eu-repo/semantics/openAccesses
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectComputational social sciencees
dc.subjectData-driven evaluationes
dc.subjectData mininges
dc.subjectCompetencieses
dc.subjectCapabilitieses
dc.titleAdapting Knowledge Inference Algorithms to Measure Geometry Competencies through a Puzzle Gamees
dc.typeinfo:eu-repo/semantics/articlees
dspace.entity.typePublicationes
relation.isAuthorOfPublicationa34140f9-361d-448f-a0b9-850b55fa20b3
relation.isAuthorOfPublication.latestForDiscoverya34140f9-361d-448f-a0b9-850b55fa20b3
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