ITM Web Conf.
Volume 33, 2020International Conference on ICT enhanced Social Sciences and Humanities (ICTeSSH 2020)
|Number of page(s)||10|
|Section||Digital Tools and Infrastructures|
|Published online||14 August 2020|
Governing games Adaptive game selection in the Math Garden
1 Utrecht University, Information and Computing Sciences, Utrecht 3584 CC The Netherlands
2 University of Amsterdam, Psychological Methods,, Amsterdam 1018 WS The Netherlands
3 Prowise Learn, Amsterdam, 1011 VL The Netherlands
* Corresponding author: email@example.com
Utilizing online digital educational content has become the norm when teaching young students. A variety of adaptive educational practice sys- tems is readily available and allows students to practice various domains, on a preferred difficulty and pace. However, due to the intensification of the teaching profession and the possibilities of practicing from home, students might be left unsupervised, and as a result do not practice domains that are most important. This study proposes a solution to govern these students, i.e., provide comput- erized data driven supervision that guides students in practicing domains most important with no intervention of a teacher.
Through an experiment involving 13 578 participants, a new governing method was tested and found to have positive effects on both engagement and learning, with almost no changes to the visual interface needed. Governing seems a promising technique in general, and was effectively tested and introduced in Math Garden.
© The Authors, published by EDP Sciences, 2020
This is an Open Access article distributed under the terms of the Creative Commons Attribution License 4.0, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
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