TY - GEN
T1 - On-the-fly adaptive planning for game-based learning
AU - Hulpuş, Ioana
AU - Hayes, Conor
A2 - Bichindaritz, Isabelle
A2 - Montani, Stefania
PY - 2010
Y1 - 2010
N2 - In this paper, we present a model for competency development using serious games, which is underpinned by a hierarchical case-based planning strategy. In our model, a learner's objectives are addressed by retrieving a suitable learning plan in a two-stage retrieval process. First of all, a suitable abstract plan is retrieved and personalised to the learner's specific requirements. In the second stage, the plan is incrementally instantiated as the learner engages with the learning material. Each instantiated plan is composed of a series of stories - interactive narratives designed to improve the learner's competence within a particular learning domain. The sequence of stories in an instantiated plan is guided by the planner, which monitors the learner performance and suggests the next learning step. To create each story, the learner's competency proficiency and performance assessment history are considered. A new story is created to further progress the plan instantiation. The plan succeeds when the user consistently reaches a required level of proficiency. The successful instantiated plan trace is stored in an experience repository and forms a knowledge base on which introspective learning techniques are applied to justify and/or refine abstract plan composition.
AB - In this paper, we present a model for competency development using serious games, which is underpinned by a hierarchical case-based planning strategy. In our model, a learner's objectives are addressed by retrieving a suitable learning plan in a two-stage retrieval process. First of all, a suitable abstract plan is retrieved and personalised to the learner's specific requirements. In the second stage, the plan is incrementally instantiated as the learner engages with the learning material. Each instantiated plan is composed of a series of stories - interactive narratives designed to improve the learner's competence within a particular learning domain. The sequence of stories in an instantiated plan is guided by the planner, which monitors the learner performance and suggests the next learning step. To create each story, the learner's competency proficiency and performance assessment history are considered. A new story is created to further progress the plan instantiation. The plan succeeds when the user consistently reaches a required level of proficiency. The successful instantiated plan trace is stored in an experience repository and forms a knowledge base on which introspective learning techniques are applied to justify and/or refine abstract plan composition.
UR - http://hdl.handle.net/10379/4525
UR - https://www.scopus.com/pages/publications/77955006910
U2 - 10.13025/21037
DO - 10.13025/21037
M3 - Conference Publication
SN - 3642142737
SN - 9783642142734
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 375
EP - 389
BT - Case-Based Reasoning Research and Development - 18th International Conference on Case-Based Reasoning, ICCBR 2010, Proceedings
T2 - 18th International Conference on Case-Based Reasoning, ICCBR 2010
Y2 - 19 July 2010 through 22 July 2010
ER -