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P2 GidgetML

GidgetML:基于机器学习的自适应编程游戏
ICSE Proceedings of the ACM/IEEE 42nd International Conference on Software Engineering: Software Engineering Education and Training2020匹配度 1/10 · 论文关注的是用机器学习自适应调整编程教育游戏任务,属于教育技术与游戏化学习场景,并未涉及静态分析、Agentic/LLM 程序分析、浮点程序分析或贝叶斯程序分析等用户核心研究方向。引用 8 inbox
Michael A. Miljanovic, Jeremy S. Bradbury
crossref: 2026-09-12

AI 速览

一句话:提出GidgetML,用机器学习自适应调整Gidget编程游戏任务以匹配学习者能力,显著降低学生表现差异。

严肃游戏已成为编程教育的重要辅助手段,但其固定内容难以适配不同背景与能力水平的学习者:高水平者易感无聊,低水平者易受挫。为此,作者提出 GidgetML——Gidget 编程游戏的自适应版本,利用机器学习评估并预测学习者能力,据此动态修改游戏任务。为验证效果,他们在一门大学一年级编程课程中开展涉及 100 名学生的研究,对比非自适应 Gidget 与自适应 GidgetML。结果显示,使用 Gidget 的学生在实验课中的成绩存在显著差异,而使用 GidgetML 的学生成绩差异显著缩小,表明自适应机制有助于平衡不同能力学习者的表现。

问题
严肃编程游戏难以适配不同教育背景和能力水平的学生,导致学习体验和进度差异较大。
方法
GidgetML 是 Gidget 编程游戏的自适应版本,使用机器学习评估并预测学习者能力,动态调整游戏任务。
评估
在一门一年级大学编程课程中开展 100 名学生参与的研究,比较非自适应 Gidget 与自适应 GidgetML 的表现;发现 GidgetML 显著降低了学生表现差异。
原文摘要(Abstract)

Serious games have become a popular alternative learning tool for computer programming education. Research has shown that serious games provide benefits including the development of problem solving skills and increased engagement in the learning process. Despite the benefits, a major challenge of developing serious games is their ability to accommodate students with different educational backgrounds and levels of competency. Learners with a high-level of competence may find a serious games to be too easy or boring, while learners with low-level competence may be frequently frustrated or find it difficult to progress through the game. One solution to this challenge is to use automated adaptation that can alter game content and adjust game tasks to a level appropriate for the learner. The use of adaptation has been successfully utilized in educational domains outside of Software Engineering, but has not been applied to serious programming games. This paper presents GidgetML, an adaptive version of the Gidget programming game, that uses machine learning to modify game tasks based on assessing and predicting learners' competencies. To assess the benefits of adaptation, we have conducted a study involving 100 students in a first-year university programming course. Our study compared the use of Gidget (non-adaptive) with GidgetML (adaptive) and found that students who played Gidget during lab sessions varied significantly in their performance while this variance was significantly reduced for students who played GidgetML.

链接与引用

DOI 原文 ·

BibTeX
@inproceedings{paperbot5688,
  title = {GidgetML},
  author = {Michael A. Miljanovic and Jeremy S. Bradbury},
  booktitle = {ICSE},
  year = {2020},
  doi = {10.1145/3377814.3381716}
}