Next Article in Journal
Social Vulnerability, Gender and Disasters. The Case of Haiti in 2010
Next Article in Special Issue
Using Mobile Devices for Educational Purposes in Compulsory Secondary Education to Improve Student’s Learning Achievements
Previous Article in Journal
Supporting the Sustainable Development of Railway Transport in Developing Countries
Previous Article in Special Issue
Twitter Social Network in University Teaching. Digital Innovation Strategy for Social Responsibility
Open AccessArticle

Intelligent System for Interactive Teaching through Videogames

Department of Electrical and Electronics Engineering, Universidad del Norte, 081007 Barranquilla, Colombia
*
Author to whom correspondence should be addressed.
Sustainability 2020, 12(9), 3573; https://doi.org/10.3390/su12093573
Received: 31 March 2020 / Revised: 19 April 2020 / Accepted: 20 April 2020 / Published: 28 April 2020
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. View Full-Text
Keywords: education; videogames; intelligent systems; fuzzy logic; case-based reasoning; ICT; interactive education education; videogames; intelligent systems; fuzzy logic; case-based reasoning; ICT; interactive education
Show Figures

Figure 1

MDPI and ACS Style

Robles, D.; Quintero M., C.G. Intelligent System for Interactive Teaching through Videogames. Sustainability 2020, 12, 3573.

Show more citation formats Show less citations formats
Note that from the first issue of 2016, MDPI journals use article numbers instead of page numbers. See further details here.

Article Access Map by Country/Region

1
Search more from Scilit
 
Search
Back to TopTop