This asset enables personalisation to an individual player by specifying and providing interventions (in form of messages or feedback during gaming) that aim at supporting learning – e.g. by prompting reflection on the task goals or by conveying facts. A concrete intervention is triggered based on rules using log data of the player’s activities. The rules are defined in the authoring tool of the asset. In principle, wanted and unwanted behavior can be modeled and related interventions if such modeled behavior occurs. This asset enables personalisation to an individual player by specifying and providing interventions (in form of messages or feedback during gaming) that aim at supporting learning – e.g. by prompting reflection on the task goals or by conveying facts. A concrete intervention is triggered based on rules using log data of the player’s activities. The rules are defined in the authoring tool of the asset. In principle, wanted and unwanted behavior can be modeled and related interventions if such modeled behavior occurs.

Learners sometimes get stuck on a problem/task or get off from the intended/desired path while playing an applied game. This may lead to difficulties or failure in the achievement of learning objectives. The goal of the Cognitive Intervention Asset is to support players by providing tailored interventions (in form of messages or feedback during game situations) that foster learners’ reflection and conscious thinking. The interventions are triggered based on simple rules using basic interaction data (without separate assessment.

In this release the included functionality consists in the monitoring of the players’ behaviour and the feedback if the learner did some wrong or achieved something. The underlying model can be created in the authoring tool.
In the next release the provided feedback to player will also be delivered to the tracker, so that a teacher can review that.

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