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This study presents a cognitive user model that measures memory retention capabilities within a mobile game. The model utilizes an enhanced version of Ebbinghaus’ mathematical model and requires user-specific initialization variables. The game, "Two-of-a-kind," records every action and timestamp, providing data on the student's memory usage. By analyzing this data, the application fine-tunes the user model to predict the user's memory retention abilities without the need for flipping images.
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Initialising a cognitive user model of memory within a mobile game Konstantinos Manos, Maria Virvou Department of Informatics University of Piraeus
What we have… • A user model that encapsulates information on how to measure one’s memory retention capabilities • An ITS (with a Virtual Game as a front-end) that uses this model to simulate the student’s memory retention capabilities
What we need… • The user model is based on an enhanced version of Ebbinghaus’ mathematical model. This model needs some initialisation variables that are user specific. E.g.: • Individual Memorisation Ability (MA) • Base Retention Percentage (BRP)
What we did… • With the use of a “Memory Test” game, the initialisation data for the User Model are gathered and fed to the ITS. ITS User Model Database Initialisation Application “Memory Game” Student (User)
Memory Game • The game used was the “Two-of-a-kind” • The user gradually flips images trying to match them into pairs by remembering their positions. • It is quick and easy. • It is already known to the public. • It provides data on the usage of the student’s short term memory
Data Mining… • While the student plays the game EVERY action is recorded along with a timestamp • After the game has ended the data acquired can be used to replay the whole session without the student • The mathematical model depends on the time(s) the student sees an image and the time he uses it
Calculations • With the use of these data the application tries to find the values of the various factors of the Ebbinghaus’ Model (BRP, MA, etc ) so that, if the model was used then the application could “guess” whether the student remembers the position of an image, even without him flipping it.
Evaluation • Tests indicated that the pairs matched near the end of the game do NOT provide reliable information, along with the wrong choices at the beginning. • After the first time, the application already has a model for the student and uses the new data to fine tune it.