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Authors: Richard Torres-Molina 1 ; Andrés Riofrío-Valdivieso 1 ; Carlos Bustamante-Orellana 1 and Francisco Ortega-Zamorano 2

Affiliations: 1 School of Mathematical Science and Information Technology, Yachay Tech University, Urcuquí and Ecuador ; 2 Department of Computer Sciences and Languages, Universidad de Málaga, Málaga and Spain

Keyword(s): Neurocomputational Model, Mathematics, Learning, Video Game.

Related Ontology Subjects/Areas/Topics: AI and Creativity ; Artificial Intelligence ; Artificial Intelligence and Decision Support Systems ; Computational Intelligence ; Enterprise Information Systems ; Evolutionary Computing ; Informatics in Control, Automation and Robotics ; Intelligent Control Systems and Optimization ; Knowledge Discovery and Information Retrieval ; Knowledge Representation and Reasoning ; Knowledge-Based Systems ; Machine Learning ; Soft Computing ; Symbolic Systems

Abstract: Learning math is important for the academic life of students: the development of mathematical skills is influenced by different characteristics of students such as geographical position, economic level, parents’ education, achievement level, teacher objectives, social level, use of information and communication technologies by teachers, learner motivation, gender, age, preferences for playing video games, and the school year of the students. In this work, these previously mentioned characteristics were considered as the attributes (inputs) of a multilayer neural network that uses a backpropagation algorithm to predict the percentage of improvement in mathematics through a 2D mathematical video game that was developed to allow the children to practice addition and subtraction operations. After applying the neural model, using the twelve attributes mentioned before and the backpropagation algorithm, there was a network of one layer with ten neurons and another network of two layers wit h 5 neurons in the first layer and 20 neurons in the second layer. Both architectures produced a mean squared error smaller than 0.0069 in the prediction of the student’s percentage of improvement in mathematics, being the best configurations found in this study for the neural model. These results lead to the conclusion that we are able to predict the percentage of improvement in math that the students could achieve after playing the game, and therefore, claiming if the video game is recommendable or not for certain students. (More)

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Paper citation in several formats:
Torres-Molina, R.; Riofrío-Valdivieso, A.; Bustamante-Orellana, C. and Ortega-Zamorano, F. (2019). Prediction of Learning Improvement in Mathematics through a Video Game using Neurocomputational Models. In Proceedings of the 11th International Conference on Agents and Artificial Intelligence - Volume 2: ICAART; ISBN 978-989-758-350-6; ISSN 2184-433X, SciTePress, pages 554-559. DOI: 10.5220/0007348605540559

@conference{icaart19,
author={Richard Torres{-}Molina. and Andrés Riofrío{-}Valdivieso. and Carlos Bustamante{-}Orellana. and Francisco Ortega{-}Zamorano.},
title={Prediction of Learning Improvement in Mathematics through a Video Game using Neurocomputational Models},
booktitle={Proceedings of the 11th International Conference on Agents and Artificial Intelligence - Volume 2: ICAART},
year={2019},
pages={554-559},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0007348605540559},
isbn={978-989-758-350-6},
issn={2184-433X},
}

TY - CONF

JO - Proceedings of the 11th International Conference on Agents and Artificial Intelligence - Volume 2: ICAART
TI - Prediction of Learning Improvement in Mathematics through a Video Game using Neurocomputational Models
SN - 978-989-758-350-6
IS - 2184-433X
AU - Torres-Molina, R.
AU - Riofrío-Valdivieso, A.
AU - Bustamante-Orellana, C.
AU - Ortega-Zamorano, F.
PY - 2019
SP - 554
EP - 559
DO - 10.5220/0007348605540559
PB - SciTePress